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Implemented Thoughts on Mercenary Towns / Conquest

SigmaFlash

Well-Known Member
Slicer
I wanted to bring up the current mercenary town rule and see what everyone else thinks about it.

Right now, any town being able to join any alliance on any continent feels like it hurts one of the main parts of Loka, which is loyalty to alliances and continents. The server has always felt better when towns had real ties to their alliance and continent, instead of everything becoming mainly town-based and temporary.

I understand the reason behind the rule. It makes it easier for certain groups to work on their towns, still participate in fights, and not feel locked out of content. That part makes sense. But before this rule, if a town wanted to fight somewhere else or switch sides, they had to make actual changes. They had to move, commit, and deal with the consequences of that choice. That made alliances feel more meaningful.

The issue is that mercenary towns allow way too much movement with very little commitment. For example, in just the last three months, one town(Valyria) was able to fight with Alexander on Ascalon, then fight with Kylaz on Garama against ArcherSquid, where around 200 people were brought to Garama even though only two towns were actually based there, and now fight on Kalros with Squid. That should not be possible from one town in such a short amount of time. At that point, it is basically a Loka world tour.

I also understand the counterargument that removing or limiting mercenary towns could force highly committed players to make towns on other continents. That could fill up the map and create more inactive or extra towns. But at the same time, the map is constantly being expanded as new biomes and areas get added, so I do not think that should be the main reason to keep the current system exactly as it is.

It is also much easier and healthier to track real movement over time. If players slowly move from continent to continent, build towns, make alliances, and commit to a side, that creates politics and consequences. That is very different from one large town being able to switch sides in the last five minutes of conquest truce and completely change the fight. One system creates long-term movement and commitment. The other creates sudden last-minute power shifts with barely any downside.

Another thing is that not having merc towns used to add real value to builder towns. When PvP groups needed to move continents, they needed an actual town to take care of them and support them. For example, when Valyria used Cryptic Cove to fight on Garama, that gave a builder town an important role in the war. Builder towns were not just side pieces. They became useful because larger groups had to rely on them if they wanted to operate on that continent.

BitS is another good example of this. My alliance was able to bring in towns like Sandsete, Yaddas, and Edgewind, which were more builder-focused towns, and those towns would actually warp and be part of the alliance. They had value because alliance slots were not only about stacking as many PvPers as possible. Builder towns could matter because they gave continent presence, support, infrastructure, and long-term identity to the alliance.

The whole idea of merc towns was supposed to make it easier for builders and smaller towns to get involved in wars, but I feel like it has almost done the opposite. Because of the max town rule, big alliances now have less room for actual builder towns unless they also bring a lot of active PvPers. If an alliance only has limited town slots, they are going to prefer towns with 20 active fighters over a builder town that mainly provides infrastructure, history, or continent presence.

I do agree that merc towns have had benefits. They have helped some people fight more easily and probably made conquest more accessible in certain situations. But what we have seen on Loka over time is pretty apparent. The current system makes alliances feel weaker, builder towns less valuable, and continent loyalty less meaningful.

If no changes are going to be made to Balak or the way mega fights work, then I think we should at least consider going back toward smaller, more alliance-based fights. The current system seems to push the server even further into massive fights with less loyalty and less meaning behind who is fighting for who.

I am not saying the rule has no benefits, but I do think it has changed the server in a way that needs to be looked at. Some real conquest change would be nice before the summer, whether that means limiting mercenary towns, adding cooldowns, making continent commitment matter more, or finding another way to bring back smaller and more meaningful fights, or even fixing or revamping the big fights.

What does everyone else think? Should mercenary towns stay the way they are, be limited, or should we move back toward a system where alliance loyalty and continent commitment matter more? Should Cryptite add more objectives to conquest?
 
31 voters
I personally don’t like sigmaflash because of who he was 6 years ago but I can agree with this statement.
 
