Crowdforging Role Playing Support in PFO


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Goblin Squad Member

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Ryan's made a pretty interesting offer: for us to crowdforge truly immersive, innovative RP support. I buy his claim that we've been playing impoverished, "Kill [X] [MobID]" games--deserts where a /chairsit animation seemed meaningful for helping us play our roles.

The point isn't so much that sitting in a chair is wrong or bad, but rather given all the resources dedicated to a /chairsit, why not shoot higher? Why not cast off the shackles of EQ/EQ2/WOW/Whatever and really explore the space?

So if the devs are going to devote resources to making this really a role playing game, what would it be? We'll have to bear in mind that there are technical limits, also the "wouldn't it be cool" principle (i.e. would it still be cool if everyone does it?), but we can think big now, brainstorm, and than do work paring back to what's doable and presents the bet bang for the buck.

Goblin Squad Member

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Here's for RP, one thing I would love for races to have non-mechanical (i.e. beyond +1 this/-1 that) characteristics. So like Stonecunning for dwarves, lowlight vision, that kind of stuff. So that picking a race was more than cosmetic and more than a combat min/max, but included real flavor (at least in some situations).

Goblin Squad Member

Being had an epically good set of ideas for Druids and Rangers:

Being wrote:


I would refine your request to include only those things not shared with other roles, and excluding non-exclusive spell lists.
Druids:
  • A limited ability to plant an acorn, whether harvested normally or generated as part of the class, and have that acorn become a sapling with enhanced growth, eventually to become a great oak. This should enable Druids, over not-too-much time and especially if working together, to create their groves.
  • An ability to enhance natural resource generation in a sub-hex if they spend enough time there.
  • An ability to increase their range of perception in wilderness areas.
  • An ability to craft superior wood-sourced goods
  • An ability to purify water sources
  • An ability to increase or decrease the reproduction of wild natural animals
  • An ability to avoid agro with wild natural animals
  • Shapeshift
    Druid abilities should be lost for a period of time if they use metal armor or weaponry.

    Ranger:

  • Improved perception in a wilderness hex
  • An ability to track creatures and characters in a wilderness hex
  • A significant advantage using ranged weaponry
  • An ability to set, detect, and disarm traps in a wilderness hex
  • An ability to raise and train a wild animal as a companion.
  • Goblin Squad Member

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    I think the prospect of things like a community finding and raising a gold dragon egg amazing. That would be incredible. And maybe we're not going to to have necromancers who have AI hordes, but what if there was the equivalent? Some ability for an evil community and necromancers to raise a dreadful antipaladin from the grave to serve as a champion? Or maybe for Chaotic Good characters to ally with a mighty Treant?

    Remember the pet taming system in UO? Something like that would absolutely whale on chair sitting. Actaully finding and taming your animal companion would be 1000x better than pressing a "summon button" on your hotbar.

    Personally, I would like some way for clerics and paladins to bring the glory of their god down upon the undead/evil outsiders. If I could, I dunno, find a gateway and actually be "A Paladin i Hell," then I would truly feel like a servant of the Gods--I'd be roleplaying.

    Goblin Squad Member

    In response to Being's ideas, I think those are great ideas. I really like the idea of enhancing a hex's natural resources through time and attention--ruly cultivating your region. And shapeshifting. It would be especially boss if it wasn't simply a combat role shell: "Ok you can be a bear (and more tanky), or a wolf (and more roguey)." What if you could become a fish and travel swiftly along waterways? Or become a hawk w/ flight and vision? I think stuff like this is really about becoming your role.

    Goblin Squad Member

    I think the prospect of things like a community finding and raising a gold dragon egg amazing. That would be incredible. And maybe we're not going to to have necromancers who have AI hordes, but what if there was the equivalent? Some ability for an evil community and necromancers to raise a dreadful antipaladin from the grave to serve as a champion? Or maybe for Chaotic Good characters to ally with a mighty Treant?

