Alexfoolery
Member
Following up the “alliances ruin the server” suggestion, I would argue that alliances are not necessarily bad and something to be entirely removed from the game, but rather reworked.
The issue is the amount of towns that an alliance can have within it, currently being 12: this number was likely chosen arbitrarily in like 2015 and Loka has just been stuck with it since now. There is no reason for an alliance to have this many towns, and most of the time these slots do not even get filled entirely.
The other main problem is currently mercenary towns.
Merc towns were added during a time where it made sense for them to exist: it was 2024, and it was a period where a lot of people of influence got banned (Poland, Lucas, Alzxdnr, Lxthi, Qualifled etc.). With their ban, Loka lost a massive part of the community. Personally, I have a feeling that staff used merc towns as a solution to not let some continents die due to the sudden power void.
Now, two years have passed and this seemingly temporary solution appears to have become permanent. Merc towns have madew it so that fights with hundreds of players are possible. Sure, massive 400 player wars seem fun on paper, but I personally don’t find them fun for multiple reasons.
Why big alliances need to be capped and why merc towns need to be reworked
- Recruits aren’t taught to play and are just walking armor stands who simply come to fights and do not intend to play the server seriously.
- A lot of towns just join an alliance to AFK due to the amount of slots available. If a town isn’t going to be useful to an alliance, then they should not be in it.
- Big fights drastically affect the server performance.
- A fight with 400 players looks just as intense as a fight with 200, just with more lag.
- Balak loses its purpose. If I can get 12 towns to fight on a World capital’s home continent, then Balak, a region that was meant to be the home of larger fights, becomes obsolete.
My Solution:
- Alliances can be composed of a total of 8 towns (12 -> 8)
- There can only be 2 mercenary towns within an alliance (11 -> 2)
Consequences and benefits:
- Smaller fights (50v50 max) on most continents. Return of “regional” alliances like pre-2024
- Balak is used for its intended purpose of holding large fights. Continental capitals return to be meaningful.
- New players who attend fights are taught conquest and aren’t just a number. In smaller fights, each person matters, so town owners have to be more careful in teaching their recruits the basics
=> this brings to higher player retention and contributes to make people continue playing the server
The issue is the amount of towns that an alliance can have within it, currently being 12: this number was likely chosen arbitrarily in like 2015 and Loka has just been stuck with it since now. There is no reason for an alliance to have this many towns, and most of the time these slots do not even get filled entirely.
The other main problem is currently mercenary towns.
Merc towns were added during a time where it made sense for them to exist: it was 2024, and it was a period where a lot of people of influence got banned (Poland, Lucas, Alzxdnr, Lxthi, Qualifled etc.). With their ban, Loka lost a massive part of the community. Personally, I have a feeling that staff used merc towns as a solution to not let some continents die due to the sudden power void.
Now, two years have passed and this seemingly temporary solution appears to have become permanent. Merc towns have madew it so that fights with hundreds of players are possible. Sure, massive 400 player wars seem fun on paper, but I personally don’t find them fun for multiple reasons.
Why big alliances need to be capped and why merc towns need to be reworked
- Recruits aren’t taught to play and are just walking armor stands who simply come to fights and do not intend to play the server seriously.
- A lot of towns just join an alliance to AFK due to the amount of slots available. If a town isn’t going to be useful to an alliance, then they should not be in it.
- Big fights drastically affect the server performance.
- A fight with 400 players looks just as intense as a fight with 200, just with more lag.
- Balak loses its purpose. If I can get 12 towns to fight on a World capital’s home continent, then Balak, a region that was meant to be the home of larger fights, becomes obsolete.
My Solution:
- Alliances can be composed of a total of 8 towns (12 -> 8)
- There can only be 2 mercenary towns within an alliance (11 -> 2)
Consequences and benefits:
- Smaller fights (50v50 max) on most continents. Return of “regional” alliances like pre-2024
- Balak is used for its intended purpose of holding large fights. Continental capitals return to be meaningful.
- New players who attend fights are taught conquest and aren’t just a number. In smaller fights, each person matters, so town owners have to be more careful in teaching their recruits the basics
=> this brings to higher player retention and contributes to make people continue playing the server