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| Trading, Crafting and Economy Discussions about Trading, crafting and Economy |
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#1 (permalink) |
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Newbie
Join Date: Aug 2008
Posts: 3
Rep Power: 0
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1) My first suggestion is player owned homes, starting out as just a blank landscape, but with time and effort can become a beautiful home with endless possibilities.
-Houses, if built where other players can attack, should be able to be fortified, walls, guards, dogs, and the like. -Building a bigger, nicer house would be decided by the amount of resources you have at your disposal, and the artistic talent of the designer. -Gardens, seeds could be acquired, planted, and watered to produce beautiful plants and useful plants. The more attention a seed requires, the more useful or beneficial the plant produced will be. -For example, a seed that requires watering once a day and little sunlight would produce a plant that could be harvested for mid range resources or a food that gives medium benefits. But, a plant that requires sunlight, a fire next to it, three or four different types of plants within a certain radius, and watering with rare water every two hours would produce a exceedingly rare alchemy ingredient or a legendary quality food. -Houses could be decorated with items bought, made, or even dropped by raid monsters. -Items could be stored within the house in a lock box or on shelves. -The whole idea is similar to that of say a Sims mini game within your own instance(or not), but it requires the gathering of resources and time to build it. 2) Skill required for crafting better items, make skilled and dedicated crafters a necessity! -Mini games for creating items. -For example, in blacksmithing you would start out with a square chest piece and you would have to use your mouse to make hammer it into an acceptable shape. Next, you would have to attach the neck, shoulder, and arm guards. Mini games should take skill, the more important the object, the harder the mini game and for some items, there are consequences for messing up. But do it right, and the rewards would be amazing. -Doing this would separate the population into gatherers and crafters, increasing player cooperation. Extremely skilled crafters will gain renown and people will travel from all over to get a custom suit of armor or sword designed. 3) Many types of crafting. -Fishing, Cooking, Furniture Creation for player owned homes, Fire Building, Skinning, Animal training?, Farming. 4) Gathering resources should take skill. -The mini game idea could be carried over here. To harvest ore or get wood you have to hit the rock or tree in the proper way or at the right time. -Skinning, which I hope will be included, needs to be done by clicking on a dead corpse, not a drop. Skin is a harvested resource, not something an animal carries on it. -A mini game idea for skinning is to have to cut the rare skin off in a certain direction with finesse, the better the cut, the more useful the skin. |
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#2 (permalink) |
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Member
Join Date: Jul 2008
Location: SC, United States Clan: Aegis Imperium Playstyle: PK/PvP
Age: 22
Posts: 1,543
Rep Power: 5
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way too much time would have to go into implementing a mini-game for every crafting or harvesting skill. wouldn't you rather see the devs spend their valuable time implementing something else?
hopefully the game won't be so boring that you would take pleasure in pounding a box with a hammer.
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#4 (permalink) | |
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Newbie
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Quote:
The thing is: Player owned houses need space. And we all know the 24/7 gamers. I bet in about a week after launch every single ground in the whole world is sold and you haven't got an open world rather than one giant city. Devscould solve this problem with instances - even though nobody likes instances. But this is the only possibility I think. |
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#8 (permalink) |
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Junior Member
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I have no clue dude
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#9 (permalink) |
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Member
Join Date: May 2008
Location: Cape Town
Age: 28
Posts: 428
Rep Power: 1
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Housing
I would also prefer to have complete freedom as to where to build. Amongst many other factors you would have to consider; 1) How much space is there in the world in relation to the number of players? There should be enough space for everyone to have a house and still only cover a small percentage of the space. Most of the world should remain be wilderness. It should be impossible to cover the whole game world in buidings. 2) There must obviously be an upkeep cost. It should be impracticle for large residences to be maintained by every individual player. Only a handfull should be able to be that successful on an individual basis, but most probably only groups of players should be able to achieve it. 3) House/building decay must take place. To prevent ghost towns. 4) Housing should be destructible. Don't know how much server resources it would take to do this though. Crafting I would love individual mini-games for each craft. Yes, it would take an immense amount of work. Especially as nothing like that has ever been done before. Considering what a fundamental part of the game crafting is I don't see how there could be something else that is so much more important? The amount of work required isn't a reason why it can't be done. A reason why it would be difficult, sure, but not impossible.
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"Man will never be free until the last king is strangled with the entrails of the last priest." Denis Diderot - French philosopher and editor of L'Encyclopédie Last edited by Rhygar : 8th September 2008 at 14:20. |
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#10 (permalink) |
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Junior Member
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GMs/Devs said that the MO world is MASSIVE...as in i think they expect like 10,000+ members probably all who would want to make their own houses ( this is speculation atm...cause im not for sure)....so i THINK there will be enough room in the world of MO to make player "cities" and stuff
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