Sorry for the non gold players , no bonusses for them. So they must stop playing Travian and go to play carribeans .Some players cannot afford to by gold ., so this again only bonuses for gold players

[Feature Feedback II ] Fealty System explained
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I worry these numbers are a bit OP for pre-mades and gold users.
Plus is now a must. Sorry non-gold users
What exactly is it that you think is OP? I assume it's the 50% extra points? If not, please elaborate. If yes, do you have a better percentage in mind and why?
Sorry for the non gold players , no bonusses for them.
That is not true. The bonus is connected to being part of a kingdom.
Yes, Travian Plus players get more bonus points, but that doesn't meant that non-payers don't get anything.
How would you adjust the feature?
Adding features that is way OP for Premium players. double effect on speed server.
Encourages sticking to a big meta (cause big meta has 0% chance to lose the KU and reset your point.) get ~8% more siege tools. and 10% more def/off.
Just like older Travian created Morale Malus for a fair game, but opposite.
- How would you improve this point?
- It's encouraging players to stick to their kingdom in general. Why do you only list big meta? Or can you also see the benefits to stick to your smaller kingdom until the end of the round?
- We have Morale Bonus/Malus is a feature that needs to be explained over and over. We hope this feature is easy to understand and brings a positive affirmation to the game by giving out bonuses
First initial thought are that it massively benefits bigger kingdoms and premades.
I don't want to think about ww phase with these bonusses, lol.
This is exactly the time and place to think about the ww phase and the effect these bonuses have on it! To make it clear again: This feature is not yet set in stone. Now is your chance to suggest changes. Please seize this opportunity and let's talk about the ww phase!
I also think your math is off in the "active days on x1 + plus" numbers. I haven't checked all the table.
150 points per day (100 * 1 * 1.5). 12600 / 150 = 84. Each number in that column should just be 0.66 * the previous column.
You need to have played a full day to get to the next level. The left over points behind the dot are counting into the next level, though. Does this make it a bit clearer on how the column is meant?
Awesome! Gives a little penalty to players who lost a war and refugeed their way into another kingdom.
I am not sure if you mean this ironically or not. That's why I am just taking it as non-ironically and say thanks
Need Workshop Helmet. I want train 20K catapults
no need anymore for an extra helmet with the fealty system
and the good thing is: you can wear another helmet at the same time
When merging does the players from smaller kingdom(less vp) have their fealty reset as they join the one with more VP
No reset for any player when merging
Interesting step. Now i would like to see, when the kingdoms week ladders (attack, defense, robbers, builders) are recounted to the number of players in kingdom and players in the best 10 kingdoms of the week can get those points extra. Activity will be rewarded.
So that means, no changes needed to the fealty system from your side?
Fealty system will affect greatly the use of wings to expand territory covered earlier in the server and it is likely players will demand being amalgamated much earlier in server into main kingdom. Since players in wings will lose fealty points when they join main kingdom. Everyone will want to join main kingdom as quickly as possible
So, do you think this is a good thing that players want to be part of their kingdom asap?
Fealty will add tremendous pressure on royalty(king/viceking/dukes)
That's why the changes discussed in the other thread are so important like getting a new vice-king if that spot got abandoned.
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Not a fan of premium having an additional bonus. If Crop and Resource bonus (which is pretty significant) isn't enough for someone to get gold, why would you add another benefit to premium? This just pushes the game further from freemium to pay to win (arguably two different player populations). I would say you are better off trying to attract new players (and maybe enticing old players) versus squeezing more gold out of existing players.
Workshop and CP bonuses should swap places. CP benefits everyone, while workshop only benefits off players. The way this is set up now, def players receive benefits every other level versus off players getting a benefit every level (excluding hero XP bonus) early on. CP is also always beneficial, where as the players who are building massive croppers as off players may not even start building workshops to 20 by the second level. So by swapping CP and workshop bonuses, you would likely get better utilization.
