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  1. #1
    Xsyon Citizen joexxxz's Avatar
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    May 2010
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    549
    @Jazdia. Hope something like gates will be implemented. Im sorry, but im not done with my logic.
    Let say you want more safety, and i really think you do. So to solve something like this you can scavange, or search for a protection crystal. Once you find it, you might place/upgrade it some where in your tribe area, into a building, and that building will give you a 25% bonus in defense, plus %10 bonus for tribe area. You can put those cristals in many buildings. And your tribe area will be protected. That way you have an upperhand against your evil players. There is always ways to go around, so everyone can be happy.

    Im saying you like crafting, and making your homestead protected would be your goal. And you will have something to do, and trade for. The game have to be challanging, fun, and easy for smart ones.

  2. #2
    Quote Originally Posted by joexxxz View Post
    @Jazdia. Hope something like gates will be implemented. Im sorry, but im not done with my logic.
    Let say you want more safety, and i really think you do. So to solve something like this you can scavange, or search for a protection crystal. Once you find it, you might place it some where in your tribe area, into a building, and that building will give you a 25% bonus in defense, plus %10 bonus for tribe area. You can put those cristals in many buildings. And your tribe area will be protected. That way you have an upperhand against your evil players. There is always ways to go around, so everyone can be happy.

    Im saying you like crafting, and making your homestead protected would be your goal. And you will have something to do, and trade for.
    I don't want more safety, I'm really happy with the one I have right now
    Its not clear what you mean by 10% bonus for tribe area, but generally I like the idea to work for safe zone. Not in a way like you said, but differently.

    Say a new homestead gets a really small zone, like 3 m radius. Enough to drop you baskets but not enough to build anything. There should be a skill or even an item like the crystal you said which expands the safe zone around the homestead. Starting small but growing as big as possible would be much more interesting than a fixed safe zone from the beginning which we can't expand in any way (if you still want to stay solo).

  3. #3
    Only trouble I can think of with a 3m radius to start, while an interesting idea, would be for new players. One of the draws to this game (for me anyway) is the ability to create a homestead and experiment with crafts. This needs a certain amount of room from the beginning. Limiting a new player's ability to do this might hurt new player retention?

    When I start the game, I notice I have to choose the character name, and then log in. This leads me to believe that there will be second, third, etc. characters sometime in the future. Perhaps a long time, but why else have that mechanic coded in?

    One idea might be to allow for safe zones around homesteads, like we have now, for a new customer's first character. Subsequent characters do not get a safe zone.
    Allows first time players a chance to chill out, learn the game, be able to enjoy what has brought many of us to this game. (Not all, I understand) By the time you make a second character, you've hopefully made some friends, or at the very least negotiated an agreement with your local castle for protection in return for a steady supply of eggs and vegetables.
    Also, down the road, would encourage people to keep their first characters which by then would have become old coots (many seasons having passed), and we can kick back on pioneer rocking chairs complaining about the yoots of today.

    Oh, and Joe, that is a beautifully complicated suggestion. You should be an engineer

  4. #4
    Quote Originally Posted by Book View Post
    Only trouble I can think of with a 3m radius to start, while an interesting idea, would be for new players. One of the draws to this game (for me anyway) is the ability to create a homestead and experiment with crafts. This needs a certain amount of room from the beginning. Limiting a new player's ability to do this might hurt new player retention?

    When I start the game, I notice I have to choose the character name, and then log in. This leads me to believe that there will be second, third, etc. characters sometime in the future. Perhaps a long time, but why else have that mechanic coded in?

    One idea might be to allow for safe zones around homesteads, like we have now, for a new customer's first character. Subsequent characters do not get a safe zone.
    Allows first time players a chance to chill out, learn the game, be able to enjoy what has brought many of us to this game. (Not all, I understand) By the time you make a second character, you've hopefully made some friends, or at the very least negotiated an agreement with your local castle for protection in return for a steady supply of eggs and vegetables.
    Also, down the road, would encourage people to keep their first characters which by then would have become old coots (many seasons having passed), and we can kick back on pioneer rocking chairs complaining about the yoots of today.