+1 I dont think merc towns should be banned however conditions such as
- Merc towns cant Merc 2 months in a row
- Limit to Merc towns in alliances (This could be introduced as a policy where the capital can pick how many mercs an alliance can have on continent)
Both of these would be good additions that wouldnt negatively impact current alliance structure
 
+1 limit merc towns in an alliance to 4 or 5 and then put a time restriction like a month or something
 
Big +1, I feel like merc towns have seriously hurt the continental aspect of Loka. Picking your continent used to feel like a big decision and now it’s not that important because your town can just go wherever. Previously people were forced to either commit to their continent or to commit to relocating, now it’s very simple with no real penalty. This should be changed IMO.
 
loka conquest has been falling off after these trash changes like win trading and whatnot. admins need to start listening to the players more
 
the problem with this is the fact that i dont think crypt sees this as a problem itself, this is something that a lot of players have discussed before, but crypt always said that proxy towns would come back, and if not - players would just choose towns that are well estabilished - the outcome would be the same, just with far more steps

most players want to be a part of the main thing going on in the server, if they see balak wars 200v200 a lot of them would want to be included in that - now all they need to do is just join the alliance, instead of creating new town or joining an existing one and moving items which would take a lot more time and effort

limiting a number of merc towns in an alliance would probably change nothing - just at look at concord. towns are supposed to be able to compete with alliances - crypt said that concord could be a standalone town, without an alliance, warping 200 people and it would still be something that would be somewhat intended, and not treated like a "bad design"

i love the idea of making continental presence and loyalty to your town/continent more valuable, but at this point there is really no good solution to this, that would both;
-make want players to stay in their continent instead of going to the biggest wars thus changing continents
-make it somewhat easy for players that would want to change continents

yes, those are two separate, opposite things but i personally think that if we gave players the choice of making their own decisions that wouldnt be dictated by just being in the biggest wars on the server, this wouldn't be that big of a problem as it is

i have no idea what could be done to improve the overall experience though </3
 
I want to start off by prefacing that the merc system and the changes to town costs were implemented in the same update two years ago, which I believed was a great update at the time. It allowed players to focus on their own towns without worrying about missing out on conquest, and it culled the shit towns that served no real purpose, freeing up space. When merc towns were first introduced they solved two primary issues, proxy towns and continent crowding. Crowding was mostly caused by towns being incredibly cheap to run, but also because of proxy towns.

Merc towns have mainly benefited the town owners themselves. Compared to before the update, the process for a town owner to move to another continent to fight has been drastically simplified. The fighting population remains largely unaffected, as their ability to move to competing towns did not change. Merc towns granted town owners the same freedom. The main point is that town owners would be the only ones truly impacted if the merc system were completely removed. Fighters can still move to where the action is, whereas owners cannot unless they transfer the town and maintain their actives from abroad which has its unwanted risks.

Considering all of this, is there a change worth making? After 2 years of merc towns, those of us who led alliances both before and after this update have seen how much the political aspect of the server has been watered down. It was once a huge part of the experience, but the lack of commitment enabled by the merc system has nearly extinguished the political landscape that used to dominate the playing field. Continents have sort of lost their identity, which was defined by the players on them. One example I can think of as I write this is worrying about specific players from other continents moving to fight you. Trying to convince these people to fight for you instead of your enemies was always dealt on a player-to-player basis, which personalized the experience. With merc towns, the focus shifted from convincing players to entire towns, which just trivialized the process. Players used to care more about who they fight for than they do now as a result. At the end of the day, it comes down to perspective. How important is the political side of conquest to you? Is it worth more than the convenience that merc towns provide?

Maybe we have all matured, but there was a different edge to the server when you and the other side did not get along. Maybe we're chasing nostalgia, who knows? That being said I feel a change is necessary because the political side of the server had an art to it that has been missing for a long time. Merc towns have been a recurring topic since the system’s inception, but I don’t think simply removing merc towns is the answer. The solution needs to continue solving the original problems while also addressing the current lack of commitment. Simply limiting the number of proxy towns might not be a big enough change, but it could be a step in the right direction.
 
People saying 4-5 merc towns limit but thats how many there normally is😭 should be like 1-2 and you cant merc two months in a row.
 