    Remember the pet taming system in UO? Something like that would absolutely whale on chair sitting. Actaully finding and taming your animal companion would be 1000x better than pressing a "summon animal button" on your hotbar.

    Personally, I would like some way for clerics and paladins to bring the glory of their god down upon the undead/evil outsiders. If I could, I dunno, find a gateway and actually be "A Paladin i Hell," then I would truly feel like a servant of the Gods--I'd be roleplaying.

    Goblin Squad Member

    We know Druids will be a long time coming, well after OE. Nevertheless I'd like my intended Druid character to have the advantages of an early start.

    One way that might be done, if it is acceptable, and would I think make it fit into this thread (Crowdforging Role Playing Support in PFO), would be that the roll out of the Druid in PFO should be incremental.

    Let me explain.

    Let us say I initiate play as a cleric, but forego metal weapons and armor, preferring leather and wood (quarterstaff, club, possibly spear with, say, an obsidian spearhead). Let us say further that I take as patron deity Gozreh and comport myself as a fully balanced neutral. Now when GW has the Druid ready to start rolling out and if I am still in balance the Druid abilities begin to appear for me when I go to train. I might be notified with an acorn miraculously in my pocket each day. If I failed to notice it another acorn appears the next day. If I haven't logged into that character in weeks I might log in to find him in a pile of acorns that have pushed from my pockets.

    As the various Druid specialties go live they become available to my character, and I simply choose to train them. Soon I am a Druid. I do not lose all that I trained in becoming so: I am only enhanced in my specialty as a cleric.

    Goblin Squad Member

    There are some flavor ideas that would be nice to have:

    - Adding a coat of arms or other heraldry to shields or tabards, as with holy symbols or guild crests
    - Paladin mounts, whether through special training or other, "god"-given enhancements
    - Design options on crafted armor and weapons that would reflect a culture (ie.- Ulfen, dwarven, etc.)
    - Visible belt-slots for decorative or even functional items with spellbooks, holy items, etc.
    - The ability to choose your wildshape as a druid as you increase in power (or even to change it out)
    - Magical ability (from Clerics/Druids) to create food and water that would refresh yourself and your party while in the wilds
    - Sense motive might give some insight into opposing player's reputation or alignment

    I'm sure I'll think of others :)

    CEO, Goblinworks

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    Some guidelines to help with ideas likely to attract a lot of support from your peers:

    1: Should result in a system, not a one-time action. Remember that we need things characters can do thousands of times, and by tens of thousands of characters in parallel.

    2: Should create meaningful human interaction. Something you do that nobody else ever knows about isn't helpful.

    3: Should involve group action. An easy way to ensure #2, and leads to interesting potential connections to large game systems like economy, warfare or hex development.

    4: Should be classifiable as exploration, development, domination or adventure content.

    5: The wider the set of characters that can use the idea the broader support for that idea will be. You're asking people to make either/or tradeoffs, so you need to consider who would vote for a feature for you that meant some feature for them would not happen.

    Goblin Squad Member

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    Development / Domination

    How about a player crafted road system. Players farm the materials, lay the roads, and clear the monsters prior to the ability to lay it.

    Roads could link settlements through wilder areas and provide a relative amount of safety (from monsters while on or near the road) through node based "way stations". During conflict the destruction of these way stations through raiding could increase the chance of npc invasions towards the settlements linked for a certain amount of time during a window.

    Goblin Squad Member

    Thanks for the parameters Ryan--that's really helpful.


    Ryan Dancey wrote:
    4: Should be classifiable as exploration, development, domination or adventure content.

    I have one for domination. How about a Trojan horse type of scenario, where a Settlement, or CC's could use DI in exchange for being able to hide their identity (all guild tags and things displaying their affiliation are temporarily removed).

    This would be useful for an offensive where you want to slowly "trickle" your forces into an enemy Settlement over time, and then attack them from the inside-out. This has actually been done before in history and succeeded.

