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Suggestion remove merc town

Liniment

Active Member
Slicer
I just think that the main problem is that the average player is completely unaffected by who wins the month.
Imo, this is cuz its just not fun to win month with your friends anymore if the alliance is just going to implode the month after. But if you go back a year or two, everyone cared about who won because of alliance rivalries and stuff like that, no alliances last longer than 2 months anymore so none of these "rivalries" will form and eventually leading to nobody caring if they win or not.

It would be pretty cool to have a change where you have to stay in an alliance for a month and a half or two months instead of one, to hopefully form more rivalries and have people care about who wins. But that would be pretty hard to balance.

and for those of you who cant read "this is in my own personal opinion".
 

FoxyBearGames

Well-Known Member
Guardian
I agree with everything you've said except for this. This is just a symptom of being on the server consistently for awhile. If you came back from a longish break players do say that the server changes; it only feels so repetitive as if nothing changes because the change is so extremely slow and small.

New better policies could hopefully fix some of these issues in my opinion.
Recently I stumbled back into Sea of Thieves after not having played for about 3 (maybe more) years. Despite the amount the game has changed, the pace of development (generally) has remained pretty much the same between when I played and when I didn't. The same is largely true of Loka I think. If you stopped playing right at the beginning of 2022 the last thing you'd remember is Infested Tiles being added (maybe not even that!). Loka's development is slow, things take time, however, the gameplay loop is not as stagnant as most people would think. Active veterans simply know the server better and are quick to understand new features, whilst new players have the daunting task of knowing nothing.
 

Cryptite

Elder
Staff member
Elder
I just think that the main problem is that the average player is completely unaffected by who wins the month. There is no secondary objective on the server for players to focus on outside of conquest, and every policy and perk from winning the month or acquiring more territories only directly contributes to the next month of conquest. Most players will just spend their free time ganking, which is also completely meaningless as a set holds the value of about 37 cobblestone. Even if this wasn’t the case, the only beneficial way set up to spend these shards is just to support the next conquest cycle, as everything else on the server is just for fun or cosmetic. The quests and achievements are really cool, and ranked is great, but the main gameplay loop of the server is pretty basic and has seemed pretty dead over the last few years.

Don’t get me wrong, I think Loka is a great server, easily the best one I’ve ever played. I just think that there is a ton of potential to still take advantage of.

I agree with you. While there're always things we can do to polish Conquest, we still really wanna add a lot of PvE type content as well to satisfy and attract an additional playerbase beyond just the PvP one. Town Progression (randomly referred to as Towns 2.0) is also a facet that we think would be a big plus. Leveling to 25 is a simple thing for Towns to do, but we want there to be a fully-fledge progression system with professions, achievements, unlocks, and more to give people who simply enjoy Townbuilding some goals.

Sets are - again by design - simple to acquire. While many people make note of the fact that sets are generally worthless (in terms of economic value), we don't really care about this at all. We want people into Conquest as soon as possible and so no matter what changes we make economically, we'll never make sets "hard to get". There are plenty of things that we can still add to Loka that are rarer, more valuable, and economically rich, but they're not likely to be PvP based because we want that playing field to remain largely accessible to most players. But we agree there just isn't enough to spend on in Loka presently.

Conquest as a feature is self-fulfilling (by design). There's only so much you can do with a system that the players run themselves before things get stale, and they commonly get stale because the same people are involved each month. Policies can add some fresh appeal to the system but it's not going to reinvigorate players that have the same relationships, beefs, grudges, friend-groups, etc and see the same folks on the battlefield. That's something advertising, fresh blood, and multiple regional Lokas will provide.

(Edit): Also forgot we want to add rewards for the 2nd and 3rd place collectives (word we use for either town OR alliance) each month so that there's an incentive to still try and win fights on continents. Presently it's a very clear "win or don't even try" for continental conquest at the moment.
 
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