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#ActualAcharis

Posted 22 December 2012 - 02:00 PM

Medieval browser MMO with historical kingdoms, the player become a citizen of one of these, along with other players. All roles are played by real players (from a peasant to the king). Sandbox style game. It is NOT WARGAME, while players can fight as groups in kingdom wars there is no raiding other players OF ANY KIND (no farming nobs possible at all). Also players do not have armies, they always are individual warriors that fight in battles of their kingdom (or not).

http://www.europe1300.eu (playable)

Related topic: http://www.gamedev.net/topic/610162-medieval-mmo-stuck-in-design/


What works well

Economy
There is stamina that replenish over time, it works as action points. You use it to gather resources (wood, clay, stone, etc) to work on fields (various crops and livestock) and to craft things (one need to decide what kind of workshop he/she runs). Then these goods can be sold on the market (the market works much better than I would imagine, proper supply/demand and while the player can speculate a bit it is not gamebreaking for sure) for gold. These goods are either bought by other players or by NPCs (consumption).

That part is quite good, but it's not enough. There is not enough to do. Also, it feels artificial because the player does not need any resources for himself (just a few building materials to increase their estate, halfproducts for their workshops and gold).


What works less

Social standing and politics
It's hard to tell how good that part is beacause ther is just a few testers, but I think it's decent. You have influence (from estates/level/etc), it determine your voting power. Then there is election of a king (and please, don't tell me it was not like that in medieval times, because there were countries with elected kings back then and in almost all other the nobles were the real power that had a lot to say who is to become a king). It's not democratic, the more powerful players have unproportional number of votes (so the real choice is made by top nobles in a kingdom while peasants input is minimal). Then the king can distribute offices (most likely to those who supported him) and wage wars with other kingdoms.

Wars
A king can delare a war on another kingdom, then start a battle. All players (citizens of a kingdom) can go to the battlefield and fight. The is no such thing as a kingdom army, the king need to relay only on individual players. If the lowest rank players do not like their king they might not want to fight and the king can do nothing about it.
The sucessful battle determines the prestige of a kingdom (based on difference between the kingdoms, attacking much weaker ones yelds nothing). Also a bit of gold form the kingdom treasury (not player's personal purse!) can go to the victor. A kingdom can never be conquered not lose any territory. That part is not working too well...


Planned stuff (no clue if it will work)

City communal buildings
Each player is a citizen of a certain kingdoms (some kingdoms have just one city, but usually around 3). Each city has a mayor (office granted by the king) who can start constructing buildings (town hall, church, port, arsenal, city walls). Once a construction is started it woudl display a list of needs and indiviudal players would donate these. Those who donated these would get reputation points which gives influence bonus.

Religion
Players can take certain clergy roles (both commoners: nun, monk, priest and nobles: abbot, bishop, archbishop). All clergy from all kingdoms can vote on Cardinals (only a noble clergy can become a cardinal). There would be like 5 cardinals total (everywhere, not per kingdom), then cardinals elect the Pope (that player has to reside on Papal States kingdom, as its ruler). Papal States is a special kingdom, it can not wage wars and no one can attack it. The Pope have certain power over kingdoms (can excomunicate a ruler, give a blessing) and can build monastyrs anywhere (the only building that is not erected by city mayors).


My problems and questions
Well, the premise is nice, thematicaly it's very good, also the economy part is working. Surprisingly the social hierarchy is balanced (the king of France abdicated and became a peasant moving to Kingdom of Norway saying "it is too much of a hassle to be a ruler"! I was shocked biggrin.png), the low rank role players do not feel as underdogs (and to my surprise not everyone wants to be a king, there are merchants, craftsmen, etc, even though the king slots are sometimes not fully occupied smile.png). But overall the game is lacking. There is not much to do for individual players (non kings). Everytime I try to expand I struggle because there is simply not enough varibles to work with (you have stamina which you exchange to goods, the goods sold for gold, then gold can be exchanged to influence and influence means political power). Something is seriously missing there...


