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Topics - Zakky

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Feature Requests / Speed bumps for endless BM war vehicles
« on: September 13, 2019, 01:15:34 AM »
Title: War duration affects recruitment cost over time

Summary: BM wars last way too long. To give people a short break and some time to consider their options, I think gentle nudges are required. Impacting the recruitment cost -which also affects maintenance cost, might be a good way to go.

1) Initial Phase: No recruitment/maintenance cost increase for the first 3~4 months
2) Attrition Phase: After the initial phase ends, recruitment/maintenance cost increase by 10% every month. People will be able to continue fighting for few more months until they will have to consider taking a break from a war
3) Reset Phase: It will take at least 1 month for the cost to normalize back to the pre-war cost.

Benefits: Should give realms time to think if they want to continue the current war or step back and take a break. BM wars last way too long and at some point, nobody knows how to stop it until one side gets completely demolished.

Possible Downsides/Exploits: Will need to think on cases where one realm is being ganged up by multiple other realms. While the defender's cost is going up, attackers will take turns and take breaks to reset their cost.

Feature Requests / Different Colored Numbers for Region/Noble Limit
« on: May 18, 2019, 01:27:22 AM »
Title: Different Colored Numbers for Region/Noble Limit

Summary: If a realm on the realm list is above the current region/noble limit, then the realm's region count number shows up in green. If it is at the max number then white, but if it is under the limit then red.

Details: With the limit number changing every few months, it would help people understand what position their realm is in in terms of region/noble limit.

Benefits: Don't have to look up to see what the current limit is for those who don't bother checking announcements.

Possible Downsides/Exploits: None.

Feature Requests / Embark Simplification
« on: April 17, 2019, 04:53:19 AM »
Title: Embark Simplification

Summary: At the moment, the embark feature is somewhat inconsistent. It allows you to embark with low morale and no provision in some cases while you can't in other cases.

Details: Simplify it so you only need gold and hours to embark. It already lowers morale and damages your equipment every time you embark. Not to mention possible loss of men when you land due to defenders. Not to mention the fact that the definition of low morale is really vague. Won't allow units to embark even at 80% morale.

Benefits: More straightforward and easier to use. Also, it will make the feature more consistent. BM already has enough features that have weird and unseen restrictions.

Possible Downsides/Exploits: None.

Feature Requests / Forage Battlefield Improvement
« on: April 06, 2019, 11:25:10 PM »
Title: Forage Battlefield Improvement

Summary: Forage Battlefield is a pretty underwhelming feature. Improving it a bit should make it worth it. At the moment, it only repairs around a couple percentage points of damaged equipment.

Details: Foraging the field can result you in three outcomes.
1) Repair damaged equipment. It is determined by three factors.
-How damaged your equipment is
-How big the battle was (Bigger the battle, more stuff you can find)
-Unit Size (Smaller the unit, easier to find stuff to repair your whole unit with, thus more % being repaired)
Result: If you survived a huge battle with a small unit with high equipment damage, you may even be able to replace most of your damaged equipment with something better. In some cases, you may even reduce 80% equipment damage to 10%.

**Special: Maybe when your unit equipment stat is too low, they can find better equipment which leads to increase in stat increase for equipment.

2) Men get paid. Your men go around to search dead corpses. They find enough gold to pay themselves. It could result in few outcomes.
-Your men get paid and maybe even more which leads to morale+cohesion increase
-Your men found enemies who were pretending to be dead. A fight follows which results in your men coming out unscathed/injured/killed. Depending on the outcome they gain morale/lose morale/lose morale and men

3) Your men find a cart full of food. It leads to two outcomes.
-Your men fill their provisions
-If your provision is already full, your men fill their stomach full of food which leads to morale+cohesion boost.

Benefits: Making Forage more interesting and worthwhile. Increases generally staying power for an army since they can sustain themselves longer.

Possible Downsides/Exploits: This could potentially allow an army that was already winning to steamroll as they will be less affected by usual issues that plague armies from staying on the field longer than a week or two.