    Imagine slowly over the course of a few days, sneaking 350 people into a Settlement, and when the time comes, dropping the disguises and setting up seige lines outside the walls, in order to attack a wall/gate from two separate sides in order to create a breach. How's that for domination. ;)

    Goblin Squad Member

    Narrative: We will have the most basic roles/classes at EE.

    System: Recommend that additional roles/classes added subsequent to OE should increment in new trainable skills they discover in the list of their potential skills if they meet 'the qualifications'.

    Although the case described in the examples focus on one 'advanced' class it should easily adapt to others, such as Rangerly skills or Sorcerers, with tweaks.

    Example: TN Cleric -> Druid. When the Druid design is fleshed out if there are qualifications the cleric must meet to gain the Druid role, notice of the role's characteristic requirements should be released to the community.

    Explanation: This is so that existing qualifying characters can be prepared. In the example case the Cleric may not see Druid skills offered if he is wearing metal armor and using a metal weapon/shield, assuming those restrictions still apply in PFO as they did back in the stone age when I played p&p RPGs. This would give the cleric opportunity to switch over in his equipment timely, provide an opportunity similar to a full release of new content for marketing, and provide a more iterative, timely approach to enhancements to the game.

    Human interaction: The prospective Druid should have to coordinate with their settlement to assure potential changes to the settlement balance with the needs of the citizen character desiring to practice druidism. The settlement may need to be reassured that the player's character will be there to heal if needed, for example, and it gives time for the character to obtain high quality leathers from the settlement's crafting cadre.

    Goblin Squad Member

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    1. Chat Bubbles. Everybody uses them not just roleplayers. In a SADD situation its the only way everyone can know whats going on. PFO will have dozens upon dozens of situations where two or more groups need to decide if they are going to risk their reputations on a fight and chat bubbles allow players to follow conversations. They are also invaluabel to RP'ers.

    2. Taverns. We have a chance to make PFO taverns the most awesome taverns in all of MMO-dome. We already know they are important for the "spirit index" of a settlement. We already know that GW envisions there being a "tavern keeper" who can be assassinated in order to hamper a settlement spirit index. The Tavern makes a natural structure for bard training and I'm sure we can think of things like food/drinks sold at the tavern going straight into settlement coffers.

    I think the tavern is our gateway to legitimizing roleplay within the settlement domination game that will be PFO

    Goblin Squad Member

    Copy/paste in case we're thread-jumping now.

    I'd like to see custom written text linked to keys as shortcuts for using the chat window. In the key mapping panel there's NumPad1 with a text field I can set to ":juggles baby geese with glee" or "/say By Thordrid's grey beard!". That way I only have to press NumPad keys instead of tons of typing to express my most common character traits. Since it doesn't seem like a ton of dev effort for that fully personal rp expression empowerment shoot for EE release?

    ---

    Lore builds rp for me. This isn't just green plane with coded weeds, this is the field where... and the places become their own characters. It could be small at first containing the most major information and expanded as able, but I support quick in-game access for the player to a few words of lore by click or mouseover when my character is near something or it's mentioned in game text. That would be cool.

    TL;DR
    What? Some people juggle geese.

    Goblin Squad Member

    While I can understand the spirit of this thread, it seems to be shifting more towards how can we add roleplay flavor to playing the game. While there is always more room for that, it really doesn't support the concept of roleplay that I have.

    What kind of systems would promote more discussion and dialogue of players as in-character actors? Once something becomes about playing the domination or adventure game, most players turn that aspect off. As such, a cool system like hatching and rearing a dragon becomes a process of many silent actors engaging in behavior for purely mechanical reasons. Stopping to engage in dialogue, as real people would do, only delays the thing that needs to get done.

    The nature of the game already offers a superior plethora of things to do. How do we support the purely social stop and talk aspects that build a narrative around what is occurring in the world?