    Oh, and Joe, that is a beautifully complicated suggestion. You should be an engineer
    The 3m was only a guess, it can be anything that is big enough for a crafting station but not big enough to build upon And new players could expand their area just as the older ones.

    The character selection screen is there because we had 3 characters for testing purposes during beta. I don't think they ever want to add an option to have more characters per account.

  5. #5
    Having "buffs" from buildings while in your tribe is a great idea. It not only makes buildings more useful than "storage" and "comfort" later, but also makes it so that warring tribes later on have to scout out and see what buildings people have and what they need to attack in order to obtain the best victory possible. If the devs wanted to, they could make them scale towards zergs.... you know... hometeam advantage spiritually, mentally, and physically.

    Not sure what I think about the time thing...
    Half of me says it can turn into some bad harassment.
    Half of me thinks it can give pvpers something to do.
    All of me thinks it should wait until combat is "fixed".

  6. #6
    Quote Originally Posted by Jadzia View Post
    The 3m was only a guess, it can be anything that is big enough for a crafting station but not big enough to build upon And new players could expand their area just as the older ones.
    There was another thread started recently about possibly having grass buildings. I remember the first time I logged in, I didn't entirely realize I would literally be in the middle of nowhere, getting hungry and thirsty without a single thing around. I then realized naked people with clubs wanted to kill me and take the few belongings I had... Did I mention they were naked?
    I know there'll be tribes near starter areas, and some of them may be friendly, but it would still be nice for a new player to put up maybe a small grass lean-to or something "relatively" quickly so they can let their heart-rate drop and process what the heck just happened to them

    Also, what types of activities would allow the expansion of a soloer's land? Would you limit the size they can grow to?

    Quote Originally Posted by Jadzia View Post
    The character selection screen is there because we had 3 characters for testing purposes during beta. I don't think they ever want to add an option to have more characters per account.
    Ah. Was not aware of this, thanks for the info.

    @Orious and Joe: far as the buffs, I love the idea of adding value to having reconnaissance missions prior to an attack. How bout making it so you could only tell what kind of crystal/buff a certain building has by getting very close to it? Meaning some specialized member of your tribe would have to hide and infiltrate the enemy camp to gather the intel.
    This would also be a good reason not to show a character's tribe affiliation on screen... "we are but friendly traders delivering this beautiful wooden horse crafted by Trojans..."

  7. #7
    As someone not interrested in the pvp side, I would like to see a way to opt out. For example, if your tribe is set to good, you can not be attack by other players. You could not attack good or neutral. You could attack evil, but they could fight back and maybe anyone from their tribe could also attack for the next 10 minutes or something.

    Or at least give players who are part of good tribe/homestead the option to be non-pvp. Or make it a tribe setting. Also would need a one time option at least to change tribe to good. I went with neutral and can't change it now without loosing my spot because of near by tribes that came after.

  8. #8
    Quote Originally Posted by Book View Post
    There was another thread started recently about possibly having grass buildings. I remember the first time I logged in, I didn't entirely realize I would literally be in the middle of nowhere, getting hungry and thirsty without a single thing around. I then realized naked people with clubs wanted to kill me and take the few belongings I had... Did I mention they were naked?
    I know there'll be tribes near starter areas, and some of them may be friendly, but it would still be nice for a new player to put up maybe a small grass lean-to or something "relatively" quickly so they can let their heart-rate drop and process what the heck just happened to them

    Also, what types of activities would allow the expansion of a soloer's land? Would you limit the size they can grow to?
    To expand it to a size where a player is able to build a single tent should be easy, something that is possible on the first day. And the homestead area protects the new player even if there aren't any buildings

    I wouldn't limit the size, but would make it like any other skill, with a soft cap. It could expand to a fairly big size but after that it would be very hard to make it grow.

  9. #9
    http://www.xsyon.com/forum/showthrea...2404#post72404 Wouldnt this be easier and less complicated to programme?

  10. #10
    that reminds me off runescape d3m0nd0 and it works well on there.

    ON that its if you hit them your skulled and if you die you lose everything.
    IF they hit you and your not skulled and you die you keep 3 items.

    Also if your in lvl 1 wild attack someone and run back out theres a 10 second timer till they can stop attacking you so it stops annoying noobs which is good.

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