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  • Earthbound Cities (Realm Capitals.)

    Forwarding Summary:
    Devs should include in the game more common player areas, specifically a capital city in each "realm" of the map(ERENDAL, MURKEN FOREST,ETC). There are more than a few features I have in mind that these cities should have that are part of the Realm Wars(a factional war) concept I'm drafting up, but the ones I can mention here that don't need to be essentially related to that are:

    ADHD Warning: the rest of this post is "Fluff"/Details...if you don't like the idea of more interactive cities in the game(or do but don't care to learn how "I" would see it done, then probably no need to read any further...

    Culture: A festival area for cute stuff related to the seasonal/holiday events that this game seasonally depicts. I'd say this should be somehow interactive so players can get some gifts for participating/decorating the town square or whatever. Additionally I think the "decorations" that players contribute should potentially make each "realms" culture turn out to be unique enough to justify some feeling "loyal" to their own realm. Players should be able to visit other realm's and their cities to do archaeology,join wild boss parties,and participate in the kind of festivals I mentioned, just by teleporting their toon from city to city;journey through a local friend's farmstead(re-instanced); travel through certain guild structures( as yet non existent) etc;
    but they can only really participate in realm customization (and plunder/besiege other player's cities..except during a realm war) if their own city is located in that realm.

    Auction Quarter/Market Square:
    Sooner or later most multiplayer RPG style games allow player to player commerce/trading of some stuff..I'm thinking WT will someday come around..one can always hope..not my biggest deal though. This is also another opportunity to make the realms unique/distinct form one another as there could be rare items that players can only "dig" out in the specific realms.

    Muse Alter(museum)/Archive:
    This is a repository for all the archeology and guild boss artifacts players are asked to "dig" for. The players get to be notarized for submitting their contributions in fun areas I call "exhibits". Each realm has a unique museum and its the work of players to try to make theirs the most accurate and complete. The realm's museum has an advantage for artifacts and lore related to the history of their own realm but its every museum's ultimate goal to complete a chronicle of the entire game world, so they are co-op competitive. There is a source/quest guide for obtaining and returning missions/quests in working for the museum. This can coincide with other concepts I had regarding guild quests and something a friend of mine suggested: a team/party archaeology mode called "excavation." These I admit deserve their own suggestion threads.

    Joust/Arena: a somewhat violent theater to host the Echelon Arena/joust a competitive class based feature I'm suggesting where players can elect to serve as champions for important npcs that influence the fate of their realms. I'm actually planning to suggest that players be able to support semi persistent npcs that are generated by the game but might even come from the player's own city/domain from quests(escort,etc) unique to their city/domain/hamlet(the one devs already got rid of with farm updates.)

    The Keep:
    houses the most important npcs of the realm. Basically a defensive structure or town hall for the Realm cities..without a Realm Wars type event this could be mostly just decorative..or maybe a way for players to fight for illegitimate supremacy over the realm.

    Guild Labyrinth/office quarter:
    -Labyrinths- like the forgotten catacombs in player cities these are mysterious structures leftover from a bygone era. The early guilds began exploring these areas in search of the Ward Towers. Along the way they found the chambers suitable for planting guild trees and the enchantments needed to build Mystery Towers. The Labyrinths are protected by powerful NPCs and probably should only accessible to players with a guild chamber in the labyrinth(guild members based in that realm). I'm thinking this could sort've lead to a way for rival guild players or npcs to invade guild chambers, but it should probably be a pretty unnecessary endeavor only useful for temporary strategic advantages related to other ideas I intend to discuss regarding guild vs guild gameplay. I really don't see much need to render such an area in the game very extensively but the possibilities are probably pretty limitless even if its rendered cheaply.