    Goblin Squad Member

    Copied/Pasted from other Thread.

    Banesama wrote:

    I would love to see mini-games in Taverns or even a Gambling Hall.

    Walk into a tavern after a long day of scouting and want to just get in a game of Darts with someone or perhaps earn some money from that card game in the corner with Bluddwolf, Xeen, Nihimon, Andius, and Hob.

    Win some coins from all of them as they are too busing trying to beat each other and Hobs trying to keep the peace in the card game. :P

    Goblin Squad Member

    Banesama wrote:

    Copied/Pasted from other Thread.

    Banesama wrote:

    I would love to see mini-games in Taverns or even a Gambling Hall.

    Walk into a tavern after a long day of scouting and want to just get in a game of Darts with someone or perhaps earn some money from that card game in the corner with Bluddwolf, Xeen, Nihimon, Andius, and Hob.

    Win some coins from all of them as they are too busing trying to beat each other and Hobs trying to keep the peace in the card game. :P

    Card games could be interesting, and might promote dialogue to occur during games. You lose some of the aspects of gambling games, such as reading tells from bluffers, but a simple instanced table interface with a deck of cards that a group of players could join could provide quite some flexibility. I remember watching people play chess and checkers in Ultima Online XD.

    Virtual Darts might be hard to develop in a fun way.

    Scarab Sages Goblin Squad Member

    Lifedragn wrote:


    Virtual Darts might be hard to develop in a fun way.

    Not if there is an actual weapon "Dart". You just have a target set up, and you use the combat system to attack it.

    Goblin Squad Member

    Lifedragn wrote:
    Banesama wrote:

    Copied/Pasted from other Thread.

    Banesama wrote:

    I would love to see mini-games in Taverns or even a Gambling Hall.

    Walk into a tavern after a long day of scouting and want to just get in a game of Darts with someone or perhaps earn some money from that card game in the corner with Bluddwolf, Xeen, Nihimon, Andius, and Hob.

    Win some coins from all of them as they are too busing trying to beat each other and Hobs trying to keep the peace in the card game. :P

    Card games could be interesting, and might promote dialogue to occur during games. You lose some of the aspects of gambling games, such as reading tells from bluffers, but a simple instanced table interface with a deck of cards that a group of players could join could provide quite some flexibility. I remember watching people play chess and checkers in Ultima Online XD.

    Virtual Darts might be hard to develop in a fun way.

    I think Inns might be an initial area of Crowdforging that could be suitable.

    - Neutral Social territory
    - While the game is fairly stubby a social place to gather and interact
    - Games within the game is always good distraction material?
    - Income for the Inn-keeper
    - Good halfway house for Adventurers

    Check Ryan's Check-List for Crowdforging:

    1: System Check, should scale for the population depending on how many Inns there - but demand-supply might feed that economy so all good.

    2: Social fun = meaningful interaction - tick that one off

    3: Involves groups. Possible meeting territory for Adventures and also negotiations as well as who knows eaves-dropping grapevine, giving out contracts, playing games etc. Gonna tick this one off.

    4: development and adventure? Meeting point and developing the economy/social groups??

    5: ALL characters especially during a time of war, can chill here from the pressures of the front line, the dangerous wilderness.

    =

    If we can get some bards doing dancing for entertainment and money, musicians and of course a variety of games (player-made? card/dice etc betting etc). And beer, and apple-cake and some sides of ham...

    Goblin Squad Member

    Think Big.

    Increase what we can build, the functions of those structures, and where we can build.

    Roads, road side forts, lone towers in the middle of nowhere, let dwarves or elves build their cities in other than predetermined spots (i.e. reclaimed underground kingdoms or secluded areas of forest), let bandits turn dungeons into hideouts.

    If you worry about proliferation of player made structures, double the upkeep for them outside of settlement spots or POI. Decay rate could quickly eliminate them and return the spot to "natural". The balance between too expensive to bother with and doable by an organized determined group, I leave to you.

