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The Conquest Shake-Up Month

Cryptite

Elder
Staff member
Elder

The October Spooky Crazy Conquest Month

Change maybe just for the sake of change
Everybody's on board with Just Changing Stuff for Conquest, so that's what we're gonna do. And what better month to do it for than October! Let's get straight into it.

Alliance Town Cap​

The same handful of alliances have been showing up on every continent at once, and mercs made up almost half of the bigger side whenever they were present. Smaller alliances allegedly mean more sides worth fighting. Some players want to see if the playerbase will or won't move to where the action is. So let's find out.
  • Alliance size drops from 12 towns to 3. No mercs.
  • For existing Alliances, they will still exist but must choose which 3 towns stay before the reset. Any alliance still over 3 at the deadline is trimmed automatically.

Fight size is capped by how many territories you own​

Right now anybody can have any number of territories and presently, most people don't care which are which. Alliances can sit on 2 territories, yet can bring 200 players to a fight, and that's not very interesting! If you want to bring big numbers, you need to own a real, honest territories.

Each side's cap depends on how many territories that side's alliance owns on the continent. Attacking or defending, no exceptions.

Territories your alliance ownsCap for your side
0-725 players
8-1550 players
16+No cap

  • Lose territories and your cap shrinks. That's the risk side of risk vs reward.
  • For the first week of the month, capturing neutral territories won't use up your daily attacks, so building up is possible in days rather than a week.
  • Reins and Balak are exempt from caps.
  • You'll see the cap for both sides on the inhibitor before you place it.

Shulker Cap​

We want to see more thoughtful consideration to engagements in fights. Some players bring such a large volume of shulkers to a fight it means they have next to no chance of ever actually running out of pots. Attrition is a good thing and it brings fights to an end at times when a side runs out of resources. The theory is this creates a small meta change where players have to weigh their engagements better. A controversial change to be sure but hey, let's see how it goes.

Currently players on average bring around 8-9 shulkers. Some crazy player(s) bring 18-19... This math was on about 3k warps recently between 551 unique players.

  • You can bring at most 6 shulkers to a fight.
  • Checked when you register at the beacon and again when you warp in. Over the cap means you don't register, or you get left behind at the beacon.
  • There are no checks during the fight itself, so you can pick up beyond the limit. Think of it as 6 per player per warp, not 6 max ever.
  • Items can't be dropped or picked up while prewarped, so no handing shulkers to prewarpers.

New CP buffs, just for 2nd and 3rd place​

2nd and 3rd place haven't meant anything. Now they buy buffs that the capital can't.

Three buffs that only the 2nd and 3rd place alliances on a continent can buy. Each is good for one fight and has a 48 hour cooldown between purchases.

BuffWhat it doesCost
Rapid WarpYour side's warp timer is 6 minutes for one fight, attacking or defending.150 CP
Quick OnlineYour inhibitor onlines in 40 minutes instead of 60 for one attack on an enemy town.120 CP
Second WindOnce during a fight, reset your side's warp cooldown so the next wave can go immediately.120 CP

  • Buy ahead of time, used automatically (Rapid Warp, Quick Online) or from the beacon menu (Second Wind).
  • Rapid Warp and Second Wind can both be used in the same fight.
  • Quick Online doesn't apply to Capital Bountiful fights or neutral tiles.
  • Buffs you've bought stay usable even if you climb to 1st place.

Policy exemption for 2nd and 3rd place​

Policies are the capital's way of squeezing everyone else. Give even more of a desire to get 2nd/3rd place. The 2nd and 3rd place alliances on a continent can each pick one policy the capital has enacted, and that policy no longer applies to them.

  • Example: the capital enacts No Fly. 2nd place picks it as their exemption and their members can still fly on that continent.
  • One policy each. 2nd and 3rd can pick the same one or different ones.

Still being decided​

  • Whether the 2nd/3rd place buffs can be used in any fight, or only against an alliance ranked above you.
  • Whether 3rd place gets a discount on the buffs, just as a kindness and to make things more interesting.
These ideas are generally our plans but are subject to changes too and we will keep an eye out for further community discussion about it. One way or another, it's going to make for a different month but we're excited to see how it'll play out!

