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Messages - mykavykos

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1
Development / Re: New Estate Buildings Ideas
« on: June 26, 2012, 07:08:50 AM »
I like the idea of large buildings and small buildings.

Lords could be limited to X Large Buildings in his estate (paper mill, grain mill, Mine, lumber mill, or wathever gives bonus to the region as a whole) and the knights would be able to build small buildings in their estates (hostels, taverns, shrines, or any other ideas that could give more gold our other benefits to the knight) and one large building.

If the lord want have more large buildings he will need more knights, and he will not kick a knight for no reason, since he needs the building there.

With the small building the knight will be able to have a small additional income, or other benefit that he will chose. This will personalize the character estate and give something to do when you are a knight. I saw something in the realm about Statues. Maybe it could fall in an "artisan" small building. Then if you want a statue you will need request this service from a knight who have it, or have one in your own estate.

I like the idea of things that only who have a kind of building/resource may produce. To me this provide interaction, and interaction is good.

2
Development / Re: Specialty titles for lower level nobles
« on: June 24, 2012, 07:51:21 AM »
I think that this could be fun.

The Lord could be able to give a title to his knights and the ruler to a character. This title would be carried with the signature.
this is simply roleplay, there will be no mechanical effects. But it will be funny to have a member receiving the title of "Sirion's Champion" and them losing the title to another character after a series of tournaments.

Unfortunately I see that mechanical things are more followed that pure RP things. So, if there are a mechanical way to give someone a title them, probably, there will be more people "fighting" for that title and, consecutively, more fun in the game.

3
Development / Re: New Estate Buildings Ideas
« on: June 24, 2012, 07:41:03 AM »
I dislike all the thing about storing people.
Barracks must do something else, like preventing militia from desert, as was already said here. Also this is something that only a city/stronghold will have.

About limitations, if you give a small bonus to each building, only those regions with a lot of that kind o building will have significant bonuses.

I think that this will encourage people to have more knights, since you will need many estates to have many buildings in your region. The efficiency of the estate must also influence the building bonus. Ex: I have a Grain Mill hat give a bonus of 10%, in a estate with 80% efficiency, my final bonus will be 8% only. So, more knights better results. This also may make interesting to the realm don't have tons of knights in cities while only 1 knight in rural regions.

Also if you have a rural region completely focused in food production, or whatever good it produces, that region may also have a bigger income through trade.  And this will give opportunities to realms trade between themselves. Since, at least in EC, there are not so much food.

As said by someone in the above posts, this will make regions unique. Will give personality and endless possibilities of RP. 
I really wait for the day this will happens.

4
Feature Requests / Re: REJECTED: Blacksmith Paraphernalia
« on: June 24, 2012, 06:22:37 AM »
It helps, but it don't save you from the damage.
It looks fine to me.

But I think that it must have a higher weekly cost. Something around 100-150 gold. Maybe more.
Blacksmiths are expensive, this is the reason for not every unit have one with them.

Also they must be very rare so, if you loose one in battle, will not be so easy to hire another one.

5
Feature Requests / Re: Industry buildings for Knights and lords.
« on: June 14, 2012, 06:03:39 AM »
I would like to see a little less randomness and more hard work and dedication to have better results.
Why cant we have a way to extensively invest in something until it become good?

If we make the skill downgrade with time, them only those who really invest time and gold will have results.

I think that this also help binding people to their estates and regions.

6
Development / Re: Reworking Trade
« on: June 13, 2012, 11:19:26 PM »

Well...
So I'm wrong. Probably there was some difference and I didn't saw when closing the deal.

The dev team could change the wording of the messages, in this case.
Profit means that you earn something. And "0" is not a profit.

The message could be something like
"You can't close the deal with a loss" For when the sell prices is higher than the buy offer.
"You are able to close the deal, but without profit" to equal offers
And
"You are able to close the deal and will receive X gold as profit" in the case that the buy offer excide the sell price.

It could be other prhases, but that is the idea.
I don't think that this will bring much trouble to the dev team and will keep things clear.

7
Development / Re: Reworking Trade
« on: June 12, 2012, 11:11:37 PM »
That is why we are working on it. Don't forget that the whole trade system just got exchanged. Stuff like the black market, etc. is still unfinished.
I know tom.
I was only showing with a real text what I was talking about.
It was only a statement I was not reopening the discussion. ^_^

8
Development / Re: Reworking Trade
« on: June 12, 2012, 02:11:29 AM »
No Dante,

Tom expressly said that the trader will MUST make a profit.
Or something changed or there is a bug. ^_^

9
Development / Re: Reworking Trade
« on: June 12, 2012, 02:05:15 AM »
Anyone can tell me how this was possible?

"Deal brokered successfully, you have made a profit of 0 gold."