    -Offices- The realm where a guild master or assistant's city is located is eligible to have an office(1 per guild) in a specific quarter probably near the labyrinths. I haven't figured it all out but I'm thinking a place where members can hangout/celebrate and guild officers can promote guild quests to members or even outsource some to nonmembers for those poor lonely guilds. (haven't gotten to that post yet but "guild quest" is probably pretty self explanatory as a basic idea.) Maybe have even more npcs, guild based ones, in the game coming from here or something. The deal is that the realm where a guild office is located can have structures on the map that are protective of cities. All ward Towers(they rotate from another dimension obviously) for example appear in the Labyrinth in the same relative location in every capital, positioned according to the sacred geometry of our familiar guild battlefield. Each ward dimension in the labyrinth contains 8 ward towers but they're only active when one or all top 8 guilds is based (has tree/chamber) in that realm. The ward towers can't be attacked during normal gameplay(thats what gb is for) and Ward Towers each protect a specific corresponding area on the map nearby the capital city so that anyone who is important enough in that realm eg Echelons can move their city there and never worry about plunder..until a guild battle renders the protecting guild's ward tower useless. Enough about that though its a separate post. The idea is to build a relationship between guilds and the realms they dwell in.
    Last edited by R27377783; 06-13-2016, 12:25 AM.

  • #2
    Some very interesting ideas.

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    • #3
      I second that. But will R2 even consider such as we pretty much are looking at a close to "dying" game?
      Vicious! Approach with Caution!
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      • #4
        Originally posted by Meikura001 View Post
        I second that. But will R2 even consider such as we pretty much are looking at a close to "dying" game?
        You know that R2Games didn't and doesn't write code for this game right? The game developer is 7Roads for Wartune. Proficient City, has distribution rights to "Western Wartune" that then allows others to host the game on their platforms.

        If you're going to say things of this nature, at least put the consideration where it belongs.

        Comment


        • #5
          Let's see:

          Culture - we already have a shared area known as Cloud City. Setting up individual areas in each map seems redundant. Also, given that people choose their map largely for 2 reasons:
          1. What they want to find in archaeology
          2. How much they hate the other people in that map (or the one they just left)
          trying to inspire "loyalty" to a zone seems like a fool's errand.

          Auction - part of me would like an auction house of some sort, but it's questionable at best if it would be to the benefit of the game. The loot system of this game really doesn't lend itself well to auctions. The game devs don't allow it because it would let players drive down the prices of certain things.

          Museum - sounds like a lot of effort for not much reason. Team excavation sounds like it would be extremely easy to cross the line from "fun activity" to "boring grind".

          Joust - a pretty interesting idea. The game has never had any interest in non-player factions, but that could be a way to get into it. Still never going to happen, but a good suggestion.

          Keep - same problems as with "Culture" above

          Guild labyrinth - not really a suggestion yet, but perfectly fine start to a fan fiction.

          Guild office - why not just reuse the guild chamber? It's already there, people can already hang out and chat, and its location isn't exactly specified, so it could be wherever you want.
          The idea of guild quests has potential.

          Originally posted by BradyB View Post
          You know that R2Games didn't and doesn't write code for this game right? The game developer is 7Roads for Wartune. Proficient City, has distribution rights to "Western Wartune" that then allows others to host the game on their platforms.

          If you're going to say things of this nature, at least put the consideration where it belongs.
          But R2 could pass suggestions back up the chain to PC and 7Road, which is dependent on their caring enough to try. I wouldn't put money on that.

          Comment


          • #6
            Originally posted by BradyB View Post
            You know that R2Games didn't and doesn't write code for this game right? The game developer is 7Roads for Wartune. Proficient City, has distribution rights to "Western Wartune" that then allows others to host the game on their platforms.

            If you're going to say things of this nature, at least put the consideration where it belongs.
            Yeah, but the direction sure starts from there if they get a big enough stick to stab the developers with in making it happen.
            Vicious! Approach with Caution!
            Because some noob has called me such and had said it so
            Mobile Strike Player: Base 1102 / Com 550 / 672* Power / VIP 1300
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            • #7
              Originally posted by MrFancyPants View Post
              Let's see:

