Kyskei wrote: » after today's podcast. I am 100% one of the petty & vindictive people that won't accept being a vassal no matter what the reward structure looks like.
Kyskei wrote: » I am 100% one of the petty & vindictive people that won't accept being a vassal no matter what the reward structure looks like.
Kyskei wrote: » the thought of someone else being in an inherently better position than me (if not mechanically then prestige wise) is something I tend to act in resentment of. I would rather do everything to tear down the owning node than join it in any capacity.
Kyskei wrote: » there are absolutely going to be people like that in the game.
Kyskei wrote: » now that being said. we have not actually tried the vassal system at all. but what are the community's initial view on it ?
Lodrig wrote: » I think the pertinent questions are "Is a node barred from warring with your parent node"? and "Can a node break its vassalization by any means OTHER then a war with the parent node?" It would be unacceptable for the answers to be Yes and No respectivly. But if the first answer is No then the second question could be anything, though it would be NICE to have alternatives even if the only option is to become a vassal of a DIFFRENT node that is also higher tier. Even that would give rise to interesting player driven diplomacy. Also I do not see the drive to 'test' such a child/parent war. If their are no restrictions that make that war initiation or conclusion different from any other then their is nothing special to test. Only if their is a whole 'special' system of permissions and consequences for such an event would it need testing. For example if a child node defeats a parent will cause it to automatically aquire parenthood over it's old siblings in a way that it would not have had the parent node been defeated by an outside group, that would obviously need a test.
Veeshan wrote: » There should be a mayoral policy that quite costly to complete but once completed your node gets uprising status which after awhile allows the node to declare a seige on a one node above it in the vassalisation chain if they win they bump down the node one rank and requires time to repair structures and you get a 50% bump to node progression to the next rank so it doesnt garanteed you to rank up however u get a boost over the other nodes to race to rank up before them. It not as damaging to the losing node since u only rank down instead of getting destroyed but it does allow some change in node vasalistion structure.
Ludullu_(NiKr) wrote: » I'm also one of people who want MY node to be the parent, so if it got vassaled instead - I'm gonna do all I can to change that. And Steven saying "well, just go change your node" goes directly against his desire for people to have allegiances to nodes that are somehow stronger than guild allegiances. I definitely hope we get to test a "siege your parent function" at some point in A2.
Laetitian wrote: » I think this is absolutely a desire that will have to be accounted for. However, I also think that "the best it can be" shouldn't have to mean reaching metropolis in my own node: If I agree with the politics and dominant alliances of my regent nodes, and if the server realm as a whole isn't stagnant, I'll gladly accept being in a level 4-5 node; perhaps even 3 in some situations. And I think the options vassals get should encourage them to look for that type of tolerable status quo first (e.g. by campaigning to get someone else on the throne in the regent node), before opting for indefinite resistance.
Ludullu_(NiKr) wrote: » If my parent is not a DN - I don't have thishttps://ashesofcreation.wiki/Divine_nodes
Ludullu_(NiKr) wrote: » And this is w/o even considering that these node super powers might have limitations for the vassal citizens. And I definitely expect them to, cause otherwise why would players not just minmax the hell out of nodes on their server to have the best superpowers combo.
Ludullu_(NiKr) wrote: » Otr wrote: » First you will try that against other node chains and if that is your game-play style, you might relocate to undermine them from inside. My gameplay style is "I want to live in THIS EXACT NODE, and I want it to be the best it can be". I don't want to relocate. I don't want to give up my citizenship. I want to have a chance to rise up against someone who "won" a random fight of "well, people just gathered here first, so you're fucked now". I don't want that chance to be high or methods easy. I want it to be hard, expensive and most likely require help from outside of your node. But I want that chance to be there. Right now it's not there.
Otr wrote: » First you will try that against other node chains and if that is your game-play style, you might relocate to undermine them from inside.
Laetitian wrote: » Though I will add: I do think you're taking the node pride thing a bit too far. My take on balanced node pride is that, even if you're a player with strong ideals who wants to write their personal lore as the result of their history in the game, you shouldn't pledge unconditional allegiance to the first node that catches your eye.
Spif wrote: » It's nice that you want to stay loyal to your node. But it entitled of you to think that "your node" is the one that deserves to be on top, and should have multiple chanced to get there.
Spif wrote: » What you're talking about really doesn't work in the "node alliance" system that they want. Steven has talked vaguely about patron benefits flowing downhill (I take this to mean a patron node uses resources to build a 3 day economic buff that is shared with vassals), even while some percentage of vassal node taxes/goods flow uphill. I imagine that vassal buffs might also go uphill too? Also, they really need to protect a node against the issue of 1 month with a bad mayor who has enough active friends to get enough support tickets to declare war against a parent.
Spif wrote: » I'd guess that the node map is going to become very fixed about 6-10 months (population dependent) in as nodes relationship structures finally settle.
Laetitian wrote: » "Ludullu_(NiKr)" Can't help but point out that you ignored a lot of my core arguments there, and essentially just responded to the postscript.
Laetitian wrote: » I'd consider this a potential extension to my condition of "If I agree with the politics and dominant alliances of my regent nodes." Yes, in this case your "best it can be" for your node might not be fulfilled as long as you're controlled by that regent node. And in such situations it would be nice if you were given the agency to institute a rebellion.
