View Full Version : Persistant/Interactive World with Nation War and Politics?

Xhodan Xeus
09-01-2013, 03:24 AM
will we ever see in DoF something like a interactive map? where we see everybodys troops? and or some sort of map with diffrent zones where guilds or players can take it over in exchange for resources. something worth fighting for basicly. not just random pvp but something to take over.
want to see more politics some sort of territory controle or something like that.

09-01-2013, 07:31 AM
I fully agree with this. I've been playing for about two weeks now, very much enjoyed many aspects of the game, but now the battles and everything else start becoming a bit pointless because of the lack of strategic purpose.

I have more gold and more coins than I will ever need, my castle is fully upgraded, and there's no threat or goal to strive for any more. This is especially true because levelling up troops is only a small tactical advantage. It gives you a few more tactical options, but you will simply face stronger opponents.

PvP is still a fun side game, but a strategic purpose would give the game a longevity that right now is lacking.

Xhodan Xeus
09-02-2013, 01:42 AM
no info from the devs?
if something like this is planned or not?

because of right now as Nazar said once you upgraded all your stuff there is not much to do you basicly "beat the game" with territory controle, nation war or whatever there is always politics and conflict going on

09-02-2013, 11:20 AM
It'a shame, Xhodan Xeus, but it seems that the developers either have given up on this game or they need to take some basic PR classes. The forums seem semi-deserted by mods and devs alike, it's less active than your average student blog.

Last week I told my friend about the game, and ten minutes later he rang me saying that it looks like having a lot of potential, but that judging by the forums it was dead or dying, and that he wasn't going to invest in an indie game like that. And he's not wrong.

Oh well, I gave it my time and some money (bought some unnecessary coins twice to support development), and had a good time playing. Time to move on I guess. Pity.

09-02-2013, 07:46 PM
Forums are far from dead, we have are slow times and are busy times. We are hard at work on our biggest update ever. So be rest assured we are on it!

Xhodan Xeus
09-03-2013, 02:49 AM
Forums are far from dead, we have are slow times and are busy times. We are hard at work on our biggest update ever. So be rest assured we are on it!

its all good i know the team is working hard to finaly get the pathfinding patch out.

however the question still stands and is i think kinda important for players to know what they want from this game and in what direction the game is headed. so players can make up there mind or know if its a game they want invest in.

09-05-2013, 06:50 PM
Great idea.

I also think the forums is dead i check in daily and theirs usually nothing new maybe just a new comment on a post that's it.

Konstantin Fomenko
09-13-2013, 11:27 AM
Looks like things did indeed slowed down in the past 2 weeks. But we hope to see things come to live with-in the next two weeks - with patch 20 and pathfinding we`ll be inviting our old players to come back.

And aside from pathfinding we`ve been working on tons of amazing cool stuff - from the new magic free expansion pack to another secret project that we`ll be ready to announce later this fall.

09-15-2013, 04:50 AM
i must say that a real goal is actually what is missing to this game so far. Tho op is right, as soon as you get your citiy developped and most of your units maxed out ... you have not much left to do.

There have to be some more in depth mecanics with the pvp and globally what you call the "mmo-rts" part. Fighting for territories as a faction is a good start, also you can add some kind of pvp ladder to actually make it reawardind aside from getting crowns (which becomes pretty much useless anyway once you get all you wanted), the ladder would give a goal, and actually it could give ppl that meet certain conditions some privileges, such as ... building other cities or outposts (i read somewhere an idea about being able to siege those colonies regardless of army streght which i thought was pretty good) and the would allow to expend influence on other territories to make you faction "win".

The option to see other player's citys on the world map should be added too, (and camps) ... and i think the best way to deal with the fact that if there are too few players with too different army scales they can't fight ... just make a system life for the solo mission that allows one to select what he is bringing into battle so he can match his forces to the equivalent in strenght of the city/camp he is attacking.

This would smooth the pvp mechanics a lot, because sometimes it can take ages to find a suitable pvp match, even when you roam the map with 4 or 5 different armies of different strenght.

Konstantin Fomenko
09-16-2013, 10:49 AM
Exactly what we`ve been thinking how to change for the past while. While I can`t promise we`ll see all of this changed in DoF this year - I have high hopes to what the new year will bring - be it updates to DoF...or something else...

09-16-2013, 12:05 PM
I think i had an interresting idea about how can factions control territories.

You can create a central spot which would cohabit with already present NPC town.

At the start this spot would be empty, just like one's city territory at the very begining of the game when nothing is built yet.

In each territory, the faction that controls it by birth-right (for example rollingplains for humans) can build this "player made/npc controlled" city by sending it troops or ressources to help it developing. For instance what i mean is that each player of the human faction can travel to it and give away ressources and/or troops that he will never see back again.

The ressources will allow the city to develop just like a player city would, and the troops will garrison it (for instance if the first player to give the city troops sends 3 packs of lvl 20 knights to it, there has to be 3 packs of lvl 20 knights that will defend the city when players of other factions will attack it).

At the very end this city must be of huge scale just like makkada, or maybe even bigger so that only a coalition of at least two players can destroy it.

When the city is conquered by another faction, it gains the right to settle the whole area and build itself the city anew to defend it and so on and so forth.

Controling territories like this can give factions advantages that have to be determined yet. they cant be too big in order to leave a chance to weakened factions to get back on tracks.

A nice addition would be the right for player's controlling faction to be able to visit it just like its already possible with huge cities with quest givers, so that they can see how their factions city is doing so far (and can decide do give out ressources or troops if not satisfied with it)

And the advantage of it could be to be able to meet unique vendors or recruit unique units that are specific to each world's region for the controling faction.