              Culture - we already have a shared area known as Cloud City.
              Cloud city is immense for no good reason and has no known relationship with the area maps. When I play the game there is little to no interactive or social activity going on there. Being said, I wouldn't suggest removing Cloud City but I don't see it as a "human" city.seems more like something setup by angels or god like beings that the humans managed to occupy and use to attack/control sylphs.
              Originally posted by MrFancyPants View Post
              Also, given that people choose their map largely for 2 reasons
              assuming this is true for everyone, which I don't, part of the purpose of the suggestion is to GIVE them more reasons to decide which map is best for their city on a more semi permanent basis..being said, I think moving should still be optional and easy unless the realm has been successfully invaded by another realm. Any war between realms would best be accomplished in stages, an invasion likely would be stage 2 probably following some kind of border war.
              Originally posted by MrFancyPants View Post
              1. What they want to find in archaeology
              Per the suggestion, just moving the hero between the areas to participate in Wilds Boss parties, and Archaeology would be accomplished without the need to move the player city from the Realm they have chosen to work with. I mean, seriously moving your entire city just to dig or fight a wilds boss? seems wrong.
              Originally posted by MrFancyPants View Post
              2. How much they hate the other people in that map (or the one they just left)
              trying to inspire "loyalty" to a zone seems like a fool's errand.
              I doubt anyone is an authority on what motivates players to move about the map beyond archaeology which is the only obvious motive. Still as we both know hate/move happens, I'd see this as a likely a way to bring in-game dimensions to social behaviors between players,intensify guild strategies, develop meaningful relations within and between realms. One thing I haven't mentioned at least not in this post is that player home cities are not static and can be forcibly removed(not just "plundered") from the map in all of my proposed scenarios(but not destroyed, no need to re-level buildings). They'd be returned to the no pvp zone Twilight Sands or players wind up back in the refugee/war camp seen in the start game missions. Being removed is a minor inconvenience during normal play, but a serious consequence if a realm can be officially invaded/invading. It may be worth noting here that I've also already been suggesting "enhancements" to the current "plunder" system. A simple duel should be inadequate to conquer a walled city and its domains.

              In any case, and assuming many don't already, it wouldn't be long before players would begin to develop preferences for their home city location once moving it is no longer a requirement to do digs or attack wilds bosses.

              a stronger more cooperative "realm" faction and or stronger more vigilant personal allies means less likelihood of finding our home city evicted from our preferred map. I should reiterate that, of course for the sake of gameplay and casual WT enjoyment, I wouldn't make the players' buildings destroyable. Players shouldn't have to rebuild their main buildings or farm from scratch just because the city location was conquered. I wouldn't suggest that level of realism for this game, mainly because I don't think tactical war features will appeal to everyone, so non participation shouldn't be such a serious handicap.

              Originally posted by MrFancyPants View Post
              Museum - sounds like a lot of effort for not much reason. Team excavation sounds like it would be extremely easy to cross the line from "fun activity" to "boring grind".
              well neither has been rendered in the game yet so I don't see how you can draw these conclusions. But to humor the notion: The same could be said of any of the game's current features. I haven't even DESCRIBED my own version of the team excavation idea yet.

              Originally posted by MrFancyPants View Post
              Guild labyrinth - not really a suggestion yet, but perfectly fine start to a fan fiction.
              I don't see how you've disqualified it as a suggestion here...but as far as my storyline/head canon, Labyrinth is not the starting point for it so much as the stitch to a loose end inspired by the games mechanical relevance to my suggestion post.

              Originally posted by MrFancyPants View Post
              Guild office - why not just reuse the guild chamber? It's already there, people can already hang out and chat, and its location isn't exactly specified, so it could be wherever you want.
              The idea of guild quests has potential.
              All valid points, but guild chamber is not suitable in its current rendering. Its too small, the actual interior of the guild "office" instance should be about or greater than the size of the current wedding hall and with comparable decorum depending on the guild's wealth. The guild chamber seems more like a humble..sacred place..where they bless their mystical tree and maybe discuss important matters. It also appears greatly in disrepair and regularly gets invaded by skeletons..it doesn't seem like its located in the heart of a thriving city, and doesn't seem like a place for business or revelry where a guild could welcome outsiders to discuss business(quests).

              Despite any lavishness a guild office needs to be expendable..I had to conceive a plausible "head canon friendly" explanation for gms' ability to relocate the guild bases to different realms at will. I saw that Towers could be argued to be multidimensional so perhaps its not so much they are relocating the towers themselves but rather using enchantments to summon or claim them as they appear at predictable locations and intervals. Guild chambers appear as if they could be located in a massive overgrown/forested outdoor labyrinth of some kind. Putting an enchanted Labyrinth in or near the capitals opens more mysterious history to the cities themselves.

