Hey Below, I will present what the problem (of constantly increasing numbers of buildings and companions) is and how to encourage players to self-limit without imposing hard boundaries at all.
Simply put, it’s better to reward players for small builds than for maintenance or penalties that can affect regular or new players.
Currently, players are rewarded only for increasing their army and expanding their kingdom. In three years of playing, it was easy to abuse, even accidentally (or out of boredom).:
- Every day we play to get more companions, better ones and to feel safer or gain more prestige.
- We catch companions if only to make them a living statue that presents new armor and has no other task.
- We create higher walls and continuously occupy new land that has no owners for our own benefit (or to disturb others).
- By creating a fish farm.
- Blocking the fast travel Obelisks.
- Enclosure of rare resources or your own base.
- We build structures that make the game easier and easier.:
- Infinite Maprooms.
- Slaughterhouses for World Bosses.
- We accelerate the arrival of the Purge by building unnecessary structures (entire cities!), and don’t waste time on cleaning up after ourselves.
We do this because the game allows us to do so, and there is no profit or reward for limiting ourselves.
Fees; hard number limit; increasing costs; limiting the land that can be claimed and others...
Many solutions have appeared on the forum. Such as: fees; hard number limit; increasing costs; limiting the land that can be claimed and others. Even the game developers have proposed a companion limit as a solution.
Admittedly, I would agree to any solution now, but deep down I feel that the limits are cutting the imagination of players. And I don’t want to agree to that!
Therefore, I took some time to find a solution.
Players could benefit from one BUFF depending on how many companions and building elements they have.
- A .(1-4) Someone with a small base should get a BUFF to speed up building and reduce crafting costs to quickly match the rest of the players.
- B. (5-8) Someone with a medium base should get the best BUFF to increase army strength and building durability or extra gathering resources.
- C. (9-12) Someone with a large base should get the same BUFF as the player with the medium base, only with a smaller percentage of it.
- D. (12+) Someone with a very large base should not get any BUFF. The only reward in this case is having unlimited buildings and an army numbers.
See my thoughts
What is needed for the whole idea to work is a BUFF’s that are good enough to encourage players (who have never limited themselves) to get the rewards they provide. BUFFY should be updated with each new content (dungeon, landmass) and provide support for that content.
A player doesn’t have to limit himself to a medium base to get the BUFF’s from point B (5-8), player can hit point C (9-12) and will have one of them, but it won’t be that good.
Each stage could have more sub-stages, increasing the possible variety.
Tiers of companion and building element could be counted differently.
Edit / Note / Info
Note: Over time, I will describe more in detail and show that breaking this simple reward assumption into smaller stages will increase the possibilities, strategies and adapted to almost every playstyle.
Edit: Changed from numeric to alphabetical list (for consistency in subsequent posts).
Edit 2: Adding more stuff In Short
Edit 3: Shrink text.