| Gahta |
Summary
1 - Introduction
2 - Percieved Problem
3 - Proposed Solution
4 - Exemplary Interactions
5 - Final
1 Introduction
Hiho, been mostly a passive observer since a couple months out of curiosity and a little hgope^^. Lately ive found a instance in a post that got me thinking.
It described something about how a finite Playerbound resource could be applied to the situation at hand. (Couldnt find it again for quotation, the origin will surely know^^)
What follows is my approach and i hope it at least does gives us some insights in how the Devs percieves this.
2 Percieved Problem
It breaks down to how a Player himself, beyound crude skills or assets impacts the game. This gets here with the settlement mechanics and the open world approach a interesting dynamic to what players want and dont want to do with whats beneficial.
Its here the age-old Player vs Nonplayer characters debate comes into play, alongside with automation. We do like to "provide" certain services, but not neccessarily ourselves (like shopkeeping or working the fields) yet filling it with npc devalues players.
So how to establish a common denominator? Something that gives Player power over effort and influence of settlements while giving pwer to those running s@@%, therefore empowering PVP in all its beautiful, deceptive facets?
3 Proposed Solution
Here is my Take on it:
Each Account (=accessible by each character) uses a finite (about a week) resource, further referred as Vigor. The refreshing should be fixed, making it more about the factor of usage (Ex: Characters with fitting skills Vigor should be more desirable).
So idealy this would work as anchor of the economy (stepping away from copper/silver/gold) giving crafting, gathering, building, possible even pvp a new tool to work with - Playereffort.
Imagine establishing a Settlemeant means gathering people that want to get something for their effort. Crafters would consume it so it would mean setting up a crafting station where others could use their own Vigor, but the owner can also try to buy it for himself (the Stations, or houses in general could then also act as storage fordonating/trading it).
It would enable to seperate the impact one as a player can have to the impact one a s a person has time to.
4 Exemplary Interactions
Services - Here it becomes interesting. Lets imagine popular mmo services like crafting stations, a structure with certain conditions, storing Vigor and allowing trade for it. With this establishing more structural like postal, transportation, trading or even homeservice become viable as player driven aspect.
Lets say one wants to quicktravel to a certain point, then it could allow for someone settign up the Service , buying Vigor in the vicinity and selling you a nicely animated palanquin ride from A to B. A pattern that allows communal services in playerhands, driven by the effort needed in maintaining it.
Crafting - Those building for themselves should neverer be really bothered while someone who wants to meet demands has to aquire additional hands.
Slaves - We could have them require certain conditions and consumable and then act as Vigor source. So they would actually give those benefits that can feed them, while being no menace to employment and allows a mechanic to aquire those sometimes.
5 Final
Congratiolations enduring my many mistakes in grammer and id be happy for a response.