MatteoBounce
Recruit

[preface: After having played this mod and reading the forums for quite a while now i feel like the majority of it's player base doesnt feel very responsible for it's growth, it might just be alright (esp. for the modders) the way it is, i don't know. The reason why i wrote down some of my thoughts is simply because from my very first session up to now im still amazed, when i think about how much potential there is in PW and it shouldn't remain untouched!
Imo, ideally i want the same thing that happened to "Flying Squirrel" and "Mount & Musket" for PW.
I'd want a publisher for this mod, or "idea" if you want. For this to happen, it needs to be more accessible!
Because sooner or later someone else will be given the opportunity..]
Imo These are the 3 biggest issues i see about the accesibility of PW
-There are no lasting consequences for actions! (no incentive to be good rather then bad)
-The compromise with the out-dated game mechanics and the process bar (farming, training, brewing etc.)
-The TDM mentality encourages other payers to play in the same fashion, which creates a meta game that supresses what PW really makes unique
Feel free to post your thoughts and suggestions in here!
Suggestions
-I think the game lacks a feel of belonging to the world and the community, there should be:
a) (more) Safe Zones in which players aren't allowed to rob/tax (except outlaws)
b) Events - for example an Orc/Barbarian invasion (just every 2 days) in which men of all factions have the same enemy (no war possible during the invasion)
which is announced 30minutes before. should work like in "Full Invasion", maybe they'll help us out^^
-feasts (that occur maybe 2-3 times a week) in which the capital gets decorated and games are held (for that to happen there needs to be a [jousting]arena/shooting range in the capital. armor/weapons and beer is 50% off etc.
c) Guesthouses - need to be more necessary in some way, so that commoners are more inclined to sell their goods to other players rather then to the stock (prices need to be adjusted/selling prices lowered) and players spent more time there
so either: -players need to eat/drink once in a while (say every 4/5 hours or their health starts dropping/they move slower)
or -food recovers (the last) 50% of the health bar
-you are even more productive when farming/mining
Maybe a player should be able to buy/rent a guesthouse for the time of their session. he could then employ other serfs to help him out
Only he should have keys to the chest.
Music should be played.
Maybe 1 big guesthouse in the capital and 1 in the centre of the map.
-The Capital
Should be independant
For balancing reasons, but also to make it easier on peasants.
The Town Watch should be stationed there, with a small "office" +jail, where peasants can ask for help/escorts.
Imo it should always be possible to train as Town Watch (with a cap on 8 players maybe)
and the outlaw kos rule obv needs to be removed
-New Players
should get marked for their first 3 sessions, so people may not go as hard on them (robbing), and others are more inclined to help
them out, give some guidelines, tutorials etc.)
btw. the serverrules should be shown in a 2nd tab next to the tutorial, when you join
-The Economy System
bit more complex but here goes:
the serf "train" needs to be removed from all factions, so that only commoners can farm/mine. all farms/mines belong to a castle/faction which show it's emblem.
I don't know how a faction's treasure chest relates to sold goods (they should get a tax % on everything sold/bought in a castle right?) but it might need to be adjusted.
Faction members can tax all Commoners that work on their land. But only once!
Once they taxed a Commoner, he becomes a faction memeber (either the lord or members that the lord advised to, should be able to mark this particular Commoner, so he gets added to the faction, and you know he already paid the taxes) and once they taxed him, they are obliged to help him, in case he gets in trouble (robbed/stolen from/killed). Because factions depend on their working power. You can still charge money from serfs outside of your land, but that won't be a taxation, that'll be a classic robbery then!
Without a doubt, this will lead to a new dynamic, where it's about protecting your peasants and undermining the economy of your enemys!
[additionally we could create some rules/game mechanics about destructing land/killing cattle etc.]
I think this could also fix the (unrealistic) imbalance in the serf/soldier ratio a bit for the better
-Diplomacy
-realms can charge/pay tributes on other factions (via faction administration)
-lords should be able to purchase letters in the throne room and write down messages which can be send to others via a faction member
-to make alliances easier, a lord should be able to ally with another faction via the faction administration
-maybe only defensive alliances should be allowed?
additional:
-25-33% less time for training
-accessing carts/boxes is too difficult (attaching boxes/carts only via menu)
-being a doctor needs to be more rewarding - doctor class has serf skills with a 33% handicap for example
- doctors regenerate health slowly
- doctors are 10-15% faster (on foot)
Imo, ideally i want the same thing that happened to "Flying Squirrel" and "Mount & Musket" for PW.
