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Dohvi

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Throughout Axios release we’ve been hearing a lot about the charters and we need a focused topic on the issue. We’d like to understand what you want most from the plot system.

 

Information on our current charter system can be found here, for reference: https://www.lordofthecraft.net/forums/topic/148833-the-isles-of-axios-charter-information/

 

Here is a slice from some of the feedback we have received on this topic.

https://www.lordofthecraft.net/forums/topic/149977-charter-system/?page=1

https://www.lordofthecraft.net/forums/topic/149605-charters-feedback-clarification-needed/?page=1

I’m hoping to reach a wider audience here, and figure out what everyone has to say on this issue. What are the things you’ve enjoyed about this system, and what has caused you trouble?

 

And most importantly, what improvements can we make?



 

Thank you,

 

~LotC Administration

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So to start things off, my personal experiences with the system has found plot sizes and shapes to be a bit too inflexible. I wanted more of an L shape because of the terrain, but was stuck with a square that cut part of that off. That level of rigidity seemed really unnecessary.

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Please use polls in these topics. A bunch of useless discussion will be carried out, but we will have no idea how the community overall feels on this. 

 

Just throw up some random things, like rating the current system out of 10, etc. 

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Get rid of any fief/settlement plot restrictions. Keep the manpower and mina requirements, but limiting what we can do within our own land is just a pain in the ass for everyone involved, we have to modreq to make roads, and ignore rp in many cases as to where people choose to live and the design of our cities. 

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Tile system is a bit restrictive, imo, as are the limitations on plot placement. Why are we forced to put two fiefs per plot instead of being able to centralize our regions?

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If we go from plots to using all of the territories the man power requirements must change since all territories are not equal in size.

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completely remove the fief and settlement **** and just give full control of the tile to the owner of said tile. the rest is good like price and manpower and such.

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I like the cute tiles, keep those. Remove the fief and settlement bullshit

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The tile system's promising for warclaims and such. But I think the whole system failed its original goal completely.

 

As far as I know, the point was to reduce the amount of ghost towns and unused buildings. Yet the new system "allows" more settlements and fiefs than there ever were on Vailor. With the current tile layout, I think Oren has ~10 or so settlements, a capital and ~20 or so fiefs to distribute. I don't think Oren had that many even at the very end of Vailor.

 

Which means that in the end, if nations actually use their available settlements and fiefs, there'll be more ghost towns than on Vailor. Naturally, the manpower system was supposed to prevent this, but I don't think it will. This whole "tile grants you fiefs and settlement" invites players to actually use them. There's a principle used in economics, translated to English from my native tongue it says "what the dog's given it'll eat", means what's allowed people will try and use to its full extent.

 

On the other hand, you placed a strict restriction on plot sizes. Fiefs, 70x70 is alright. But for settlements, it's completely and utterly stupid. Considering the principle I mentioned, this'll result in all settlements aspiring to use the 150x150 as such a bunch of same-sized clusters of houses. Neither beautiful nor practical.

 

I mentioned the problem of Lorraine in another thread. Metz (capital settlement of Lorraine) already has, I think, more active players than half the nation capitals. Yet roleplay infrastructure is restricted to a 150x150 grid. Now there's the choice of branching out and building a "second Metz" to accommodate for the palace that couldn't be built, or any new players that'd join in, but that's roleplay decentralisation, the very thing this system was ought to prevent.

 

Same problem applies to fief distribution. Why would an Oren tile allow an aspiring tavernkeeper to build a 20x20 tavern on a fief plot next to a road, where they could hand it out to a baron who'd build a 70x70 castle in it?

 

Furthermore, any player-organised events that'd require minor infrastructure in the wilderness are now technically impossible without ET involvement.

 

Unsure what solution could be proposed to this.

 

First of all, I think it'd be important to poll the community about the core issue and ask the question:

 

"What is more important to you: creative freedom with any allowed settlement or limitations imposed to prevent ghost towns?"

 

Because if a vast majority answers creative freedom, then it's obvious that the Vailor ghost town bickering was nothing more than ... bickering.

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Remake it. The system wasn't followed in many cases. Regions have become a mess. Keep the tile system but figure something else out with how NLs get to make use of the tiles.

 

However, I can't say that the system isn't accomplishing what it was meant to. It wasn't followed correctly in the first place so it's obvious why it failed. 

 

It's unknown what it could have accomplished if the system had actually been adhered to.

 

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49 minutes ago, El Ricktador said:

Remake it. The system wasn't followed in many cases. Regions have become a mess. Keep the tile system but figure something else out with how NLs get to make use of the tiles.

 

I agree much with this statement.

 

But in my personal opinion the situation hasn't quite failed, it's not good and it's not bad either. I like the idea of tiles but I don't like the restriction of how you're allowed to use them.

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If you really wanna keep some kind of system that supposedly keeps us somewhat centralized, at least remove plot restrictions. If not then please add an option to expand one's fief/settlement/capital plot. It gets really annoying.

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