In a 'theme park' the 'adventures' are designed and created by the developers and have NPCs etc.. My goal is for the world and adventures to be designed and built by players using tools that I create.
That is the entire reason I developed Xsyon in the first place. I wanted to create something that may ultimately feel like Warcraft but was entirely player created and driven.
So will players be able to place NPC's than? How can they create a adventure without spawnable enemies or npcs? They need to be online 24/7 to wait in case someone comes along than you physically do everything a npc could've have done?
But why? NPC's are great, they fill a function so you don't have to have a human physically doing it. Can still do everything else you wanted even with a few npcs.
- Resources are area specific, so players should be having to leave their tribes to obtain specific resources.
If players are able to find every resource or material within their tribe or near their tribe area, then this was balanced incorrectly and I will redo the distribution once I am done with the current patch series.
I mean there isn't many resources. You start near the beach and you have sand, limestone and granite, plus all the rares that go with it.
If you also are near a junk pile and somewhere you can plant trees than you have every resource right next to you aside of creatures.
With the new creature migration patch, creatures are everywhere, so you barely even need to leave your place to go hunt now.
What do you think is incorrect here? I mean its pretty easy for anyone to setup near a junk pile where all the resources come from... once you have enough of them, what reason do you honestly have to leave your tribe at that point? If you also got limestone/granite/sand than you dont need to leave for that, plant trees next to you and you have all resources you could ever need.
So you think its incorrect that theres places people can settle thats near a junk pile, thats also near the beach for sand/limestone/granite? Thats like half the map, gona be insanely hard to remove that or "correct" that.
Again, folks need a big reason to leave their tribe, some kind of reward worth the risk... currently theres no reward to expore the map, only rewards to leave long enough to get materials close to you than return home..
- Players should also be trading and leaving their tribes to do so, even if it to use Mist Traders at different tribe.
If Mist Traders are not useful I will revise this so that they are.
Mist traders are great, but they are so expensive that nobody can afford to buy anything off them. 10,000 its alot of money, to the point where if I didn't raid 100k from a tribe than there was no way I would've been buying bps for 10,000. So if you want people to legitimately use them, lowering costs may be a idea.
The problem is tho when you go to founders isle to do the trade and NOBODY IS THERE. Whos trading this? Whos loading it into the trader? Who lives here? Founders isle being a ghost town is a huge opportunity lost imo, this could be a area to be teaching newbies the basics of the game so that people like me didn't need to lol.
- Player should be using the Quest system to gain experience rather than grinding.
Yes, the Quest system needs a revamp and I will do it. Gaining experience should be easier and more rewarding than grinding.
Whats to stop someone from making a agreement with someone far enough away from them (exp based on distance?) and doing power leveling by getting them to give you back the rewards so you can accept it again?
I mean lets say I swim over to the other side of the map, turn in a quest of 100 dollars for 1 nail, where the leader gives me my 100 dollars back and I give him the nail back, he puts the nail back in quest and I pay for the nail again with 100 dollars, completing the quest twice.
Whats to stop someone from just repeatedly doing that and grinding that instead of crafting? I think if you make "quests" a better way to gain exp than your gona have mass abuse with it.