Laetitian wrote: » You can give it your best shot, see how it develops, and if after a few months you disapprove of developments and community decisions in the area, you should probably be reasonable enough to go find a new forever home in a different node with higher potential, where people have similar priorities as you. Then if the conditions break down at your new home node again, at least you know it's possible to bring back the state of glory the node was in when you first joined it. So even if you're being dominated by a new regent you disapprove of, at least you'll know it's possible to wait for things to go back the way they were when you joined, if you play the long game and wait for an external siege against your metropolis to be successful.
Laetitian wrote: » I mean. Some server realms definitely will have that. For most of them it just won't be possible to coordinate, because too many players will have vastly different priorities on what constitutes a min-maxed node configuration for themselves and the rest of the map. Not to mention the entropy of random player interactions and random sieges resetting planning efforts regularly.
Laetitian wrote: » That's the obvious cold take answer. The full truth is simply that we need to be able to trust that each node will have something to offer at level 6 or 5 that will make them sufficiently beneficial to be worth considering. Otherwise, yes, min-maxing will happen and some nodes will be doomed to be level 4s and lower on every realm. But that's a symptom of node type balancing, and vassal agency isn't a big part of that.
Ludullu_(NiKr) wrote: » And this part of the response is just a more verbose retelling of my core issue of "why shouldn't I be able to rebel, if my loyalty to MY node is higher than the loyalty towards my node's parent".
Laetitian wrote: » Spif wrote: » What you're talking about really doesn't work in the "node alliance" system that they want. Steven has talked vaguely about patron benefits flowing downhill (I take this to mean a patron node uses resources to build a 3 day economic buff that is shared with vassals), even while some percentage of vassal node taxes/goods flow uphill. I imagine that vassal buffs might also go uphill too? Also, they really need to protect a node against the issue of 1 month with a bad mayor who has enough active friends to get enough support tickets to declare war against a parent. No, they really don't need to protect against that. They can leave it to the node population to clean up their own mess. Campaign against them, and engage in diplomacy beyond your border counter to your mayor. If all the initiatives your lunatic mayor takes only have a fifth of your node's usual army size showing up, you should be able to get most of your surrounding/allied nodes to read that accordingly and ignore those actions without retaliation. I still agree with the previous half of that paragraph though
Githal wrote: » Imagine you live in a small town next to a big city. There is not many jobs in your town so like 30-40% of your town population travels 40min-1hr to reach the city each day to work there, and then return home. You get most food supplies, electronics, cloths and delivered from the city. Is there reason to rebel against the city? Like they dont prevent you from anything. You can spend 1 hour to reach the city and after this you will have absolutely the same access of things in the city as every other citizen there.
Githal wrote: » And in game perspective, guess Steven thought about this "superiority complex" that players my feel. so by preventing this he ensures that the whole vasal system will go forward, and be ready for wars with other vasal systems. Since if you have to worry about internal conflicts, then you wont go anywhere.
Githal wrote: » And lets be real here.. you have total 8 cities + towns + villages. The chance that from those 8 you wont get 1-2 or 3 rebels is almost non existent. So just coz few of the vassals are not happy doesnt mean the rest should suffer.
Ludullu_(NiKr) wrote: » Githal wrote: » Imagine you live in a small town next to a big city. There is not many jobs in your town so like 30-40% of your town population travels 40min-1hr to reach the city each day to work there, and then return home. You get most food supplies, electronics, cloths and delivered from the city. Is there reason to rebel against the city? Like they dont prevent you from anything. You can spend 1 hour to reach the city and after this you will have absolutely the same access of things in the city as every other citizen there. if me rebelling against that city could directly lead to my town becoming a booming metropolis with jobs, stores, etc - yes, rebilling would be a viable choice imo. And I've already given an example of what those cities prevent us from doing. We also don't know the extent of services that are shared between metro citizens and vassal node citizens. Githal wrote: » And in game perspective, guess Steven thought about this "superiority complex" that players my feel. so by preventing this he ensures that the whole vasal system will go forward, and be ready for wars with other vasal systems. Since if you have to worry about internal conflicts, then you wont go anywhere. Except the resentment wouldn't go anywhere. If enough people dislike their current parent node, they can just go farm/do stuff in other nodes, so that the parent doesn't get enough xp. But this would then lead to both sides feeling bad. The parent node might degrade due to lack of xp, while the citizens of the vassal node are not supporting their own node with their gameplay. It's a lose-lose design imo. Githal wrote: » And lets be real here.. you have total 8 cities + towns + villages. The chance that from those 8 you wont get 1-2 or 3 rebels is almost non existent. So just coz few of the vassals are not happy doesnt mean the rest should suffer. And those other vassals can still come to the support of their parent node during a war/siege, if they disagree with the rebellion. This would be literally the same situation as that parent getting sieged by randos from other nodes and then an entire vassal's worth of people not coming to its defense. Except in my suggestion those vassal citizens would be more proactive in their actions, instead of just sitting on a hill and watching their parent node burn down, in hopes of it losing completely. Passive gameplay is very rarely good. Especially when it comes to social interactions and politics.