              Aesthetically, guild chambers appear to be like ruins. The chambers COULD also be multidimensional but I now feel the best explanation would be that the labyrinth itself is multidimensional and thus is the same place connected to every metro..but I wasn't sure I liked that because it would suggest the chamber is never relocated. If it never moves, seem it'd be too vulnerable to interference from other guilds. A guild has to have its secrets.
              I also figured if undead skeletons(though my guildmates and I created a different funny explanation for the skeletons) can find and invade it, its not secret enough to be impregnable. So I decided probably the best explanation would have to be that the labyrinth itself is multidimensional while the guild chambers, though no more multidimensional than the labyrinths they'd exist in, are numerous,shifty, and scattered well enough that gms are secretly relocating them by enchantments and/or just summoning the tree on a different chamber plot. That gives credit that these chambers do exist somewhere in every metro..since guild members can settle in different realms than their guild masters and "office" but still access the guild chamber at its ever shifting "secret" location. Its still accessible to any person that joins the guild and...as far as head canon goes is..given the mystical code,badge,rune,or talisman to access the labyrinths and guild chamber.

              I also intend to suggest the chamber NOT the office is a place where guildmates can learn/divine which of their mates' cities (those having built "signal towers") is currently being invaded and can go directly from the chamber to assist them.

              If the office concept was implemented in the standard WT way it'd just be the same building for every guild in every city which would be clean and tolerable but would likely take away any of the geographical guild elements of this game suggestion. Though I suppose it could be a simple matter of making the guild's ward tower exist in whatever realm the gm's office is "registered" in. Either way the stability of the guild and its leadership positions would reflect on how strategically reliable the guilds ward/mystery towers would be for the realms. The ideas I had for the Mystery towers(relocatable) would only be slightly different for Ward towers(static) and relate too much to my other concepts to mention here. Thats why I had to admit I hadn't fully settled on how I'd suggest guild structures would best relate to the metro/realms concepts yet.

              Up until the moment I posted I thought it'd be more intriguing if only 2-4 ward towers can operate in a single realm but I decided to suggest it to be open to all 8 at the last minute because I didn't want to try and figure out how they would resolve which guild's ward is active in any given realm. So I suddenly figured it'd be best if all guilds can support the same realm simultaneously if they want, since they are still able to treacherously eliminate each other, but if they're hiding behind ward towers, guild battle victories are needed to disable those first and follow up with finding and removing the rival gm and all assistant's cities from that realm.

              Admittedly those strategies would really only impact the game in a significant way if the realms can invade, closing main the roads and portals..or if other conditions make it temporarily impossible to easily respawn a city back into a realm. Thus victory in gb and subsequent elimination of any defender cities under their protection could have a serious impact on the outcome of an all out war after a successful invasion phase. I'm wanting to make the guilds a wild card element in the overall war game concepts that I've also begun suggesting.
              NOTE: in my concepts, Victory in gb = among other perks, the winning guild can invade/plunder cities within the losers ward protectorate(s) which is bad enough but DESTROYING the tower means the losing guild has NO ward tower protection zone at all..their client cities are vulnerable to ANYONE..until they can participate in another gb and at least not let it be destroyed.

              At any rate, I see no reason to recycle or change the current guild chamber, and it may or may not have "other" uses as far as my own overall ongoing "suggestion" projects are concerned.
              Last edited by R27377783; 06-17-2016, 12:24 PM.