Feature Requests / Simplification of Guild/Religion Titles
« on: April 04, 2019, 12:42:12 AM »
Title: Simplification of Guild/Religion Titles

Summary: Display titles that are relevant.

Details: When you are talking to your other guild members, hide all but the guild title. When you are talking to your other faithfuls, hide all but the religious title.

Benefits: Less titles. People will address more around your guild/religious title than your other titles

Possible Downsides/Exploits: Some may want to know if they are talking to a king, a duke, or a lord etc.

Title: Make max number of purchasable paraphernalia available

Summary: At the moment, this information is hidden. No harm in showing this information while showing the information can be very useful.

Details: Just like RCs, make max purchasable number available. ex) 30/60 healers,scouts,SEs etc

Benefits: You know how many paraphernalia each city can hold.

Possible Downsides/Exploits: None.

Feature Requests / Current Capability: Tournament Region Stat Boost
« on: March 23, 2019, 11:55:35 PM »
Title: Tournament Region Stat Boost

Summary: Holding a tournament boosts the stats of the region that is hosting the tournament. Since nobles are visiting the region from across the continent, it would work like tourism. More nobles in the same place would encourage more spending which in return help the local economy.

Details: Depending on the number of participants, the region gets production and morale boost for the duration of the tournament and maybe additional few days afterward

Benefits: Will encourage people to host tournaments more often. Since the region stat boost depends on the number of participants, that will encourage people to make their tournaments more attractive by increasing the prize pool.

Possible Downsides/Exploits: People might host too many tournaments.

Feature Requests / More Honour and Prestige gain from Tournament
« on: March 21, 2019, 06:35:49 AM »
Title: More Honour and Prestige gain from Tournament

Summary: At the moment, it doesn't really feel that rewarding to attend a tournament. It is just a nice place to train for free for a few turns. For a feature that is protected by IR, it is pretty underwhelming. Not to mention how rare it is these days to see one.

Details: Increase Honour and Prestige gain from advancing rounds and winning the tournament by a lot.
For attending, you gain 1 honour and 1 prestige. If the tournament you are attending has both swordfighting and jousting events, then you gain 2 honour and 2 prestige instead (maybe call it a grand tournament or something to differentiate).
For winning each round, you gain 1 honor. For reaching the semi-final and the final, you gain 1 prestige each. The winner gains 3 honour and 3 prestige for winning on top of it all.

So for example, the most recent tournament which happened in Itorunt would grant Hyunae 1+6+3 =10 honour (1 for attending, 6 for reaching 6 rounds, and 3 for winning the tournament) and 1+2+3 = 6 prestige (1 for attending, 2 for reaching semi final and final, and 3 for winning the tournament).

Benefits: Make attending tournaments more attractive - outside the purpose of some monetary gain. Also, an easy way for newer knights to gain honor and prestige while making it worth something even for older characters.

Possible Downsides/Exploits: Not that I can think of.

With the recent changes to reduce unit size, having high honour is less of a factor.

Cost jumps once you start going over 80 men or so and starts to really hike up beyond 120.

With the game trying to enforce smaller unit sizes, wouldn't it be better to just cap the unit size to 200 while making honour do something different?

Here are some thoughts on different take on honour. (Capping unit size at 200)

1) Reduces unit cost: Could either be for hire cost or maintenance cost or both.

2) Increased efficiency on various features: Such as training(you get more stats out of training, allowing nobles with high honour to train their units quickly), civil work(loses less morale from performing or could just increase the stats that you improve by more), looting(becomes more efficient at looting), takeover (gets more % done).

3) Less class penalty on unit size: High honour significantly allows you to commend more men when being infiltrator, courtier and other classes that reduce your unit size

4) Lord with high honour keeps his region happy like having King in the region.

BM General Discussion / Future Direction of the Game: Realm Size
« on: March 14, 2019, 12:03:40 AM »
I've been thinking... with all the recent changes, where will this game end up in?

