by Molsenff » 29 Apr 2018, 03:41

It's not that I ignore them, it's that I feel they don't add anything to the game overall. A wise king invites players to his realm to establish their own claims on his land, with a little tribute paid to his coffers in exchange. It's how most Feudal systems worked IRL anyways, and it's how the British Royals maintain their status as royals. They literally own the land GB is built on, and GB pays them for the use of that land every year. (There's other, more complicated, systems surrounding GB's land taxes, but the foundation is as described.)



PCs only in an influence zone means that players MUST seek out a group to be near. They aren't slaves, since their tribute and PC is what helps that kingdom grow. If they decide to leave, either because the king/ruling council is too demanding or simply being harsh, they can easily leave. A permanent drop in PCs could kill a kingdom.



The rename for coins (personalizing coins on a per king basis) wouldn't change the base ID of the coin. So they'd still work the same as they work now, but it'd add flair to RP within a kingdom and in the game in general. (It essentially works like renamed bags, but involves a check to Authority skill level and Guild rank)



Finally, I'll touch on what I mean when I say solo players/small groups don't add anything to the game at large; They typically use alts to be self-sufficient, thus denying the need for trade with larger groups. They also tend to spend 90% of their play time in the first 3 weeks of playing the game, and after that I've only ever seen them dissipate until they leave the game entirely. Leaving behind a small crater in natural resources that larger groups could have used to greater benefit. In the game world's economy, small groups and solo players are a large cost with little to no benefit. So forcing players to group up more, will likely result is a great benefit to the cost in resources.