Remove the repetition.
1. Less crowded world - In this case less is more. You can't go very far in this world without running into another castle/town with villages and it's very repetitive. The far east feels exactly the same as the far west. The far north
looks like the far south but snow covered. The world is so overcrowded there is no room for uniqueness. Conquering a certain town feels no different than the previous 20 towns I captured. There isn't one unique castle I'm drawn to more
than the others. This makes it feel pretty lifeless
2. A layer of intrigue would breath life into repetitive game play - Recruit, siege, conquer and repeat. I understand that is the core aspect of the game, but it feels almost like that is the only aspect of the game that has any significance
to it. This repetition gets old long before you even conquer an entire faction. The world would feel more alive if there were more ways to spread your influence other than sieges and conquering castles and towns. I listed some ideas
in that regards below:
- Stoke a coup or a rebellion: Gauge the loyalties and frustrations of faction members towards their faction leaders. Use these wavering loyalties or frustration to build toward a coup or a rebellion. Perhaps as the leader of the coup,
you would gain the throne if the faction leader is disposed or you could have a system where you could choose a claim to the throne that the coup or rebellion would support.
- Assassinations: Assassinations attempts could add a very interesting layer of intrigue to the game. Successful assassinations could be a hidden way to remove roadblocks to your quest for power, without having to declare war on an entire faction.
Failed assassinations could have you on the run giving you a meaningful reason to switch loyalties to an opposing faction.
- Advantageous marriages: The current marriage system seems to lack any uniqueness to it. During the medieval era advantageous marriages were one of the only forms of social mobility within the noble class. There isn't really much difference between
marrying a poor noble woman of Aserai compared to marrying the daughter of Empress Rhagaea and that just doesn't seem believable. Spouses seem to just become another companion with no other significant advantages. Spouses should keep
their claims and holdings unless otherwise negotiated the faction leader, for some this would obviously drive up the threshold for successful negotiations, which would feel realistic. Building yourself/family name up to the point of being able to
make advantageous marriages for yourself or heirs would be an extremely entertaining aspect of the game in my opinion. Imagine working your way up within a faction to the point of being the faction leaders favorite and most trusted lord and
being able to unite your families through marriage and having your heir eventually inheriting the throne or at least a claim to the throne. Imagine expanding your kingdom's power through an advantageous marriage alliance that provides you an army
or ally to march into battle with. Imagine your kingdom one day being able to combine with another through a common heir to both thrones. Add to this the idea of coups, rebellions, and assassinations and you are approaching the entertainment
intrigue level that made the Game of Thrones novels or television series famous.
3. NPC déjà vu: I can't stress this one enough. It feels like there is 3 NPCs re-skinned a thousand different ways in the game. For an example, all lords say the exact same thing and do the exact same thing. I understand the game is still in
early access but I hope this is something that the developers heavily focus on soon. It truly makes the game dull and repetitive fast. Variation in dialog and AI decisions would go a long way to breathing life into this game. I can't tell you
how many times I've challenged a small army of 15 with an army of 100 and instead of surrendering or even attempting to negotiate they have chosen to die. Sure, I'd imagine there are some lords who would be that stubborn but it is unrealistic
that every lord would make this decision. As another example, it seems like every lord in a faction follows their faction leader without question. Faction leaders should certainly demand a high level of influence however some meaningful
resistance to their decisions is expected.
What are some suggestions you would make to make this world feel more alive?
1. Less crowded world - In this case less is more. You can't go very far in this world without running into another castle/town with villages and it's very repetitive. The far east feels exactly the same as the far west. The far north
looks like the far south but snow covered. The world is so overcrowded there is no room for uniqueness. Conquering a certain town feels no different than the previous 20 towns I captured. There isn't one unique castle I'm drawn to more
than the others. This makes it feel pretty lifeless
2. A layer of intrigue would breath life into repetitive game play - Recruit, siege, conquer and repeat. I understand that is the core aspect of the game, but it feels almost like that is the only aspect of the game that has any significance
to it. This repetition gets old long before you even conquer an entire faction. The world would feel more alive if there were more ways to spread your influence other than sieges and conquering castles and towns. I listed some ideas
in that regards below:
- Stoke a coup or a rebellion: Gauge the loyalties and frustrations of faction members towards their faction leaders. Use these wavering loyalties or frustration to build toward a coup or a rebellion. Perhaps as the leader of the coup,
you would gain the throne if the faction leader is disposed or you could have a system where you could choose a claim to the throne that the coup or rebellion would support.
- Assassinations: Assassinations attempts could add a very interesting layer of intrigue to the game. Successful assassinations could be a hidden way to remove roadblocks to your quest for power, without having to declare war on an entire faction.
Failed assassinations could have you on the run giving you a meaningful reason to switch loyalties to an opposing faction.
- Advantageous marriages: The current marriage system seems to lack any uniqueness to it. During the medieval era advantageous marriages were one of the only forms of social mobility within the noble class. There isn't really much difference between
marrying a poor noble woman of Aserai compared to marrying the daughter of Empress Rhagaea and that just doesn't seem believable. Spouses seem to just become another companion with no other significant advantages. Spouses should keep
their claims and holdings unless otherwise negotiated the faction leader, for some this would obviously drive up the threshold for successful negotiations, which would feel realistic. Building yourself/family name up to the point of being able to
make advantageous marriages for yourself or heirs would be an extremely entertaining aspect of the game in my opinion. Imagine working your way up within a faction to the point of being the faction leaders favorite and most trusted lord and
being able to unite your families through marriage and having your heir eventually inheriting the throne or at least a claim to the throne. Imagine expanding your kingdom's power through an advantageous marriage alliance that provides you an army
or ally to march into battle with. Imagine your kingdom one day being able to combine with another through a common heir to both thrones. Add to this the idea of coups, rebellions, and assassinations and you are approaching the entertainment
intrigue level that made the Game of Thrones novels or television series famous.
3. NPC déjà vu: I can't stress this one enough. It feels like there is 3 NPCs re-skinned a thousand different ways in the game. For an example, all lords say the exact same thing and do the exact same thing. I understand the game is still in
early access but I hope this is something that the developers heavily focus on soon. It truly makes the game dull and repetitive fast. Variation in dialog and AI decisions would go a long way to breathing life into this game. I can't tell you
how many times I've challenged a small army of 15 with an army of 100 and instead of surrendering or even attempting to negotiate they have chosen to die. Sure, I'd imagine there are some lords who would be that stubborn but it is unrealistic
that every lord would make this decision. As another example, it seems like every lord in a faction follows their faction leader without question. Faction leaders should certainly demand a high level of influence however some meaningful
resistance to their decisions is expected.
What are some suggestions you would make to make this world feel more alive?
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