Pyronous Rath
Goblin Squad Member
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In most games if you have seen 10 houses, inns, shops, etc, you`ve seen them all. Even sandbox games like eve online if you see 10 different station types or POS`s that`s all there is to see. While this is easy on the art budget it detracts from the immersion of locations that ought to be a little or alot different then each other. I see a problem with allowing players to develop their own building`s constantly as well. Player supermegadeadly103 might decide to build a mc`donalds complete with golden arches for kicks.... Not so good for immersion. Player big_pimper might build a wizards tower that`s rather phallic though some might be ok with that if its artful lol. Then there are players that would build very half assed ugly buildings for who knows why. My solution would be a well designed building generator/modeler and structure submission system. Structures would be built from pre generated construction parts bricks posts beams thatching and so on. Of course the more parts people have to work with the better. Though parts may be area specific. Blue slate may need to be gathered in a specific region for example. A caravan may need to be hired to transport the material. To be eligible to customize a building the prefab building must remain undestroyed and under the same ownership for a given time period for example. After this time period has passed the owner of the structure may develop and submit a custom version of the structure giving the area a unique flavor. Players will feel an even greater desire to protect these creations adding to the game dynamic as a whole. Thought`s?
Lhan
Goblin Squad Member
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I like it. Especially the "need to transport the slate to the settlement" bit. I would love it if the game actually allowed cultural styles, perhaps even company styles so that someone could see a new settlement for the first time and say, "Ah, look, this is a PAX settlement but there's a Seventh Veil training hall here too," just based on the architecture.
Of course, I am saying that with no idea of how difficult it would be to achieve, or how much time it would take. It certainly wouldn't be a priority. We might see it way down the line in OE, if at all, I suspect.
AvenaOats
Goblin Squad Member
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In most games if you have seen 10 houses, inns, shops, etc, you`ve seen them all. Even sandbox games like eve online if you see 10 different station types or POS`s that`s all there is to see. While this is easy on the art budget it detracts from the immersion of locations that ought to be a little or alot different then each other. I see a problem with allowing players to develop their own building`s constantly as well.
So possibly some function to allow players to design assets/customization designs to submit to GW for development (cost?) or even design and create them themselves in (Unity/Maya?) for GW approval to add?
It would be cool to see factions forming their own architectural style and identity via customization. Agree the addition of designed materials being required to be gathered in-game is nice addition, so the above could "plans/blueprint"?
Pyronous Rath
Goblin Squad Member
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Pyronous Rath wrote:In most games if you have seen 10 houses, inns, shops, etc, you`ve seen them all. Even sandbox games like eve online if you see 10 different station types or POS`s that`s all there is to see. While this is easy on the art budget it detracts from the immersion of locations that ought to be a little or alot different then each other. I see a problem with allowing players to develop their own building`s constantly as well.So possibly some function to allow players to design assets/customization designs to submit to GW for development (cost?) or even design and create them themselves in (Unity/Maya?) for GW approval to add?
It would be cool to see factions forming their own architectural style and identity via customization. Agree the addition of designed materials being required to be gathered in-game is nice addition, so the above could "plans/blueprint"?
I would say the cost would be in materials and the building system should determin this. As for transportation or hiring contractors to collect material and or labour building the structures, thats upto the players doing the building / collecting. The gm just says yay or nay on the submission. The system only allows the submission after the structure has existed for a year or however long the devs descide. The wait time not only makes custom structure prestigious and valuble, it also encourages a longterm commitment to the game world.
Being
Goblin Squad Member
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I recommend extending this potential feature with a tendency over time for abandoned structures to actually fall into disrepair, ultimately collapsing to expose anything the vanished owner had stored there.
I would also make that ruined building site eventually begin to spawn a vermin-scale escalation unless cleared and cleaned.
KitNyx
Goblin Squad Member
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Previous discussion along these lines...for reference:
PFO Forums/Open Construction versus Set Structures in Predetermined Locations
Being
Goblin Squad Member
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Fascinating thread, Kit: thanks for linking it. I suspect it may have influenced and may still be influencing the currently revealed settlement-building model (and subsequent addition of discrete POI sites).