#2Acharis

Posted 22 December 2012 - 01:59 PM

Medieval browser MMO with historical kingdoms, the player become a citizen of one of these, along with other players. All roles are played by real players (from a peasant to the king). Sandbox style game. It is NOT WARGAME, while players can fight as groups in kingdom wars there is no raiding other players OF ANY KIND (no farming nobs possible at all). Also players do not have armies, they always are individual warriors that fight in battles of their kingdom (or not).

http://www.europe1300.eu (playable)

Related topic: http://www.gamedev.net/topic/610162-medieval-mmo-stuck-in-design/


What works well

Economy
There is stamina that replenish over time, it works as action points. You use it to gather resources (wood, clay, stone, etc) to work on fields (various crops and livestock) and to craft things (one need to decide what kind of workshop he/she runs). Then these goods can be sold on the market (the market works much better than I would imagine, proper supply/demand and while the player can speculate a bit it is not gamebreaking for sure) for gold. These goods are either bought by other players or by NPCs (consumption).

That part is quite good, but it's not enough. There is not enough to do. Also, it feels artificial because the player does not need any resources for himself (just a few building materials to increase their estate, halfproducts for their workshops and gold).


What works less

Social standing and politics
It's hard to tell how good that part is beacause ther is just a few testers, but I think it's decent. You have influence (from estates/level/etc), it determine your voting power. Then there is election of a king (and please, don't tell me it was not like that in medieval times, because there were countries with elected kings back then and in almost all other the nobles were the real power that had a lot to say who is to become a king). It's not democratic, the more powerful players have unproportional number of votes (so the real choice is made by top nobles in a kingdom while peasants input is minimal). Then the king can distribute offices (most likely to those who supported him) and wage wars with other kingdoms.

Wars
A king can delare a war on another kingdom, then start a battle. All players (citizens of a kingdom) can go to the battlefield and fight. The is no such thing as a kingdom army, the king need to relay only on individual players. If the lowest rank players do not like their king they might not want to fight and the king can do nothing about it.
The sucessful battle determines the prestige of a kingdom (based on difference between the kingdoms, attacking much weaker ones yelds nothing). Also a bit of gold form the kingdom treasury (not player's personal purse!) can go to the victor. A kingdom can never be conquered not lose any territory. That part is not working too well...


Planned stuff (no clue if it will work)

City communal buildings
Each player is a citizen of a certain kingdoms (some kingdoms have just one city, but usually around 3). Each city has a mayor (office granted by the king) who can start constructing buildings (town hall, church, port, arsenal, city walls). Once a construction is started it woudl display a list of needs and indiviudal players would donate these. Those who donated these would get reputation points which gives influence bonus.

Religion
Players can take certain clergy roles (both commoners: nun, monk, priest and nobles: abbot, bishop, archbishop). All clergy from all kingdoms can vote on Cardinals (only a noble clergy can become a cardinal). There would be like 5 cardinals total (everywhere, not per kingdom), then cardinals elect the Pope (that player has to reside on Papal States kingdom, as its ruler). Papal States is a special kingdom, it can not wage wars and no one can attack it. The Pope have certain power over kingdoms (can excomunicate a ruler, give a blessing) and can build monastyrs anywhere (the only building that is not erected by city mayors).


My problems and questions
Well, the premise is nice, thematicaly it's very good, also the economy part is working. Surprisingly the social hierarchy is balanced (the king of France abdicated and became a peasant moving to Kingdom of Norway saying "it is too much of a hassle to be a ruler"! I was shocked :D), the low rank role players do not feel as underdogs (and to my surprise not everyone wants to be a king, there are merchants, craftsmen, etc, even though the king slots are sometimes not fully occupied :)). But overall the game is lacking. There is not much to do for individual players (non kings). Everytime I try to expand I struggle because there is simply not enough varibles to work with (you have stamina which you exchange to goods, the goods sold for gold, then gold can be exchanged to influence and influence means political power). Something is seriously missing there...