Go Forth!
 
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Is this a permanent change or just for this month?

Really cool concept so far, merc towns were god awful to start off with. I’m really curious to see how alliances will split up into 4 separate alliances.

Since the beginning of time it’s always been 1-3 major alliances on Loka with 12 towns each duking it out while small towns get left in the dust, but im curious to see how this will work with today’s new changes to conquest.

The Clubgouse is now looking for new alliance members.(jokes)
 
Before the fight starts, can you bring shulkers and leave them in the battle zone, or will you only have 6 shulkers available for that fight including the battle zone?
 
Before the fight starts, can you bring shulkers and leave them in the battle zone, or will you only have 6 shulkers available for that fight including the battle zone?
Ideally the server should prevent pre placing shulkers before a fight, as that defeats the point of this change, people will bring the same amount of shulkers they will just have to go mine them when the fight starts
 
Posting here as typing my thoughts in thr discord won’t do much

Will these changes be permanent? Or will this month just be a test month?

First of, policy changes and the new conquest points buff are awesome, love to see them ingame

But shulker cap and fight size cap should get tweaked at one point (if its staying permanent)

There are so many ways to find loopholes in the shulker cap, such as people giving you shulks after warp, you going to the tile before the fight starts and dig them down. And even if you run out of pots you can always recall 30-60s before warp and get a new set of shulkers and warp back in like nothing happened. I see the idea behind this to keep players our of the fight and make fights faster but trust me, it won’t really do anything.

Then we have fight size cap, if one alliance has 16 tiles and your alliance had 14 then it would be impossible to win, yes you can take as many tiles as you want the first week but one alliance could just box you in, and if you need this many tiles to warp people then you should lower the cost of owning tiles because this is going to bankrupt a lot of the people with not so much money on Loka, or it forces them to grind 24/7 just to keep up with the rest of the alliances.

And there will obviously be alliances teaming and win trading even more now as the rule is gone and only 3 town alliances.

I might complain a lot now but it may be better than what it seems like, i might be completely wrong about my opinions, but these are some of the issues i feel like are coming with the new implementations
 
if you need this many tiles to warp people then you should lower the cost of owning tiles because this is going to bankrupt a lot of the people with not so much money on Loka, or it forces them to grind 24/7 just to keep up with the rest of the alliances.
I like that alliances that want to warp alot of people should have to maintain alot of tiles and the cost that comes with it. I would assume that is the point of the change. The server should assume that an alliance that wants to warp so many players can atleast have a fraction of those players actually play the server and grind and warp to neutrals etc.
 
I like that alliances that want to warp alot of people should have to maintain alot of tiles and the cost that comes with it. I would assume that is the point of the change. The server should assume that an alliance that wants to warp so many players can atleast have a fraction of those players actually play the server and grind and warp to neutrals etc.
the server shouldnt punish you for wanting to recruit a lot of people, there are so many "poor" towns recruiting hundreds of new players, are they just going to say they cant warp due to them having no money for tiles?

How many new players do you actually see grinding and not log off the second the fight is over. This will just ruin recruitment on loka
 
the server shouldnt punish you for wanting to recruit a lot of people
Idk how to answer here except with full honesty and my beliefs: I fully think the server should punish "poor" towns for recruiting alot of people, I think logistically it should cost alot to warp a great amount of people. If someone wants to bring 80 or so players from some random servers that will not even be active on Loka and will not grind and play the server then they need to account for that. I think mass recruiting turned Loka into a big competition of who can play non Loka servers the most in a quest to find random players etc.

