Just a question which has probably been brought forward but will this have any effect on the other updates we're waiting on? @Magpieman @Cryptite
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I was talking with you earlier, is the 1.15 update still looking closer to mid March or later?Quests and 1.15 are still in-development, with Quests intended to release by mid-month (Loka's Anniversary). Beachheads are intended for release by March's Conquest Cycle, so it may release before 1.15 does.
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I was talking with you earlier, is the 1.15 update still looking closer to mid March or later?
Then make a guide to how conquest works so new players can actually try and understandI beg to differ
Then make a guide to how conquest works so new players can actually try and understand
There were of course many many reasons we separated the continents into their own worlds. Chief among them was that in "The Before Time", the stronkest power of the time had total control over the entire world and nobody anywhere could grow/expand/etc without their effective consent. This caused a lot of problems and forced a lot of people off the server. We've said many times before that allowing there to be three avenues of success that were mostly isolated was a very intentional decision and it lets people grow in a theoretical sense. We've talked about this at length before though.
"But Skuhoo," you might ask, "if invasions don't affect strength how would the three avenues of success compromised?". Ignoring the multitude of ways invasions in their current suggested form can be cheesed the ability to restrict an alliance down to just 2 territories completely neuters the two most powerful continent capital policies, Tax Manipulation and Industry Quotas, since they both rely on territories to be effective. That's on top of their industry output already being halved by just the existence of a beachhead on their continent. Think about it, do you really think a capital with 2 territories, halved industry output, and neutered policies can really be considered a success?
Furthermore, with the implementation of beachheads the balance of restricted resources gets completely thrown out the window. Back when the "Climate Engineering" world cap policy allowed the world cap to grow any single restricted crop of their choice it was nerfed after just a month to it's current implementation which converts the windmill output to a single restricted crop. Invasions would be just like pre-nerfed Climate Engineering except not restricted to crops and with the added ability to pick a new biome to control each week.
I'd like to close with one thing I keep preaching to anyone who will listen which is that features should never be added based on current player balance. Reins fights have been mostly balanced lately but imagine a time where it isn't.
Some may remember that with the release of Conquest 3 was a new World Capital policy that in its negative form would allow the world capital to limit a town/alliance to 20 territories instead of 30. Understandably, there was a great deal of frustration and pushback toward this policy.
I don't remember if I read this but a beachhead cooldown whether you won or failed your attempt sounds good so the impact they have isn't AS large and less time consuming
So this is something that I agree is important and tough to find a balance between giving people the freedom to fight when they want but also being restrictive enough so people don't have to fight all the time.Something I personally hope is addressed in some way since I don't really have an idea on how to fix it, is the amount of time and dedication the server requires and beachheads just adding more to that.
In order to move the discussion forward, I would like to focus on are the 6 points we believed needed addressing. Do you agree with all of them? Are we missing points? Are there no issues, but instead small things that can be added to improve it? Is conquest perfect?
1. Don't like people/alliances moving continents all the time.
Beachheads do not address this problem. Players move to help allies take or defend cap on other continents. In the past they've also moved to support the fight for world cap. If beachheads are specifically being designed to interfere as little as possible with continent cap then they absolutely do not motivate players to stay in their town. If anything the opposite effect would happen as allies across continents are likely to pile into a beachheaded alliance in an attempt to kick them off.
Reflecting on that, we focused too much on balance and fairness and as a result, lost some of the fluid and dynamic aspects of conquest. To me, one of those things lost was the three continents feeling connected and part of the same world and political systems. Alliances are able to sit comfortably on their safe continent with no external threats. (Part of this could be addressed with stronger world capital policies.)
given that people are moving continents already. Not to mention that the ability to beach head means aside from up-front costs to beach heading (which should certainly be considerable if beach heads were to be a thing), alliances on their home continent have no added risk to the security of their own homefront, since they can just sit tight and destabilize another continent. Cost of beach heading pales in comparison to the risk associated with physically moving between continents for any number of reasons. Ex: moving players and resources to another town thereby gutting your ability to defend your homefront, town locks which by extension also equate to continental locks, if you're keeping multiple towns alive: shards and resources become an added logistical concern, and if you are the capital of the world then you risk yet more by moving.sit comfortably on their safe continent with no external threats.
My post here is in response to sku's response to the questions, NOT the questions themselves.There's a few problems I had with your post but for the sake of moving the discussion forward I'll instead focus on your original 6 points:
1. Don't like people/alliances moving continents all the time.
Beachheads do not address this problem. Players move to help allies take or defend cap on other continents. In the past they've also moved to support the fight for world cap. If beachheads are specifically being designed to interfere as little as possible with continent cap then they absolutely do not motivate players to stay in their town. If anything the opposite effect would happen as allies across continents are likely to pile into a beachheaded alliance in an attempt to kick them off.
2. Want to be able to harm enemies on other continents (have everything feel more connected).
This point was pretty much the entire focus of both mine and @Sparky___ 's previous posts.
3. Want to have an alternative to trading for other continents resources (war for them).
There already is an alternative to trading for restricted resources: loot bundles. Aside from that why are more alternatives needed? The entire point of biome restrictions is to force scarcity and encourage trade. Being able to gain those restricted resources from Conquest undermines that aspect of Loka for no real reason.
4. Not enough big fights involving the whole server.
Beachheads do not address this problem. I get it, people want to experience more of the giant fights of the past (even if they were small in number and laggy to the point of unplayability). But as Crypt has said many times before, beachheads are just reins with a ping in Discord. Thinking that the reintroduction of beachheads will bring back the giant fights is some real optimism that will quickly turn into real disappointment once they're added. Virtually all of Loka is already on one of two sides. There is no untapped playerbase yearning to defend their continent. And if it's the inactives you're trying to reach then if half a dozen pings from @BoooiilSkilZZ 's boobot and @Kaph aren't enough to get them on what makes you think a single ping from Lokabot will do anything?
5. Lack of scaling, no progression. Hit 30 territories and can't get better.
Beachheads do not address this problem. This point is addressed by the world cap changes and not beachheads.
6. Balak fights do not have enough stakes and are not meaningful enough.
Beachheads do not address this problem. This point is addressed by the world cap changes and not beachheads.
Beachheads fail to properly address any of the issues listed. I'd also argue that at least two of them aren't even actual issues. Focusing so hard on beachheads as some sort of saving grace for Conquest ignores the actual roots of the problem. That's something that can be dived into in a dedicated thread but I believe at least some of the issues have been brought up in LCR discussions.
Also, on a side note, wanting lots of feedback on a thread while tucking it away into the subforum of a subforum was probably not the best idea. I couldn't even find this thread again and had to look at my previous posts to locate it.
3. Want to have an alternative to trading for other continents resources (war for them).
There already is an alternative to trading for restricted resources: loot bundles. Aside from that why are more alternatives needed? The entire point of biome restrictions is to force scarcity and encourage trade. Being able to gain those restricted resources from Conquest undermines that aspect of Loka for no real reason.