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              • #8
                Originally posted by R27377783 View Post
                I doubt anyone is an authority on what motivates players to move about the map beyond archaeology which is the only obvious motive. Still as we both know hate/move happens, I'd see this as a likely a way to bring in-game dimensions to social behaviors between players,intensify guild strategies, develop meaningful relations within and between realms. One thing I haven't mentioned at least not in this post is that player home cities are not static and can be forcibly removed(not just "plundered") from the map in all of my proposed scenarios(but not destroyed, no need to re-level buildings). They'd be returned to the no pvp zone Twilight Sands or players wind up back in the refugee/war camp seen in the start game missions. Being removed is a minor inconvenience during normal play, but a serious consequence if a realm can be officially invaded/invading. It may be worth noting here that I've also already been suggesting "enhancements" to the current "plunder" system. A simple duel should be inadequate to conquer a walled city and its domains.
                You don't need an authority to state the obvious. Maybe some people have other reasons to choose a map, like "I enjoy swamps", but it's not a major driving factor. Archaeology and plunders are the only real distinguishing features, with everything else a distant third or lower. You aim to put up a new factor to drive players to one realm or another, and I was telling you "putting up decorations" is not going to cut it.
                Your suggestion for city siege sounds awful, the domain of bullies, who can go around picking off weaker players, who then miss out on whatever is good about the realm idea (assuming there is anything). This whole game (and every game like it) is predicated on the ability to completely overwhelm much weaker players. Nothing you suggest will change that, and adding worse consequences will be a terrible idea.

                Originally posted by R27377783 View Post
                In any case, and assuming many don't already, it wouldn't be long before players would begin to develop preferences for their home city location once moving it is no longer a requirement to do digs or attack wilds bosses.
                Sure, and that preference will be the no-pvp zone, unless you put important rewards into the realm battles, which would obligate most people to join in. And then get kicked out to Twilight Sands anyway, by the system you described.

                Originally posted by R27377783 View Post
                well neither has been rendered in the game yet so I don't see how you can draw these conclusions. But to humor the notion: The same could be said of any of the game's current features. I haven't even DESCRIBED my own version of the team excavation idea yet.
                True, but that's my point, this game really doesn't need another boring grind, and your vague description sounds like it's dangerously close to something like treasure maps, to which good riddance.
                Don't try to make people organize parties for things that really don't need group effort.

                Originally posted by R27377783 View Post
                I don't see how you've disqualified it as a suggestion here...but as far as my storyline/head canon, Labyrinth is not the starting point for it so much as the stitch to a loose end inspired by the games mechanical relevance to my suggestion post.
                I didn't disqualify it, I simply noted that it's not really a suggestion so much as some sort of story framework for whatever you want it to be a part of, note the "yet" in my statement. As this game doesn't go in for "story", you could have left that part out entirely and lost nothing from your suggestions.

                Originally posted by R27377783 View Post
                All valid points, but guild chamber is not suitable in its current rendering.
                Given the number of ideas you want to pack into this guild office, that does seem accurate, but considering that virtually none of them have a prayer of getting implemented, I still say just ask to put a quest board in the guild chamber, maybe an alert board for allies under attack, etc. Why guild outsiders would be getting quests anyway is not clear to me. If more of these ideas do somehow come to fruition, the guild facilities can always be expanded.

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                • #9
                  Originally posted by MrFancyPants View Post
                  I was telling you "putting up decorations" is not going to cut it.
                  you didn't even hint at saying this but w/e I don't think you know or care to know what would "cut it" quite frankly I'd say even just not making it a necessity to move around would cause most to find their niche. Give even a little more incentive and they'll become provincial hooligans in no time. The absurd territorial ism is hardwired.

                  Originally posted by MrFancyPants View Post
                  Your suggestion for city siege sounds awful, the domain of bullies, who can go around picking off weaker players, who then miss out on whatever is good about the realm idea (assuming there is anything). This whole game (and every game like it) is predicated on the ability to completely overwhelm much weaker players.
                  lol that probably would happen..alot at least until/if the realms found balances over time, based on my idea so far the the only way that would happen is if the realm failed to protect its border and let the war reach phase 2 invasion. If it reached phase 2, a good realm society will make it a priority divert some war parties to immediately kick such spiteful disruptive players out of the realm and maybe prevent the treacherous behavior.(of course sometimes the established players could easily be the original bad guys in that scenerio..in that case they'd probably be swelling their next enemy's ranks.) Until an invasion phase succeeds, getting kicked off the map more or less just means: click and respawn your city elsewhere on the same map(or take that as an opportunity to relocate to a different map/realm that also isn't invaded. Bullies already have free reign of the wilds, if thats your objection, its kind've a moot one.
                  Even if your right and nothing I've written about could change the nature of that basic game design trend, it still adds a dimension to the game that can satisfy the missing "war" genre element in this game.which is actually alluded to in its advertising. I have to disagree about the strong always beats weak players thing though..at least as far as my siege idea: A tactical war sim with any sort of terrain factors(even the current style of instance terrains would cause exploitable bottlenecks) and distance weapons that weaken a target, could easily negate statistical,numerical,and buff dependent advantages. Any body who has spent any time playing a squad based war sim knows this. What would more likely happen is seasoned,tenacious,prepared, adaptive and cooperative war gamers would have the advantage over any players who think they're just going to rush every castle with strong toon.

