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Suggestion Alliances Ruin the Point of This Server

Cartir

New Member
I honestly think the whole “alliances controlling continents” idea is dumb and ruins what I think made this server fun in the first place.

Letting 12 towns team up to attack and take territory completely kills balance. At that point, it’s not strategy or skill anymore, it’s just numbers. Smaller towns don’t stand a chance, new players get steamrolled, and the same mega-groups dominate everything with zero risk.

The best part of this server used to be town politics, rivalries, and actual decision-making. I’ve been playing on this server for 5 years, and in that time I’ve seen how this system plays out long-term. Alliances just turn the game into blob warfare where one side wins because they have more people, not because they played better. There’s no tension, no creativity, and no incentive to be independent when joining a massive alliance is basically required to survive.

Instead of encouraging competition, this system forces everyone into the same boring meta. If you’re not in a giant alliance, you’re irrelevant. That’s bad design and it hurts long term player enjoyment.

It makes the server less fun, less fair, and way less interesting overall.

*EDIT WITH SUGGESTIONS*

I appreciate all the feedback so far, even from people who don’t fully agree. That’s kind of the point of posting this.

To be clear, I don’t think alliances themselves are automatically bad. The issue is how unrestricted they are right now and how that removes most of the strategic decision-making. When alliances can pull towns from every continent to fight over a single capital, location stops mattering, continent identity disappears, and wars turn into pure population checks.

Based on what people here have said, I think there are a few changes that could seriously improve things without deleting alliances entirely:

1. Reduce alliance size (even temporarily).
Several people mentioned this, and I agree. Dropping the cap from 12 towns to 8, even for a single month, would be a great test. It would force alliances to make real choices about who they bring, instead of just stacking everyone possible. Smaller alliances would also mean more rivalries instead of two massive blobs.

2. Limit cross-continent participation.
If an alliance is fighting for a continent capital, the majority of that alliance should actually be from that continent. It makes no sense for half the alliance to have zero connection to the land they’re conquering. This alone would bring back geography and planning as meaningful factors.

3. Rework or remove merc towns.
I agree with the concern raised about merc towns. We already have reins, which are limited for a reason. Having unlimited merc towns on top of that just bypasses intended restrictions. If merc towns stay, they should at least be capped or tied to the continent being fought over.

4. Encourage more, smaller conflicts instead of server wide wars.
Some of the most fun fights weren’t the biggest ones, they were fights where individual towns and alliances actually mattered. Right now, everything escalates into 200+ player warp spam, which looks impressive but isn’t fun for a lot of people long term. Smaller alliances naturally lead to more frequent, meaningful fights.

I’m not claiming these ideas are perfect, and I’m not saying they should be permanent. But testing changes like these, even for one month, would give real data instead of assumptions. Right now, the meta feels stale, predictable, and heavily skewed toward whoever can stack the most towns.

I’m saying this because I want the server to stay interesting, not because I want it to burn. If people see flaws in these suggestions, I’m open to hearing them, but doing nothing clearly isn’t working either.
 
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15 voters
I agree Carter. Once alliances get that big, it’s not strategy, it’s just numbers. Smaller towns become irrelevant, and the server loses what made it fun in the first place. Well said. I'd like to see some change. +1
 
honestly, i don't think it's a problem with alliances per se, but with the way they work nowadays
right now, it doesn't matter on what continent you are - you can just have an alliance with towns from every continent fighting over one singular capital. it somewhat kills the strategic aspect of figuring out what towns you want to form an alliance with, since you can just pick EVERY TOWN ON THE SERVER to fight for one capital. merc towns are something i never really liked, considering that we already have an option for towns from other continents to fight for you (reins) and that option is LIMITED for a reason. what sense does it make for an alliance to fight for garama capital, where half of the towns in the alliance are NOT on garama?

getting rid of merc towns would create another problem tho - the lack of towns on singular continent to create a rivalry. this would create more tension on balak, but the continental fights (i think) wouldn't matter that much, considering we would have probably maximum of two alliances on continent. with one being the superior one and the second just trying to somehow win.

in the last HL months we had the biggest fights on the server, ever - and there's a reason why they don't happend anymore. most people don't find them as fun to play as smaller fights (in this case, by smaller fights i mean even those fights that can peak around 200 players, yk). i'd love to see just one month where the number of towns in alliance was limited to, lets say - 8, instead of the usual 12. i think that with the addition of removing merc towns that could create a meaningul fights on the continent AND on balak. the balak alliances would have to focus on both, and the continent alliances would do everything they can to win the continental cap.