I just brokered a deal with 0 profit. Some days ago I tried the same thing and It was not possible.
Tom declared many time that this will not be allowed to control possible exploits.
What changed?

10
Development / Re: Reworking Trade
« on: June 12, 2012, 01:07:46 AM »
Because people want this...

Well. I give up. ^_^

My point is that you mus be able to play your class without the need of cooperate, or beg, to other players.
The cooperation must be something that IMPROVE the experience. Nothing more.

11
Development / Re: Reworking Trade
« on: June 12, 2012, 12:44:14 AM »
I'm in Sirion, EC.

In the old system I could, with a looooong journey search for another realms to trade the food I bought. I could buy food for 100 gold and give it to a starving region of my realm for almost nothing. Now I can't. The only thing I can do is sit and wait until a noble with love in his heart decide that I can play my class.

And I admit that I was wrong. A difference of 1 gold is possible.
The banker is not useless. Is their job organize and distribute the food.
As well as is the job of the general coordinate the armies.
Council position are, for default, dependent from players decision. Players have the right to do whatever they want, as stated in the IR.

A class is not the same thing. Think about you as a warrior unable to fight ANYTHING, including monsters. Nothing. Zero. Unless other players agree that they will fight. Where is the fun?

For this reason I'm saying that the system is broken for traders. To the lords I think that it is good. Could be better, but its good. For trader it simply don't work because depend completely upon people, that in the majority, don't care for traders.

12
Development / Re: Reworking Trade
« on: June 12, 2012, 12:19:15 AM »
No
It seems that you don't know the new system.

To broker a deal a trader MUST make profit. The system will not allow you to do otherwise.
So if there are buy and sell offers of 10 gold, only lords will be able to close the deal. A trader will need a buy offer of at least 15 gold to broker the deal.

The system may work for Lords, it don't work for traders. And is this I'm talking about.
In the actual system traders are a useless class unless people chose to make it useful.

The class must be useful even if none of the players want it. It may be not available, as priests in a realm without religion, but, once they are available, the player must be able to use it.

Many Ideas here were based in the good will of the players and I sincerely don't think that we may count with this.


About the old System
I, as a trader, could buy food from whenever I want and sell tho whoever I want using my caravans. Now I cant do such a thing.

13
Development / Re: Reworking Trade
« on: June 12, 2012, 12:03:00 AM »
No.

The system don't work.

If a trader can't make a profit he can't trade. If he can't trade he do nothing more than any other carreers do.
I really don't care for the prices, but If the game developers will allow traders in the game, so they must do something that allow the players to use the class.
Any class must be playable regardless of the will of the other players.

If a realm say that is forbiden to preach, and I as a priest start to spread the word of my gods, I will probably be arrested and banned, but I CAN preach.

As a trader I CAN'T trade anything if the lords don't agree. The class is useless.

14
Development / Re: Reworking Trade
« on: June 11, 2012, 11:22:30 PM »
Only to prove what I'm saying about the system nor working for traders.

"Message sent to everyone in message group "Lords " (24 recipients)
Why would the difference be essential? When our lords can either put their offers in the cities or accept buy offers from the dukes? That would benefit our traders, but there isn't any incentive on both rural lords and dukes. If dukes are too busy, their stewards can act as traders and travel around as well."

In other words "we will not give any space to traders here"

This was the Prime Minister afters saying that all offers must be created at its lowest price to keep the gold to "bigger projects".

The difference mentioned would create a "waste" of 120 gold in the total amount produced in the entire realm. But still they think that is too much.

For this reason I think that the trader must have a way to have profit regardless of the prices set by the lords.

15
Development / Re: Reworking Trade
« on: June 06, 2012, 10:07:54 PM »
i don't know... if you are going to tie it back into the tax system again, maybe it'll make more sense for the whole thing (manual offers for lords/stewards) to be tied into the tax system.

I agree.
When I made trades with my steward I finished the deal with my own bonds. In true I needed create bonds to make the deal and then I will need to request compensation from my liege.
If the whole system was based in tax, then the steward, or lord, will not need to have the gold, or bonds, to make the deal.
Only traders would have to have bonds to broker a trade.

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