    Goblin Squad Member

    Inns for me. If they are neutral and safe and social, they will be like Oasis in the Desert to begin with.

    They'll be highly influential potentially and possibly easy systems to add for players to use at Inns.

    Goblin Squad Member

    Imbicatus wrote:
    Lifedragn wrote:


    Virtual Darts might be hard to develop in a fun way.
    Not if there is an actual weapon "Dart". You just have a target set up, and you use the combat system to attack it.

    At that point, nobody wants to play darts with the Ranged Combat sorts ;)

    Goblin Squad Member

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    I also vote for the full development of inns. After all they were a Kickstarter reward level, so why not make them as fully functional at EE as you can.
    1) Rooms for private conversations.
    2) Bulletin boards for notices, reward posters (another reward level), services for hire. I think that notices posted by one character should be able to be torn down by another. Bar fight, anyone?
    3) Ability to renew whatever that "pseudo-stamina" thing is by eating meals (at the bar, standing). I think that tables in the inn should be tall ones for standing. That way when you pass out the fall down animation can be used.

    Goblin Squad Member

    I would like to be able to keep a personal record of players that I can edit and write stuff about them I want to remember, good or bad. You run into so many characters in an mmo that it all becomes a blur a week later. A way to sort and search info, in a journal about other players, a way to rate them on things and quickly find that info about everyone in the journal.

    Goblin Squad Member

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    avari3 and Avena,

    Absolutely agree that Taverns/Inns are a slam dunk. If we can integrate Taverns/Inns as meaningful places for player interaction, that will provide a really rich density of players to do all the "Prithee, sirrah!" chatting you care to. And Avena, as you pointed out, this meets Ryan's guidance (although maybe not exactly the "group" one yet).

    I would like to propose we adapt the Star Wars Galaxy wounding system:


    • In the spirit of Action/Health wounds, have critical hit debuffs contribute over time to HP wounding: a temporary decrease in max HP that must be healed.
    • In the spirit of Mind wounds, have overtime Power Drain: a temporary decrease in max Power that must be refreshed.
    • Both Health and Power can be recouped over time, or through food and rest, but the pool reductions need to be healed from time to time
    • HP Wounding can be healed by Clerics or Druids at a temple, grove, or shrine.
    • Power Drain can be refreshed by performers at a tavern or inn, using their performance skills.
    • This gives pretty wide selection of characters in terms of the producers (clerics, druids, and anyone who wants to perform especially wanna be bards), and for consumers, well, everyone.
    • This would be part of domination, exploration, development (after harvesting) and adventure content.
    • No autopricing--let players figure out what Player A's healing/refreshing is worth to Player A, and let them negotiate that.
    • I would want to come up with something that would make this interactive in a way that didn't allow for AFK grinding, e.g. I have a macro that makes my Twyl...err, Half Elven Bard, sing.

    If people have a reason to go to taverns or inns, or to go see a priest or druid in a place of worship, the RP can happen with that density of players as they heal or refresh.

    Goblin Squad Member

    @Mbando

    in your opening statements you ask us to think of new things to be done ( now with Ryan's guidelines) to improve RPing in MMORPGs, having not played any of those games you mentioned, exactly what have they already implemented and innovated in that RP aspect?

    Goblin Squad Member

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    Mbando wrote:
    ... Twyl...err, Half Elven Bard, sing.

    Deny the Twi'lek singer! Follow the Trandoshan dancer!

    Good memories...

    Goblin Squad Member

    Macro view of role playing? OK.

    You want places characters can physically gather. Taverns, dungeons, towns, open fields. Things happen in those places and roles are played. Check.

    Sometimes characters disagree and poke each other with pointy sticks. Does PO have systems for characters to war, fight, and feud until they team up against someone else later? Check.