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agree
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What exactly is it that you think is OP? I assume it's the 50% extra points? If not, please elaborate. If yes, do you have a better percentage in mind and why?
You replied to two separate thoughts together.
Pre-made kingdoms will be organized and solid. New players and kingdoms will have more turbulence. Assuming pre-mades start right away, if a new player finds the right kingdom on day 20 of a 1x server, they now have all the previous disadvantages PLUS being three levels lower on this threshold for the rest of the server.
Gold users will now reach each tier fast (4.5 days each level). So now they will have more villages, larger armies, and stronger armies, in addition to the additional resources and advantages they already have. As a gold user, I'm not complaining. But it definitely increases advantage.
My point was, these numbers may need adjusting once they are tried out. As mentioned in another post, I think you only need a subset of these advantages or to decrease them by an order of magnitude. But only trying them out will tell.
QuoteYou need to have played a full day to get to the next level. The left over points behind the dot are counting into the next level, though. Does this make it a bit clearer on how the column is meant?
I understand the column I think. The math is still not lining up.
8400 points for level 7. 8400 / 100 for non-plus users = 84 days. 8400 / 150 for plus users = 56 days. As I said, if you have plus every day, it should be column d * (1/1.5) basically. You're just changing rate so they should be proportional.
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Pre-made kingdoms will be organized and solid. New players and kingdoms will have more turbulence. Assuming pre-mades start right away, if a new player finds the right kingdom on day 20 of a 1x server, they now have all the previous disadvantages PLUS being three levels lower on this threshold for the rest of the server.
Gold users will now reach each tier fast (4.5 days each level). So now they will have more villages, larger armies, and stronger armies, in addition to the additional resources and advantages they already have. As a gold user, I'm not complaining. But it definitely increases advantage.
This is also a very good point. A brand new player may end up switching kingdoms multiple times. So really this system rewards metas versus cooperative play. While a new mechanics is nice and exciting, it barely alleviates one problem (large metas with wings) while creating a whole new one (severe disadvantage to newer players or smaller kingdoms that can't get their footing). Arguably, this feature may be a barrier for new players versus something that makes the game friendlier to new players. Would a bonus based on prestige help alleviate this problem?
If anything, perhaps the levels should be tiered a bit more, in a sense that earlier levels come easier than later ones, and over a shorter period. If someone doesn't land in a kingdom until day 30, they can't enjoy the full benefits of the system until the very late game.
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This is cool solution, but has some flaws other players pointed out.
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Not a good idea to buff training time and battle stat..buffing these parameters are too rewarding and will likely cause imbalance to the game.
Replace them to something less rewarding and more PVE in nature, like reduce hero revive time, attack bonus to robbers, slightly more resources for stolen goods etc.
I can't understand the reason to give players so much advantages by just staying inside a kingdom.
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Wouldn't it be possible to tie these fealty points to something else than simple activity?
You could do something like an experience bar with a max cap each day. You gain "experience points" by doing activities for the kingdom. Like selling stolen goods. Maybe even tie it into the kingdom diplomacy. 1 experience points per crop eater you kill from a kingdom your kingdom currently has a declared war against (Some limitations to prevent dummy kingdoms just for point farm). This could also force multis to actively play their multis if they want the rewards.
Kingdom level? Everyone gather experience together to level up the kingdom and gain bonuses. Just make sure to divide the points per number of players in the kingdom so big meta kingdoms can't rush the levels. -
How would you improve this point?
Difference between normal account and plus account on x1 server is ~10% (126 days and 112 days) while on x3 it's 100% (42 days and 21 days).
Reduce the gap on speed servers. to something like 50% or 30%, 33 and 21 days (without and with plus) or 42 and 33.
It's encouraging players to stick to their kingdom in general. Why do you only list big meta? Or can you also see the benefits to stick to your smaller kingdom until the end of the round?
Because small kingdoms may fall, and players will lose/reset their fealty bonus/level by joining another kingdom that has a chance to win.