                  Also contrary to your conclusion, my idea creates an option for allies to intervene, where as it stands theres no recourse to help against any kind of "bully" attack right now, theres only revenge, usually from a sympathetic ally who is more of a match for the bully and it relies on the idea that the bully feels sentimental about losing from that other player. If they don't they'll just keep hitting their original victim,maybe moreso. Now what you may be thinking about is players "ganging up" on lone wolf players. Yeah that would definitely be a reality..but in a way just like in real life the solutions are the same as the problem:give up, get a tougher gang,or work for the realm so your city can qualify to be protected in a ward zone...but... I kind of thought of that already, it was actually part of the inspiration. My original solution wound up being a building upgrade structure that deploys or links helpers into your city when its attacked.. the structure cna be switched to either a mercenary camp or guild tower(already got fan canon to explain this too..but not sharing here this time). The "mercenary fort" is for "hiring" npcs,players or some kind of stripped down toons based from or built by player activities in the local realm/city. The "guild tower" is for summoning help from guild mates. Buddy list "friends" can enter from the farmstead if they are even aware there is a fight happening.. If the battles are made to be limited then new defenders can't enter if the defender's "party" is already full. The building is interchangeable but you can't have both simultaneously and there probably should be a cool down for switching.

                  Anyway I also considered the idea that even a wandering player in the wilds seeing the city on fire could join the battle and be automatically assigned to defense or offense similar to joining a battlegrounds but I think sort've I've dropped that idea for now, I think it was because with all the ways to reinforce the battles could get to be too epic without limit on number of participants. Limiting the number of participants might make random reinforcements awkward. And probably players also wouldn't like not being able to choose their side in a pvp war over an actual player's city. It would make things more unpredictable though which can be fun. Anyway I'm not intending to post about that feature concept yet because this post is about the capital cities thing, everything else is just supportive "fluff". Having factional or just multiple interactive locations in an rpg style game is nothing new, I just crossed it over with some of my other WT concepts to make it a more interesting suggestion.


                  Originally posted by MrFancyPants View Post
                  Sure, and that preference will be the no-pvp zone, unless you put important rewards into the realm battles, which would obligate most people to join in. And then get kicked out to Twilight Sands anyway, by the system you described.
                  some would win some would lose, you make it sound like everyone would always lose and give up. Anyway conquering player cities would not be the main objective in the realm wars concept, just a strategy to reduce reinforcements, there would need to be structural "Realm" objectives for every stage like coop/npc fortresses or something and an over all incentive or two.


                  Originally posted by MrFancyPants View Post
                  True, but that's my point, this game really doesn't need another boring grind, and your vague description sounds like it's dangerously close to something like treasure maps, to which good riddance.
                  Don't try to make people organize parties for things that really don't need group effort.
                  I really didn't even give a vague description but I suppose its pretty self explanatory, in the context of the sentence I used it in, some of what it would involve.

                  Originally posted by MrFancyPants View Post
                  Don't try to make people organize parties for things that really don't need group effort.
                  One thing really sorely missing form this game is PartyvsParty conflict in instances. We get to see it in Chaos wars and a taste of it in gbs but those are far to hectic to really be interesting..add an exploration element and we might have something memorable...anyway..yeh I'm gonna try, because thats what makes any social game "fun"..co-op. If I wanted only single play I wouldn't participate in an mmog. It really just sounds like your not into this game especially the co-op aspects. Anyway for a while treasure maps was one of the funnest things happening in this game..not perfect but it gave people an incentive to join parties of almost random people anywhere in the game and run around the game following after the one person who knows where there going. Now there are a few other reasons to do that which is good. The only reason treasure maps wound up feeling like a grind to me is because it was practically the only way to get crystals at the time, and forming parties at dead hours of the night turned out to be a real chore if you didn't have a team of regulars, and if you actually lose in the atoll you'd get sent back to the entrance. Theres nothing going to be "boring" about my version of "excavation" anyway, which I haven't gotten into yet, it'll be another post altogether. So your prejudice here is pretty epic. This time I'll refrain from starting the mudslinging but omg man just rage/quit already. "If your bored, then, your boring" thats one of my mottos.

