Wizard

Colgrym Stoutmug's page

4 posts. Alias of Whooch.


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Goblin Squad Member

I feel player created Buildings and structures in general can be similar in layout but a player would then have to decorate/equip it in their own style to personalize it. Tract housing has been around for a very long time it is because of efficiency and its economically sound, the way to make something yours is what you do with it when you have it.

I think there should be at least 1 npc to guard your structure while you are in game that sends you a pm then runs away when you get there telling you this is your problem deal with it. Then if your building is attacked while offline you should have 2-3 npcs each one about half your strength that will fight for you. You could even have the game send a text saying your building is under attack. These suggestions are privately owned buildings such as a house or watchtower, maybe even an inn (if a single person can own an inn, which I hope they can).

Goblin Squad Member

Urman Said wrote:

Rested experience is mostly to narrow the gap between hard core and casual gamers, like you say. Since training/skill gains will occur on-line or off, rested gains would need to take other forms.

My preference would be to have characters be able to log off at certain buildings to help gain resources or other benefits. So logging off as a laborer at a farmhouse might yield crops; logging off at a smithy might yield nails or wire for chain links or whatever. Logging off at a barracks might allow the city guard to be supplemented with an NPC guard (or a third of a guard, if they have 8-hour shifts). Some benefits might go to the helper, but some might go to the building owner or the settlement.

Key to all of this would be that a player has to have a skill and the right badges to fill these roles, and the buildings have to exist. Some cases, like the guard above, might require losing some part (half?) of normal skill gains because of the nature of the work. (And so not everyone does it). Buildings might have limits to the number of off-line helpers. In any case, only active/paid characters can get these benefits, just like skill gains, so there is no benefit to create an alt to game the mechanism.

I lean towards only player-made buildings having the option for helpers, or having better benefits than the NPC buildings in the starter towns. So if you want an off-line job, head to the new settlements. Settlements might choose to allow non-citizens to work as labor because it means more raw materials in their town. It also allows new players to become familiar with the citizens, join PUGs, etc.

(Bottom line to me is that on-line farming is boring. If it needs to be done, let us do it when we're offline.)

I totally agree with all this.

Goblin Squad Member

The hex size sounds great to me. I live in a town that is approx 4.8km x 4.8km and we have a population of about 30thousand. If you look at it on the map the center of town is barely 1.6km both ways and then a lot of people in the outlying area that still say they are from that town. Most towns in fantasy settings are similar they have a small town square with an inn and several apartment buildings with multiple housing options and store fronts, then the farms and a lot of people who associate with the town live on the outskirts of it. Not to mention this is just for launch of 4,500 people as the game population expands so will the amount of hex' in game.

Goblin Squad Member

I am thinking about being the "Middle Man." The go to guy to find all your contracting needs, be it the guy who shows you the wilderness or you need a caravan guard arranged, or you were jumped in the alley or on your way to town. I know the people that can help you with your dilemma. That's what I was thinking.