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Messages - Arundel

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Dwilight / Re: Which interesting realms to join in Dwilight?
« on: December 12, 2015, 03:18:03 AM »
D'Hara is still at war with Luria Nova and has been for IDK how many years now.

A few months shy of four years, if you were truly wondering.

Luria's internal dynamic is one of the most interesting I have ever been apart of. The realm operates as an empire. The ruler of the realm is an "Emperor" and each of the Dukes are "Kings." The Emperor is elected from amongst the Kings, and each King has final power and the ability to make laws within their own kingdom. The realm generally operates through distributed power. While the Emperor has final say on many things, most decisions take place on a more local level. The Kingdoms are allowed to operate as they wish, and the single "Luria" realm is more of a method to allow improved interaction, shared diplomacy, and a unified culture and nationalism.

Has it not changed much over the years? Yikes, my ego might pop from all this inflation.

First kill (with a permanently dead foe) goes to Elaine. All hail the Griffin Incarnate! :P

Feature Requests / Re: Individual Region/Duchy Shares
« on: May 15, 2014, 04:48:32 AM »
Quick thing I would like to add: Not sure if this is intended in the feature request, but I do not support raising the maximum duke's share as it implies.

The highest percentage that I used when describing punitive and arbitrary practices was 50 percent, which implied said percentage as the maximum. 50 percent is the current maximum share that can be demanded by a duke or ruler. I apologize if that was not clear.

Feature Requests / Individual Region/Duchy Shares
« on: May 14, 2014, 02:57:22 AM »
Title: Independent Shares

Summary: Shares that apply differently to each region/duchy, allowing dukes and rulers to demand varied shares from their vassals.

Details: The current system applies a single ducal/ruler share percentage to every region/duchy that applies. For example, every lord in the Duchy of Bob owes 8% of their tax income to their duke; every duke in the Kingdom of Joe owes 10% of their tax income to their ruler. This proposal seeks to implement the ability for dukes and rulers to levy shares in accordance with punitive practices, equitable practices, and arbitrary practices. By this, I mean Duke Billy of the Duchy of Bob should be able to demand a 50% share from Lord Jon, provided that Lord Jon insulted Duke Billy. However, Lord Chow (Duke Billy's other vassal) shouldn't be required to pay that same share. He should sit comfortably owing 10% of his tax income for his loyalty and good behavior. King George should be able to demand a larger share from the much wealthier Duchy of Lancaster, and alleviate the tax burden on the plodding Duchy of York. Mad King Aerys should be able to demand any share that pleases his insanity from Lord Tywin, Lord Mace, and Lord Hoster, be those shares 50%, 42%, and 25% respectively. Punitive, Equitable, and Arbitrary.

Benefits: A more realistic approach to shares and taxes that also promotes player interaction and conflict.

Possible Downsides/Exploits: Players acting on OOC enmity by taxing the players they are in disagreement with, despite lacking a valid RP reason.

Dwilight / Re: The Night's Watch Realm
« on: April 21, 2014, 07:26:09 AM »
OOC'ly we know the monsters will stay West, and that we are just forced to migrate, but we kind of just assumed our characters magically knew aswell.

Unfortunately, I'm inclined to disagree with you. The monsters have devastated the west within a month, yet the vast majority of the east remains untouched. In addition, I don't think monsters have ever crossed sea channels/sea regions, so there's little reason to believe that's changed. Sure, there's fear, confusion, and chaos in the minds of the survivors, but there's no real proof that anyone's in danger. In other words, it's visibly clear that the east isn't being invaded.

I think your idea has great merit. Going on "rangings" would be a lot of fun, especially for those wanting to build up honor and prestige, or those who want to develop their characters RPly. However, without any actual, tangible threat, I fear the majority of people will just ignore your character's warnings.

If the devs abandoned the Zuma for the monsters instead, I think your idea could gain some ground. If a dev sent a monstrous horde through Yggdramir, the threat could definitely materialize. By occasionally, I mean once every four to eight seasons (every winter/other winter :P,) and by monstrous horde, I mean a force ten to twenty-five thousand CS strong. I don't think anyone would be able to deny a potential invasion after that.

Not if I have something to do with it. Muahahahaha

Dwilight / Re: Asylon Realm Thread
« on: March 03, 2014, 04:30:39 PM »
Join Niselur in crushing Corsanctum!

Dwilight / Re: Any bets on realms capsizing?
« on: March 03, 2014, 08:37:41 AM »
I have to disagree with you on the spirit of the game as you've implied it. The spirit of the game isn't keeping something alive until you're fully ready to let it go. This game is about battling through thick and thin - as you would in reality - while having a blast in the process - quite unlike reality.

Niselur, Asylon, and Barca haven't died yet. In fact, said realms have quite the potential to live on. What's ridiculous here is that a collection of people believe their realms can only retain their identities by inhabiting their current geographical areas. Get a grip, the necessary components to a realm are its nobles and the histories they create. Its regions come secondary. Sure, you've fought long and hard for Rettleville, Gaston, Gelene or Golden Farrow, but these regions don't define your realms. Generally speaking, what defines Niselur is its capacity to challenge, and subsequently overcome SA imperialism where it reigns strongest; what defines Asylon is its unique collection of nobles and beliefs: former obnoxious standout turned continental superpower; what defines Barca is its formidable resilience in the face of abominations (monsters and Aurvandils both): it survived when no one else thought it capable. Every last one of you have invested your hours creating these kind of achievements, histories and legends.