                  Originally posted by MrFancyPants View Post
                  but considering that virtually none of them have a prayer of getting implemented, I still say just ask to put a quest board in the guild chamber, maybe an alert board for allies under attack, etc.
                  That would be a good start though..I prefer to let the devs dumb downmy suggestions if they where ever considered at all. If I DID ask that though ( and I won't because I'm sure it would already automatically be put on the table as a lazy alternative to my suggestion) it wouldn't be in THIS thread because it would do nothing to contribute to the idea of putting in more, better, human centered, cities that fit the ones that already actually appear on the card hunt map.
                  Last edited by R27377783; 06-20-2016, 05:51 AM.

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                  • #10
                    Yesterday i was in arena in a party which consisted of 2 khs and two 4m br players. as usual, we were killing noob after noob. we met a very low level knight and mage, and the mage was in the rear. they were thinking about formation, as if it would make any difference at all.
                    My point is this. All this talk about improvements to the game, some of which sound pretty good, are pointless unless the game gets a little more fun for new players. Right now most don't last more than a couple of days. It's a shame, wartune is a great game, too bad it's dying.

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                    • #11
                      Originally posted by cleverbren View Post
                      Yesterday i was in arena in a party which consisted of 2 khs and two 4m br players. as usual, we were killing noob after noob. we met a very low level knight and mage, and the mage was in the rear. they were thinking about formation, as if it would make any difference at all.
                      My point is this. All this talk about improvements to the game, some of which sound pretty good, are pointless unless the game gets a little more fun for new players. Right now most don't last more than a couple of days. It's a shame, wartune is a great game, too bad it's dying.
                      agreed. some of the most basic game mechanics seem completely out of "tune" I see those as coder/math issues not concept/feature issues though. Its true If I didn't spend as much time as I have playing it,see the ideas as worthwhile to outline in and of themselves, or didn't create the personal conviction to share them for better or worse, I wouldn't bother making suggestions for this game. It took me a while to see why I felt the game has potential and I think its because it seems like a unique blend of casual autoscroller(that I tend to dislike) and depth of exploration play with somewhat customizable character builds. I eventually decided the timing/turn based combat system is fairly well done before the lag became a serious issue, and ironically probably the highest value I put into the game is its social value because it has had a fairly high volume of easily engaged semi casual players.

                      Your right though and as far as the browser games I've played they all seem to have the newbie attrition issue. Creating enough fairly force matched content to both encourage new players and also hold veterans interest I think gets shelved in favor of creating shiny stuff to sell to and give advantages to cashers. Not that theres anything wrong with creating premium content, but when the game just becomes totally revolved around instant gratification the consistency and personality of the game suffers. I think this particular idea could open the game back up in both directions. Being that it suggests developing interactive content that can be customized and arranged by the players themselves. That means stuff that people can find,pay for,craft and display in the overall interest of building a sort've legacy in their preferred region. Statues,relics,banners and buildings named after players who did good deeds/quests, and semi persistent npcs both good and evil wandering around the capitals after they've been escorted there by the player whose city/farmstead hamlet generated a quest for it with relevant rewards like gold,honor,amethyst, whatever.

                      Other engaging themes that would be a nice outlet for newbs are optional too like temporary storefront type "jobs" in the metro cities like I've seen in other games like Ourworld. Mostly it has been done before which doesn't mean its not worth doing again, but I can't say I've personally seen it alot in fantasy setting. I suppose such features would be best deployed with or after "gestures" were put into the game.. the one gesture I've seen only happened in the previous bonfire event and it was removed so..not sure if thats an indication designers have decided not to develop a "gestures" system or if its just something being worked on or saved for later updates.
                      Last edited by R27377783; 06-20-2016, 03:58 PM.

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