I'd want a publisher for this mod, or "idea" if you want. For this to happen, it needs to be more accessible!
Because sooner or later someone else will be given the opportunity..]
Imo These are the 3 biggest issues i see about the accesibility of PW
-There are no lasting consequences for actions! (no incentive to be good rather then bad)
-The compromise with the out-dated game mechanics and the process bar (farming, training, brewing etc.)
-The TDM mentality encourages other payers to play in the same fashion, which creates a meta game that supresses what PW really makes unique
Feel free to post your thoughts and suggestions in here!
Suggestions
-I think the game lacks a feel of belonging to the world and the community, there should be:
a) (more) Safe Zones in which players aren't allowed to rob/tax (except outlaws)
b) Events - for example an Orc/Barbarian invasion (just every 2 days) in which men of all factions have the same enemy (no war possible during the invasion)
which is announced 30minutes before. should work like in "Full Invasion", maybe they'll help us out^^
-feasts (that occur maybe 2-3 times a week) in which the capital gets decorated and games are held (for that to happen there needs to be a [jousting]arena/shooting range in the capital. armor/weapons and beer is 50% off etc.
c) Guesthouses - need to be more necessary in some way, so that commoners are more inclined to sell their goods to other players rather then to the stock (prices need to be adjusted/selling prices lowered) and players spent more time there
so either: -players need to eat/drink once in a while (say every 4/5 hours or their health starts dropping/they move slower)
or -food recovers (the last) 50% of the health bar
-you are even more productive when farming/mining
Maybe a player should be able to buy/rent a guesthouse for the time of their session. he could then employ other serfs to help him out
Only he should have keys to the chest.
Music should be played.
Maybe 1 big guesthouse in the capital and 1 in the centre of the map.
-The Capital
Should be independant
For balancing reasons, but also to make it easier on peasants.
The Town Watch should be stationed there, with a small "office" +jail, where peasants can ask for help/escorts.
Imo it should always be possible to train as Town Watch (with a cap on 8 players maybe)
and the outlaw kos rule obv needs to be removed
-New Players
should get marked for their first 3 sessions, so people may not go as hard on them (robbing), and others are more inclined to help
them out, give some guidelines, tutorials etc.)
btw. the serverrules should be shown in a 2nd tab next to the tutorial, when you join
-The Economy System
bit more complex but here goes:
the serf "train" needs to be removed from all factions, so that only commoners can farm/mine. all farms/mines belong to a castle/faction which show it's emblem.
I don't know how a faction's treasure chest relates to sold goods (they should get a tax % on everything sold/bought in a castle right?) but it might need to be adjusted.
Faction members can tax all Commoners that work on their land. But only once!
Once they taxed a Commoner, he becomes a faction memeber (either the lord or members that the lord advised to, should be able to mark this particular Commoner, so he gets added to the faction, and you know he already paid the taxes) and once they taxed him, they are obliged to help him, in case he gets in trouble (robbed/stolen from/killed). Because factions depend on their working power. You can still charge money from serfs outside of your land, but that won't be a taxation, that'll be a classic robbery then!
Without a doubt, this will lead to a new dynamic, where it's about protecting your peasants and undermining the economy of your enemys!
[additionally we could create some rules/game mechanics about destructing land/killing cattle etc.]
I think this could also fix the (unrealistic) imbalance in the serf/soldier ratio a bit for the better
-Diplomacy
-realms can charge/pay tributes on other factions (via faction administration)
-lords should be able to purchase letters in the throne room and write down messages which can be send to others via a faction member
-to make alliances easier, a lord should be able to ally with another faction via the faction administration
-maybe only defensive alliances should be allowed?
additional:
-25-33% less time for training
-accessing carts/boxes is too difficult (attaching boxes/carts only via menu)
-being a doctor needs to be more rewarding - doctor class has serf skills with a 33% handicap for example
- doctors regenerate health slowly
- doctors are 10-15% faster (on foot)