For me it makes alot of sense, towns that want to warp a crazy amount of people should be big towns, with alot of tiles and the money to pay for those tiles and the players to grind for pots, armor (which is worthless now) etc.
How many new players do you actually see grinding and not log off the second the fight is over. This will just ruin recruitment on loka
Is this not the problem with recruiting on Loka to begin with? People do not recruit to create Loka players, they recruit to win months ie. the recruit experience on Loka is very miserable and often boring, and it is why alot of these players do not come back. I think there should be a greater reward for bringing players who actually play Loka and experience it (the reward would be an extra player helping you with the town and maybe even a new friend) vs. just mass pinging and gearing people who die 5 times and never return. Isnt a big problem of Loka the fact that 90% of recruits never become actual Loka players?

Idk, for me the idea of requiring towns who want to warp alot of players to be able to pay for it is a good one, and even just logically it works IMO in the sense that it does not make sense for a "poor town" with no tiles to be able to warp 100 players if it wanted to.
 
Alliances are already willing to pay tons of shards to get towns to warp for them, I don't think it's an unfair barrier to have to spend money on tiles if you want to warp a lot of people. It's a common complaint that tiles do not matter enough, and that it is too easy to just not have any tiles as a huge alliance.

If you want to warp huge numbers, it makes sense you have to own a lot of territories. Comebacks are already rare, so I don't think being able to lock people in will make them any rarer. Locking in someone entirely will require tons of shards also, since costs increase as you own more tiles. Owning 30 tiles is way more than twice as expensive as owning 16, so I don't think we will run into many situations where a comeback is prevented due to someone being locked in, given how rare comebacks are in the first place, and how expensive locking someone in for weeks would be in taxes.

As to your concern about people digging up shulkers, that is not possible as Crypt has said, containers are emptied when the battlezone is sharded.
 
Idk how to answer here except with full honesty and my beliefs: I fully think the server should punish "poor" towns for recruiting alot of people, I think logistically it should cost alot to warp a great amount of people. If someone wants to bring 80 or so players from some random servers that will not even be active on Loka and will not grind and play the server then they need to account for that. I think mass recruiting turned Loka into a big competition of who can play non Loka servers the most in a quest to find random players etc.
Loka depends on new people, and yes not everyone stays but the people that do are so important for loka to grow more, i have done what you say here and play a few other servers in order to get more recruits and a few people actually stay and play the server and bring their friends to play, i must say that some of the towns i have owned hasn’t been the richest but it has worked well.

Unfortunately some people dont have all the time in the world and can’t play Minecraft 24/7 to keep up with their town on a server and you will easily get drained.

I saw another discussion in the discord where someone said "Sorry Youtuber you can’t warp as we dont have enough tiles" it prevents the growth on Loka as you actually need to spend all your free time grinding.


Alliances are already willing to pay tons of shards to get towns to warp for them, I don't think it's an unfair barrier to have to spend money on tiles if you want to warp a lot of people. It's a common complaint that tiles do not matter enough, and that it is too easy to just not have any tiles as a huge alliance.

If you want to warp huge numbers, it makes sense you have to own a lot of territories. Comebacks are already rare, so I don't think being able to lock people in will make them any rarer. Locking in someone entirely will require tons of shards also, since costs increase as you own more tiles. Owning 30 tiles is way more than twice as expensive as owning 16, so I don't think we will run into many situations where a comeback is prevented due to someone being locked in, given how rare comebacks are in the first place, and how expensive locking someone in for weeks would be in taxes.

This won’t be a rich mans problem unfortunately, they will pay a lot just to keep the world cap, the poor towns needs to do what i have mentioned and spend their entire free time on the server.

Also comebacks are rare but its possible, but won’t be possible if they have no cap on how many they can warp and the other alliance can only warp 25, that means the entire month is over for them
 
the server shouldnt punish you for wanting to recruit a lot of people, there are so many "poor" towns recruiting hundreds of new players, are they just going to say they cant warp due to them having no money for tiles?

How many new players do you actually see grinding and not log off the second the fight is over. This will just ruin recruitment on loka
i mean towns such as concord that fall into this category have a expressed advantage with making money as the more recruits you have the more for infested/RI you have and there is no downside to just making a really big recruit town and warping 100 people to a fight, and its unfun for smaller towns that arent in alliances like if your a town with 15 people total and a alliance of 200 places on you theres no real point to warp so the changes make sense
 
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