    Instead of PvP roleplay what about cooperative roleplay? Characters actively adding material, building, mucking about with something where the more they work with single purpose the greater the reward? Different alignments and outlooks want rewards but their rp approaches to something like this will be drastically varied.

    Goblin Squad Member

    Ryan Dancey wrote:

    Some guidelines to help with ideas likely to attract a lot of support from your peers:

    1: Should result in a system, not a one-time action. Remember that we need things characters can do thousands of times, and by tens of thousands of characters in parallel.

    2: Should create meaningful human interaction. Something you do that nobody else ever knows about isn't helpful.

    3: Should involve group action. An easy way to ensure #2, and leads to interesting potential connections to large game systems like economy, warfare or hex development.

    4: Should be classifiable as exploration, development, domination or adventure content.

    5: The wider the set of characters that can use the idea the broader support for that idea will be. You're asking people to make either/or tradeoffs, so you need to consider who would vote for a feature for you that meant some feature for them would not happen.

    I'm not buying into the premise, that the only way we can get in game support for RP, is if we justify that support by jumping through these five hoops.

    If PFO is not an MMORPG, then just say so. These ideas that are being brought up here are great ideas, but far more complicated (and therefore less likely) than simple emotes.

    Let me pose these questions to Ryan:

    Do you believe that if basic /emotes were included, they would not be widely used by the general player base?

    Wouldn't it be reasonable to believe that such emotes would be used to advance the pillars of the game you have already mentioned?

    If Emote Packs were included in the cash shop, would this not add sufficient incentive for their development cost?

    Goblin Squad Member

    Having neutral Inns in between settlements would give you a chance to talk to people you might never talk to, like your enemies. A great place to meet and be social outside of your settlement. The neutral zone could extend outside for a short way.

    Goblin Squad Member

    Proxima Sin wrote:

    Macro view of role playing? OK.

    ...
    Instead of PvP roleplay what about cooperative roleplay? Characters actively adding material, building, mucking about with something where the more they work with single purpose the greater the reward? Different alignments and outlooks want rewards but their rp approaches to something like this will be drastically varied.

    Awesome--what would that look like?

    Goblin Squad Member

    A long while back I suggested have server-wide events that would be catastrophic for all settlements unless nearly everyone contributed in public works style effort.

    Goblin Squad Member

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    Bluddwolf wrote:
    A long while back I suggested have server-wide events that would be catastrophic for all settlements unless nearly everyone contributed in public works style effort.

    How about the roads that are used for fast travel needing repair after bad storms. If they don't get repaired you fall of your horse when you hit the bad spot and have to walk the rest of the way. The more people who work on the bad spot the faster it gets fixed. A nice chance to do something non combat and enjoy the view while you go out looking for the damage.

    @Qallz, so what was your idea for roleplaying? I just see a complaint about everything.

    Goblin Squad Member

    Roads are a very potent one.

    1) Combine with "mounts system".
    2) Combine with "caravans system" (which itself combines with Outposts systems).
    3) Requires skill-training and skill-training building specialisms (engineering)
    4) Is a group level thing requiring investments and organization of logistics and "transport budget" for the kingdom.
    5) Is meaningful for efficiency of trade and for war efforts and faster passage of a marching army??

    That would get my vote.

    I'd doubly like it if the lack of use of roads requires much longer travel times tbh and even reduced speed over some terrain eg woods and mountains.

    Digital Products Assistant

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    Removed an unhelpful post.

    Goblin Squad Member

    Notmyrealname wrote:
    Bluddwolf wrote:
    A long while back I suggested have server-wide events that would be catastrophic for all settlements unless nearly everyone contributed in public works style effort.

    How about the roads that are used for fast travel needing repair after bad storms. If they don't get repaired you fall of your horse when you hit the bad spot and have to walk the rest of the way. The more people who work on the bad spot the faster it gets fixed. A nice chance to do something non combat and enjoy the view while you go out looking for the damage.

    @Qallz, so what was your idea for roleplaying? I just see a complaint about everything.