#1Acharis

Posted 22 December 2012 - 01:58 PM

Medieval browser MMO with historical kingdoms, the player become a citizen of one of these, along with other players. All roles are played by real players (from a peasant to the king). Sandbox style game. It is NOT WARGAME, while players can fight as groups in kingdom wars there is no raiding other players OF ANY KIND (no farming nobs possible at all). Also players do not have armies, they always are individual warriors that fight in battles of their kingdom (or not).

 

www.europe1300.eu (playable)

 

Related topic: http://www.gamedev.net/topic/610162-medieval-mmo-stuck-in-design/

 

 

What works well

 

Economy

There is stamina that replenish over time, it works as action points. You use it to gather resources (wood, clay, stone, etc) to work on fields (various crops and livestock) and to craft things (one need to decide what kind of workshop he/she runs). Then these goods can be sold on the market (the market works much better than I would imagine, proper supply/demand and while the player can speculate a bit it is not gamebreaking for sure) for gold. These goods are either bought by other players or by NPCs (consumption).

 

That part is quite good, but it's not enough. There is not enough to do. Also, it feels artificial because the player does not need any resources for himself (just a few building materials to increase their estate, halfproducts for their workshops and gold).

 

 

What works less

 

Social standing and politics

It's hard to tell how good that part is beacause ther is just a few testers, but I think it's decent. You have influence (from estates/level/etc), it determine your voting power. Then there is election of a king (and please, don't tell me it was not like that in medieval times, because there were countries with elected kings back then and in almost all other the nobles were the real power that had a lot to say who is to become a king). It's not democratic, the more powerful players have unproportional number of votes (so the real choice is made by top nobles in a kingdom while peasants input is minimal). Then the king can distribute offices (most likely to those who supported him) and wage wars with other kingdoms.

 

Wars

A king can delare a war on another kingdom, then start a battle. All players (citizens of a kingdom) can go to the battlefield and fight. The is no such thing as a kingdom army, the king need to relay only on individual players. If the lowest rank players do not like their king they might not want to fight and the king can do nothing about it.

The sucessful battle determines the prestige of a kingdom (based on difference between the kingdoms, attacking much weaker ones yelds nothing). Also a bit of gold form the kingdom treasury (not player's personal purse!) can go to the victor. A kingdom can never be conquered not lose any territory. That part is not working too well...

 

 

Planned stuff (no clue if it will work)

 

City communal buildings

Each player is a citizen of a certain kingdoms (some kingdoms have just one city, but usually around 3). Each city has a mayor (office granted by the king) who can start constructing buildings (town hall, church, port, arsenal, city walls). Once a construction is started it woudl display a list of needs and indiviudal players would donate these. Those who donated these would get reputation points which gives influence bonus.

 

Religion

Players can take certain clergy roles (both commoners: nun, monk, priest and nobles: abbot, bishop, archbishop). All clergy from all kingdoms can vote on Cardinals (only a noble clergy can become a cardinal). There would be like 5 cardinals total (everywhere, not per kingdom), then cardinals elect the Pope (that player has to reside on Papal States kingdom, as its ruler). Papal States is a special kingdom, it can not wage wars and no one can attack it. The Pope have certain power over kingdoms (can excomunicate a ruler, give a blessing) and can build monastyrs anywhere (the only building that is not erected by city mayors).

 

 

My problems and questions

Well, the premise is nice, thematicaly it's very good, also the economy part is working. Surprisingly the social hierarchy is balanced (the king of France abdicated and became a peasant moving to Kingdom of Norway saying "it is too much of a hassle to be a ruler"! I was shocked :D), the low rank role players do not feel as underdogs (and to my surprise not everyone wants to be a king, there are merchants, craftsmen, etc, even though the king slots are sometimes not fully occupied :)). But overall the game is lacking. There is not much to do for individual players (non kings). Everytime I try to expand I struggle because there is simply not enough varibles to work with (you have stamina which you exchange to goods, the goods sold for gold, then gold can be exchanged to influence and influence means political power). Something is seriously missing there...

 


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