Playing in meta already has more benefits, we get more crop, we are more secure ... and this gives another point to meta, "never lose fealty bonus".
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I support this change. I believe Travian Kingdoms community welcomes any interesting new mechanics!So congrats on that, team!
However, I would like to indicate that I think your math is incorrect:
In your given example "Travian plus" adds +100% bonus in the first 14 days on normal speed servers and +100% for the whole duration of the x3 speed server. And at the beginning you are stating that there will be only 50% bonus. -
Also I would like to add, that after short discussion with experienced players, I came to the conclusion that this change will actually buff Free to Pay players.
Basically Free to Play players will always have 1% less power:
BUT... It is no secret that the best teams that utilize heavy amounts of gold always go for the best 15 croppers all across the map, regardless where it is.
So now all these heavy gold users will have to make hard decision:
A) Get a the best cropper but lose the 10% Fealty bonus later when they want to join their main kingdom.
B) Play with a bad cropper, but get the Fealty bonus ASAP.
For F2P players this will never be an issue, because they usually play around their kings with their 6c/9c capitals. So they always get the bonus anyway.
So yeah, I have to come to a conclusion that this is a substantial nerf to P2P players. -
Gostei demais. Incentiva a você permanecer fiel a seu Reino. Eu fico muito triste ao ver muitas pessoas abandonando o Reino por causas tão fúteis. Abraço.
[edit by Admin: Google translation] I liked it a lot. It encourages you to remain true to your Kingdom. It makes me very sad to see so many people abandoning the Kingdom for such futile causes. Hug.
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Gostei demais. Incentiva a você permanecer fiel a seu Reino. Eu fico muito triste ao ver muitas pessoas abandonando o Reino por causas tão fúteis. Abraço.
TRANSLATED.........
I liked it a lot. It encourages you to remain true to your Kingdom. It makes me very sad to see so many people abandoning the Kingdom for such futile causes. Hug. -
Seems like a sneaky way to pay make the game even more pay to win. Have plus players reach the highest tier bonus twice as fast. This included the 10% strenght in def and attack.
Sad to see the big and exiciting news is not something to make the game actually better.
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A) Get a the best cropper but lose the 10% Fealty bonus later when they want to join their main kingdom.
B) Play with a bad cropper, but get the Fealty bonus ASAP.It is likely that one spot of the "duke" postion is used to invite players outside borders early on to remove this.
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yeah easily abusable with duke invite. not a big problem. 12h for every "zone" to take over oasis , or just 20seconds to invite everyone as dukes and kick em out of duke slot.
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i posted on discord earlier about my concern but i was working.
Firstly interesting, anything new can always be a good thing and im sure will be tried on test server first etc.
My concern is Vacation mode + the benefits from workshop prod aswell as how this interacts overall with vacation mode.
Is it going to be that if i select 7 day vac on lets say day 37 (3x server) that when i return day 44 still in same kingdom that i will now be benefitting from the vac boost on top of the new boost and at a 42 day rate or is it frozen at the rate you go on vac.
Hope this makes sense the interation with Vac mode i can see being abused.
but all in all new changes are always welcome i do agree with others though around how this benefits big teams not small.
perhaps the inverse would actually make sense but im sure could lead to more abuse.
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Sad to see the big and exiciting news is not something to make the game actually better.
Why do you think so?
To me it seems that it will incentivase staying in a kingdom instead of been kingdom jumping.
I would really like to understand why you feel it will not make the game better.
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Do something about the clause 'player currently banned'. Set a time limit of 1 or 2 weeks and remove the villages afterwards or make farming/chiefing possible again. Now good spots remain unusable for the duration of the server for the active players because the villages are abandoned. You punish not only the spoiler, but also those who play fair.
I think keeping them banned is better - Otherwise, the main account or other multi's from that team could just chief the village. Sucks we lose a lot of croppers by crop rushing multi's but at least they stay out of the hands of cheats. Maybe allowing the village to be zeroed could be better?