09-02-2020, 01:03 AM
(09-02-2020, 12:00 AM)Mouse Wrote: @Enginseer, You asked me to look over this and give some critiques. With that said, and given I'm a little stretched for time, this is what I had to come up with as 'holes' in your ideas.
map stuff
removing personal houses is a bad idea because there are people who may want to be more solo oriented(not strictly rping alone, but..) and if a guild doesn't fit your gimmick/aesthetic, you'd be SOL. guild housing in general is a good idea though.
locking 'regions' sounds cool until you're stuck in an enemy region with nobody around to rp with and the potential to get fucking murdered at every corner bc of a misclick or something. metagaming is handled on a case by case basis anyway and we already don't allow people to run away, get a group,and come back.
newbie town sounds cool, won't work. if moonfall and theria was any indication, the moment the option for people to buy homes or property shows up, people will flock to them, or high rpls will circle around it. theres no graceful way to keep higher rpls out of a place and it's kind of an odd disconnect anyway.
guild stuff
restricting people to one guild sounds fine, but doesn't work when there's a CITY guild or what have you. guild caps also suck because at some point you'd have to be choosing who you want in and who you don't. remember, 100 players online does NOT equal 100 total players.
war stuff
I don't have a big dog in this one but I do like the idea that Prego had put up, that they used for the BR server. Every week certain factions send x amount of players to a location and then they fight there. If a faction sends nobody and another faction did? The faction with players gain that location. If the two factions show up and there are an equal amount of members? They can fight and the winner gains that section. Carve up the map into these 'sections', set people to fight, and make those areas considered the territory of the others for cap rolls and stuff(obviously, not as intense as if they were inside of cities or whatever.)
Thanks!
Map Stuff
I think that's kind of the point. It's an RP game, and therefor you should be encouraged to find a group because RP by necessity is a group activity. There's never going to be enough solo houses for the entire playerbase, so it seems counterproductive to devote so much map space to stuff that most people won't see. Most player homes end up as either family affairs or guild halls anyway.
I still think getting stuck on the other side won't matter as much as you think it does. The goal is that each side is subdivided and mostly fights amongst itself, with full regional wars being rare, big occurrences. With town guilds fighting city guilds, mostly.
I honestly was thinking of Newbie towns as basically just a place for newbies to gather. Basically a spawn point with some houses and stalls and an admin nudge to make things welcoming to the new players if you're in control of it.
Guild Stuff
That's the thing I want to put city loyalty out to pasture and make it more about the guilds. If the Thunderlords are a Barsburg themed guild that takes over New Osrona then New Osrona becomes Barsburg Town, if the Magma-Drakes fireblooded guild kicks them out, it's suddenly dragons this, dragons that. Kind of like old E1 where cities were a prize, rather than really having too much personality of their own.
War Stuff
I kind of like that, but at the same time, feel like War should have a cost to start. And rewards beyond the obvious for those who defend. Plus I worry it might be open to weird gambits like sending one guy to every available region in the hopes your opponent forgets one, and also encourages as mentioned the big glob guilds.