The same cannot be said about Rettleville, Gaston, Gelene, or Golden Farrow. These regions were created by the Devs, and shall remain long after your realms have run their natural courses. 

So yeah, you're probably going to lose your current regions. How is that functionally different from your typical, total conquest? And if you've spent countless hours developing your realm, what's a few more in an effort to secure its future somewhere else? You might even have fun in the process! Look at the many kings and nobles of old who migrated, went into exile, or conquered other lands after their homelands were threatened or destroyed. They strove to survive, and so should the rest of you. You haven't lost anything yet!

Dwilight / Re: Any bets on realms capsizing?
« on: March 03, 2014, 05:24:34 AM »
Indirik has the right of it. Regardless of circumstance, try to draw as many positives as you can. If you can't, then try to roleplay your character. By that, I mean try to survive, like normal human beings. Losing everything can be some of the most fun you've ever had as a player because it forces everyone into action. Ever want to sculpt a nation? Did you already just sculpt one? Sculpt another! Sculpting all around! Have my hammer and chisel if you'd like! Sculpt yourself, sculpt your characters, resculpt your characters... man, I sure like sculpting.

Dwilight / Re: Sanguis Astroism
« on: February 27, 2014, 07:09:17 AM »
And this just went to prove to everyone that investing yourselves in religions is simply a dumb thing to do.

You might be right in certain cases. Personally, I don't play the game to feel intelligent, or make responsible and logical choices - those are the pressures of real life. Instead, I play the game to have fun, and dumb decisions are often a part of that pursuit. For instance, when Alice was still live, she decided to go to war with Morek because of her ego. Extremely stupid, considering the ramifications (religious and secular,) yet so incredibly fun. Or when my character Caspius arbitrarily 'slaughtered' his own peasants because they were of a different religion. It later got him excommunicated, and subsequently killed. Still, incredibly fun, and the religion he was a part of seemed to really enjoy that entire situation, from what I can gather.

May all the characters who've made dumb decisions in Battlemaster never be forgotten!

Dwilight / Re: Sanguis Astroism
« on: February 26, 2014, 08:33:15 PM »
The splinter religions will be bland. They always are. They won't have the critical mass needed to spark any interest, and even if their founder really really wants to do something interesting, it'll just wear them off. They'll also never become meaningful. Just got a report myself of Fulco getting beaten up by preaching unitary astroism in his own realm... how does he expect to convert regions with temples and so many followers to SA? If it's gonna happen, it's going to take forever.

Whoa there guy, shots fired. Kidding. Whether or not a splinter religion is bland depends on who's judging it. I know several people who find the current SA splinter religions incredibly interesting, while others most certainly do not. So long as the number of people interested exceeds 0, interest has been sparked, despite how insignificant one might find that in the grand scheme of things. A collection of small events eventually culminate into larger events, so who knows what lies waiting for us in the future? If this game was solely about invoking large, widespread events (stating that said events were the only interesting ones,) I would have abandoned it within the first week of playing. For me personally, the gigantic, seemingly impossible, uphill battle against SA is what makes the splinter religions fun and interesting; the massive potential they garner cannot be ignored, even in the face of insurmountable odds. I believe this because challenge, struggle and adversity are the primary sources of entertainment in this game, thus the "Battle" in "BattleMaster."

If it takes forever to develop and spread splinter religions, that's fine. If the splinter religions are crushed, that's also fine. Both of these situations inevitably involve some sort of roleplay and effort. It's about the journey, not the destination. Come on, Chénier, try to be more positive once in a while. ;)

Probably because it was the hundreth try, and the rest of the continent got tired of waiting long before it happened. :P

Feature Requests / Re: Feature Request: Ducal Bulletins
« on: August 04, 2013, 12:02:44 AM »
Awesome, I'm glad to hear it! I didn't want to assume it was easy to implement, so I'm overjoyed now that this is a possibility.

Feature Requests / Feature Request: Ducal Bulletins
« on: August 03, 2013, 03:38:08 AM »
Title: Ducal Bulletins

Summary: The implementation of ducal bulletins, similar to government position bulletins (ruler bulletin, judge bulletin, banker bulletin, general bulletin,) that are restricted to each individual duchy. In other words, a bulletin that the duke from Duchy A controls for his lords and their knights to see. Members from Duchy B cannot see Duchy A's bulletin, but will be able to see their own.

Details: A duke gains the option under Commands to edit his ducal bulletin. The bulletin would show up under the information section, under Local Information (alongside the other bulletins.) I would prefer it being placed specifically underneath the army information link/above the other bulletins. This way it won't be forgotten about.

Benefits: The means to make available important information to lords and knights within a duchy, instead of having to issue repetitive messages. The ability to reinforce ducal entities from within, providing a solid base for creating ducal specific cultures. It would be another way to roleplay, posting RP information such as titular titles within a duchy, or other things along those lines. The possibility of strengthening the overall gameplay within a duchy the same way the other bulletins can strengthen a realm's gameplay.

Possible Exploits: Seeing as government members can write whatever they want (so to speak) in their own bulletins, dukes would be able to do the same. With that in mind, it is obviously prone to abuse. In addition, having these bulletins restricted to each duchy would limit the amount of people who could verify its contents and report them if need be. Perhaps implementing the ability for rulers to see each ducal bulletin would help. That would potentially remove the ability to organize rebellions with the ducal bulletin, but I suppose that's what the underground is for.

Giask eats up over 1k a week.

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