Large vs Small Realm sizes:

At the moment there are codes that discourage realms from being large while devs are allowing realms to merge at the same time. The devs have been saying they want to increase the density yet the game mechanic doesn't really encourage it much. It certainly discourages realms from being too small.

I think we can all agree, small realms are not good for the game for now. More people you have, more events you will get. That is a fact. Luria Nova is probably the best example of this. Before its split, it was one of the most active realms. After the split, both Lurias aren't as active as they once were despite them being connected through a large guild. The problem with this system is that the game doesn't really support the guild system that much. For Luria's current system to work, the game needs to allow nobles to join certain guilds right off the gate when they create their characters.

Since that is too much work, why not just encourage realms to be larger for now? I think 30 chars should be the new minimum. We already have the density limit at 1.7 (Maybe it will go a bit higher in time) and that should be more than enough limit. But for now we have another layer which discourages realms from getting large called 'base tax rate' which changes as you require more regions. I think the current version was added when the devs wanted more realms to be created? At one point, there was some push toward single city realms thinking that would encourage more conflicts. I think we now understand tiny single city realms are just not going to work. So why not remove base tax rate limit which pretty much hits bottom at 20 regions and cripples large realms. I think the game should go on with less realms to increase the activity level first. Once realms become full of people, they will fight among themselves and split even without codes or dev interventions.

Feature Requests / Make Peace Temporary
« on: January 25, 2019, 01:59:03 AM »
Title: Make Peace Temporary

Summary: Make the diplomatic status 'peace' to be temporary.

Details: After 1~3 months, change peace to neutral.

Benefits: To keep more realms to stay neutral and hopefully make people stay less peaceful from one another.

Possible Downsides/Exploits: Might be annoying for those who wish to stay at peace with their neighbours for long.

Feature Requests / Temporary Border Region Boost
« on: January 25, 2019, 12:49:22 AM »
Title: Temporary Border Region Boost

Summary: To promote small conflicts, add temporary regional modifiers to regions that border enemies or neutral realms. When modifier events occur, it will be announced across the continent.

Details: Border regions will get temporary modifiers(lords can't see how long those buffs will last for) such as gold, silver, iron mines found when those regions border either neutral or hostile realms. Regions will gain a huge boost to their production(50%+ or Flat gold or food income) which hopefully will make neutral realms be attracted to obtaining the region for themselves by attacking the region owner.

Benefits: May promote realms to focus on smaller objectives instead of a full blown out war to take over cities.

Possible Downsides/Exploits: If rulers don't go to war, the region owner will just sit on the region and benefit. To prevent this, a checker could be implemented to prevent nearby regions from having the same buff.

Feature Requests / Rejected: Edit function for statues and monuments
« on: January 02, 2019, 12:17:16 AM »
Title: Edit function for statues and monuments

Summary: There is no way of fixing spelling errors or other mistakes at the moment for statues and monuments

Details: Add an edit button

Benefits: Can fix mistakes or other random stuff caused by glitches

Possible Downsides/Exploits: Someone might sabotage descriptions.

Feature Requests / Quick Edit Button for Standing Order
« on: October 24, 2018, 11:25:18 PM »
Title: Quick Edit Button for Standing Order

Summary: Have an 'edit' button at the bottom right side of Standing Order on the message page.

Details: Instead of going to command and clicking on standing order, I think it would make it better to just have a button that directs you to the standing order page from the message page where you can see messages and your standing order.

Benefits: Eliminates a step or two.

Possible Downsides/Exploits: If you are a phone user, you might end up clicking it accidentally.

Feature Requests / Approved: Free kegs during a festival
« on: September 19, 2018, 12:36:43 AM »
Title: Free kegs during a festival
Summary: Make refilling kegs free while a festival is being held in the region you are in.
Details: Filling kegs will cost 0 silver for the duration of the festival
Benefits: Will help people fill kegs cheaply. Also it will make festivals more meaningful than just another tool for managing region stats
Possible Downsides or Exploits: Not sure how often you can hold festivals but region lords might try to hold festivals too often.

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