    I was thinking more along the lines of a natural disaster, where the relief effort would require all or nearly all settlements to set aside their individual goals and "take one for the game community".

    Goblin Squad Member

    So Avena,

    could you flesh that out with some mechanics? Would this be in addition to the fast travel system? A prerequisite to it? What would be the mechanical differences between road/no road?

    Goblin Squad Member

    *organising thoughts*

    - EE: Perhaps roads could be subsequently only fast travel, once added?
    - I'd prefer them to be prerequisite for fast travel, is there a comparison with warp gates in EVE?
    - It could be used for mounts for speed buffs
    - Ideally roads would make travel much faster, however in reference to much slower travel on normal terrain otherwise? I like the idea of a large world tbh, though that romantic notion might not stand up to cold logic looking at a sytem in full for a playerbase.
    - Feeds the building skill-training, requires materials, notably rocks.
    - High investment could be financed via tolls later on?
    - I'd say large vehicles (bigger than a single pack-horse) must be limited to roads for transport/hauling? or creep along at a snails-pace with danger of damage to "caravans" (we don't know the details of this system yet).
    - Not sure what ground could be made into roads and how limitations might impact the gameplay.

    But overall it could be a very serious part of development side of the game.


    Notmyrealname wrote:
    @Qallz, so what was your idea for roleplaying? I just see a complaint about everything.

    If you'd bothered to scroll up, you'd see that I was one of the first ones to contribute to this thread.

    Goblin Squad Member

    A server-wide disaster could mechanically impact all settlements in their DI. Those settlements contributing most would improve their DIs faster, while also impacting other settlements' DIs as well.

    Meanwhile smaller settlements would still be able to benefit others and at the sane time, improve theirs and other's DI as well.


    One thing I should note: RP'ing should be somewhat focused on the escalation cycles. One idea would be quests to make mobs more powerful in an escalation cycle...

    For example, you go on a quest to obtain a powerful crystal, which you can give to the Shaman leader of a huge goblin tribe, which he can use to make his gobs more powerful.

    Then the EC begins and they start pouring out into your nemesis's nearby Wilderness hexagon.

    Scarab Sages Goblin Squad Member

    Qallz wrote:
    Notmyrealname wrote:
    @Qallz, so what was your idea for roleplaying? I just see a complaint about everything.
    If you'd bothered to scroll up, you'd see that I was one of the first ones to contribute to this thread.

    Nice. Post a comment that was "unhelpful" and got removed by the mods, and then pretend it was never there when someone calls you on it so you can then look like you were wronged.


    Imbicatus wrote:
    Qallz wrote:
    Notmyrealname wrote:
    @Qallz, so what was your idea for roleplaying? I just see a complaint about everything.
    If you'd bothered to scroll up, you'd see that I was one of the first ones to contribute to this thread.

    Nice. Post a comment that was "unhelpful" and got removed by the mods, and then pretend it was never there when someone calls you on it so you can then look like you were wronged.

    Thanks. I was wronged when it was deleted, because it was an attempt to get this thread back on track, instead of continuing the argument from the last thread. :) Suckah.

    Goblin Squad Member

    AvenaOats wrote:

    *organising thoughts*

    -- Not sure what ground could be made into roads and how limitations might impact the gameplay.

    But overall it could be a very serious part of development side of the game.

    GW decides where settlements can go so they could also decide where all roads can be built between settlements and also connecting to any "main roads " . It would be up to the settlements to build and maintain the roads , or hire someone to "connect" them to the surrounding settlements. It would be silly for your road to just appear when you start out , you should have to build it.

    Goblin Squad Member

    Notmyrealname wrote:
    AvenaOats wrote:

    *organising thoughts*

    -- Not sure what ground could be made into roads and how limitations might impact the gameplay.

    But overall it could be a very serious part of development side of the game.

