@chadz
changes to item prices suck balls, not because i dislike the peasent fights, i rarely had so often that good k/ds in strat, for agi players this is heaven and if you can keep that aspect somehow i truely love it. BUT atm with the economical power of DRZ and GO, they out-tech and out-produce everyone else. They were able to spec more efficiently their fiefs and they now have mostly always superior gear as they can make unhindered their trade. This strat wont last long and it is exactly what i told you before, the huge factions and mega alliances who carebear to an extent that they break the game.
(prices of siege gear at least need to be reduced)The fuck do something about it. Restart if needed and put GO/DRZ on different server. This aint fun.
I am still of the opinion, if you create a waterproof diplomatic system and bind economical balance to it you can get this straighten out. So once more i will descibe how i imagine it working.
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Requirments for the diplomatic system to work:1) crpg clans = factions, you start already within your faction, you can but leave afterwards
2) no multiclanning possible for strategus
3) no switching of strat characters possible
just keep it simple
diplomatic system itself:1) Faction A needs to
declare war onto a Faction B, to
be able to attack B.
Singleplayers can attack only other singleplayer, but still can be attacked by any factions.
2) Faction C, wanting also to attack B, can delcare war only then, if allied officially through the diplomatic system, to Faction A.
3) Disable transfering of troops, gear and silver and goods to other factions, till they are offically allied.(inbetween players also not being able to dumb stuff into fiefs)
With these basic set of rules you get controllable groups, which you then are able to balance by their active and inactive player counts.
Huge Factions and Huge Alliances, which automaticly have also more active members, you can give small movement speed malus, directly dependend on overall playercount give a increaseing rate of taxes onto goods or gear or both.
When a huge faction or alliance is declaring war onto smaller sized enemies, then you can perhaps work with the renown system, making tehm loose renown, which then could influence their ability to recruit within their faction.
Building up on these basic set of rule, you can later include different diploamtic statuses, with different reallife relating results when used:
- NAPs, you and your allies just cant declare war onto taht faction, you can break the NAP and loose renown.
- Trade agreements, enables the transfering of goods to other factions or singelplayers, till a trade agreement is made, it would not be possible.
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Besides that, change the crimerate towards a rebellion rate, so that the more fiefs soemone controlls the higer the chance that troops dies. Just look at the 30ish fiefs of DRZ and you know that this is needed. The already centralized systems of any clan, are using one fief mostly atm, where they make sure the crimerate keeps 0, and then put most of the troops in there. They dont need to defend already taken fiefs with high crime rate as they just retake it with only peasent gear in it, the raid function is btw made pretty much useless due to high crimerates, where nobody with half a brain would leave behind gear inside.
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Atm those small clans who either joined for the first time or are struggling with the pathetic situation through these carebear lamers of UIF(DRZ/GO/Kapis), are already going offline again, as there is no point investing time into a game where there is no chance to win it, or even be able to hold your ground at least. Your admins should check "my" pms in "my" account perhaps at times and see what i do for this game in terms of player activity and getting new clans settled.
EDIT: Questions and Clarifications you can find
here