I want to start off by prefacing that the merc system and the changes to town costs were implemented in the same update two years ago, which I believed was a great update at the time. It allowed players to focus on their own towns without worrying about missing out on conquest, and it culled the shit towns that served no real purpose, freeing up space. When merc towns were first introduced they solved two primary issues, proxy towns and continent crowding. Crowding was mostly caused by towns being incredibly cheap to run, but also because of proxy towns.

Merc towns have mainly benefited the town owners themselves. Compared to before the update, the process for a town owner to move to another continent to fight has been drastically simplified. The fighting population remains largely unaffected, as their ability to move to competing towns did not change. Merc towns granted town owners the same freedom. The main point is that town owners would be the only ones truly impacted if the merc system were completely removed. Fighters can still move to where the action is, whereas owners cannot unless they transfer the town and maintain their actives from abroad which has its unwanted risks.

Considering all of this, is there a change worth making? After 2 years of merc towns, those of us who led alliances both before and after this update have seen how much the political aspect of the server has been watered down. It was once a huge part of the experience, but the lack of commitment enabled by the merc system has nearly extinguished the political landscape that used to dominate the playing field. Continents have sort of lost their identity, which was defined by the players on them. One example I can think of as I write this is worrying about specific players from other continents moving to fight you. Trying to convince these people to fight for you instead of your enemies was always dealt on a player-to-player basis, which personalized the experience. With merc towns, the focus shifted from convincing players to entire towns, which just trivialized the process. Players used to care more about who they fight for than they do now as a result. At the end of the day, it comes down to perspective. How important is the political side of conquest to you? Is it worth more than the convenience that merc towns provide?

Maybe we have all matured, but there was a different edge to the server when you and the other side did not get along. Maybe we're chasing nostalgia, who knows? That being said I feel a change is necessary because the political side of the server had an art to it that has been missing for a long time. Merc towns have been a recurring topic since the system’s inception, but I don’t think simply removing merc towns is the answer. The solution needs to continue solving the original problems while also addressing the current lack of commitment. Simply limiting the number of proxy towns might not be a big enough change, but it could be a step in the right direction.
I agree with you on all your points. For example, in the first month of Archer being unbanned, he was able to go lead an alliance on Garama from his town in Kalros. He didn't have to make a town like he previously would. There is a lack of commitment from everyone that is already sitting in their completed towns with their lore museums and whatnot. People should be making more towns because honestly, most of the towns are going in and out and when people make towns they usually bring new people to the server too. There are only 7 (that i can name) LONG-lasting towns (Eldritch, Valentia, Hilo, Al Raltah, Southern Valyria, Stromgarde, and Edgewind). Maybe adding 1 merc town slot and charging 250k for that slot.
 
the problem with this is the fact that i dont think crypt sees this as a problem itself, this is something that a lot of players have discussed before, but crypt always said that proxy towns would come back, and if not - players would just choose towns that are well estabilished - the outcome would be the same, just with far more steps
Atleast these well established towns had an identity and continental presence. It used to be a big deal when people would move continents.
most players want to be a part of the main thing going on in the server, if they see balak wars 200v200 a lot of them would want to be included in that - now all they need to do is just join the alliance, instead of creating new town or joining an existing one and moving items which would take a lot more time and effort
Yea many players can join these fights but smaller towns usually aren't invited to these 2 alliances that are fighting and there is never a 3rd side. Only when the big towns decide to leave these big alliances(such as this month), is when smaller towns are invited. Also SL for example, can pick from a larger pool of towns every month and if someone leaves they instantly fill that spot or kick a smaller town to make space for a bigger one. If there alliance goes up in flames, why should they be able to recoup instantly? They should have to pick from a limited pool of towns (only their continent).
limiting a number of merc towns in an alliance would probably change nothing - just at look at concord. towns are supposed to be able to compete with alliances - crypt said that concord could be a standalone town, without an alliance, warping 200 people and it would still be something that would be somewhat intended, and not treated like a "bad design"
If there was a model that charged for merc towns then this would solve the problem. These said towns with many players also have the shards to be able to afford 6 figure payments to merc.
 
at first everyone thought this update would be a good thing but the opposite happened it would have been nice to get some good conquest update for the summer
 
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