i know that this probably isn't the best solution there is, and it's just a matter of opinion on how the fights and conquest should look in general. that's just something I'D PERSONALLY would like to see - even for a month, just to see how it would look like. if i missed some crucial points, or there are holes in what i wrote, let me know
 
I don't think alliances are an issue really, I enjoy them, but maybe instead of 12 make them 8 like koreapoludniowa said. I'd rather see many alliances instead of two big ones with 200+ people warping from each side fighting. But the thing great with more towns in an alliance is there is many towns that have good players, they just dont have huge numbers as they don't feel the need, that's when towns who pull more but has less carries comes into place. Basically certain towns have lots of carries who help the alliance alot and then other towns have huge numbers evening the numbers in the fight instead.
 
honestly, i don't think it's a problem with alliances per se, but with the way they work nowadays
right now, it doesn't matter on what continent you are - you can just have an alliance with towns from every continent fighting over one singular capital. it somewhat kills the strategic aspect of figuring out what towns you want to form an alliance with, since you can just pick EVERY TOWN ON THE SERVER to fight for one capital. merc towns are something i never really liked, considering that we already have an option for towns from other continents to fight for you (reins) and that option is LIMITED for a reason. what sense does it make for an alliance to fight for garama capital, where half of the towns in the alliance are NOT on garama?

getting rid of merc towns would create another problem tho - the lack of towns on singular continent to create a rivalry. this would create more tension on balak, but the continental fights (i think) wouldn't matter that much, considering we would have probably maximum of two alliances on continent. with one being the superior one and the second just trying to somehow win.

in the last HL months we had the biggest fights on the server, ever - and there's a reason why they don't happend anymore. most people don't find them as fun to play as smaller fights (in this case, by smaller fights i mean even those fights that can peak around 200 players, yk). i'd love to see just one month where the number of towns in alliance was limited to, lets say - 8, instead of the usual 12. i think that with the addition of removing merc towns that could create a meaningul fights on the continent AND on balak. the balak alliances would have to focus on both, and the continent alliances would do everything they can to win the continental cap.

i know that this probably isn't the best solution there is, and it's just a matter of opinion on how the fights and conquest should look in general. that's just something I'D PERSONALLY would like to see - even for a month, just to see how it would look like. if i missed some crucial points, or there are holes in what i wrote, let me know
the reason merc towns was added was because dudes would make northern ___ western____ southern___ essentially making 2/3 of their towns they control useless every month and taking up tiles for nothing but that being said the current system is flawed as there is quite literally 0 alliance loyalty when you can swap continent every month
 
Not really sure on what I think about this, but yeah obviously you should have a town in the continent you're fighting for. It makes no sense to fight for an alliance on a continent you aren't even on.

However, I think it would just make more people flood into large towns and make alliances consist of only towns with tons of members. Small alliances may have fights, but its essentially pointless as they would have no chance at getting capital
 
Not really sure on what I think about this, but yeah obviously you should have a town in the continent you're fighting for. It makes no sense to fight for an alliance on a continent you aren't even on.

However, I think it would just make more people flood into large towns and make alliances consist of only towns with tons of members. Small alliances may have fights, but its essentially pointless as they would have no chance at getting capital
I feel like your first paragraph isn't really right. There's a reason some towns are placed on the tiles they are because of continents, otherwise Kalros would most likely have 0 towns and Garama and Ascalon would be flooded instead.
 
The issue is how unrestricted they are right now and how that removes most of the strategic decision-making. When alliances can pull towns from every continent to fight over a single capital, location stops mattering, continent identity disappears, and wars turn into pure population checks.
Perhaps add a lock to warping alliance members from another continent that unlocks after a certain objective gets taken or a certain amount of time passes - they are on another continent so it would make sense why they shouldn’t warp immediately
 
Perhaps add a lock to warping alliance members from another continent that unlocks after a certain objective gets taken or a certain amount of time passes - they are on another continent so it would make sense why they shouldn’t warp immediately
Or possibly add an increase in upkeep for merc towns which will incentivize people to stay on their respective continent
+1 36s is smart
 
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