    GW decides where settlements can go so they could also decide where all roads can be built between settlements and also connecting to any "main roads " . It would be up to the settlements to build and maintain the roads , or hire someone to "connect" them to the surrounding settlements. It would be silly for your road to just appear when you start out , you should have to build it.

    Definitely got to be a player development-work feature.

    I suppose if the devs create the settlement hexes and each hex has equal road connection potential then it evens it up in terms of who makes use of building them (over a certain DI theshold or settlement size?) and who allows who to use them (and at what cost even).

    But mainly it's the "travelling salesman" consideration I'm a bit worried about if it restricts connections. I'm wondering if some parts of the map don't have road potential at all eg mountains and are deliberately remote whereas others have more eg Riverlands flood plains?

    Goblinworks Executive Founder

    In the spirit of exploration, I would like to see some kind of competition regarding the naming of landmarks. I'm not sure how to systemize a resolution of different popular names, or if having competing names would be more interesting than confusing.

    Goblin Squad Member

    Bluddwolf wrote:
    A long while back I suggested have server-wide events that would be catastrophic for all settlements unless nearly everyone contributed in public works style effort.

    Everything in a sandbox should be elective; you can't have a situation saying "participate this way or your whole game will suck and you might lose your settlement". If you flip it, I think it works.

    I was testing the waters on the broad concept of cooperative rp so my specifics aren't developed but what if all this recent activity uncovers some ruins etc. and if a large contingent of players organizes to do such and such there... buffs for the entire world!

    * A big goal has to be achieved within a time limit from start to finish requiring basically a multi-settlement planned effort. A player-led game event.

    * It could be like the Olympics where even settlements or companys at war agree to pause hostilities for something bigger, if the players are down for that.

    * Everyone can help out in the way they like to play that all helps to advance the cause - Puzzle solvers can decode writings in unknown languages. Mini-gamers can fiddle with the guts of rusty mechanical workings or crystal matrices. Gatherers can prepare to contribute materials that will be needed. Craftsmen apply their skill to repair sections allowing access to further stuff. Combatants disable guardians. Rogues get to show off their dungeoneering and trap skills. You see where I'm going with it.

    * Perhaps minor rewards and chances at goodies are earned by individuals and parties as they complete tasks but the main purpose is the big end goal. If they're successful everyone in the game gets the reward so everyone has a reason to pitch in.

    * Timescale - Up to 48 hours to build progress to the end goal, and the big reward benefits the server for five days, so it can be a weekly event. Or several times a week with staggered benefits if the interest is high enough.

    * Should the effort run out of time and fail, everyone got minor trinkets for trying and a learning experience. If it succeeds the participants can earn some benefit for everyone on the server (with whatever degree of randomness GW thinks is appropriate) for a few days. A little more coin drop, slightly better resource draws or craft results, a nearby modified incursion with a bonus reward (it's a reward for the players if not their characters).

    * Advanced rewards (for completing again while still under the affects of a previous adventure) might include slightly faster xp gain for a few days, a bright flash in the heavens and skymetal falls to the ground to be found, DI and influence bonuses, or other awesomesauce.

    * Within that physical and metaphorical structure that brings characters together with the same end goal, players will bring all kinds of different personalities, alignments, motivations, etc. to be mashed together. Veteran characters mingle with second-day-ers. Hot dogs and embarrassing stories are had by all.

    CEO, Goblinworks

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    I am a big fan of player made roads. I think we even had them in the design document. We would need to come up with a system so that players didn't "pave the earth". I don't know to what extent player made roads would qualify as increasing roleplaying support though.

    [I think the idea we had bandied about, although I don't think I ever actually wrote it into the design doc (because I can't find it) is that we would be continuously generating heatmaps of where people walked, and that led to system so that if enough "walking" was done in a given vector it could evolve into a dirt track, and dirt tracks could be upgraded by players to improve transit speeds. This was associated with ideas about where/how bridges could be built using similar mechanics. No idea if this will ever gestate.]

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