Localized banking = BAD IDEA

Have a suggestion or an idea for Life is Feudal: MMO ? Post it here!
User avatar
Thokan
Alpha Tester
 
Posts: 390
Joined: 09 Dec 2013, 15:26
Location: Öland, Sweden. ATS

Re: Localized banking = BAD IDEA

Post by Thokan » 02 Jan 2014, 15:54

Arrakis09 wrote:
Proximo wrote:
Arrakis09 wrote:I do not recall denying PvP importance anywhere, I just stated that PvP is not the core of that game, it's just a part of it.


Dunno I could argue that pvp is the core of the game. Everything you do is for pvp no matter what scale you do it in. You build a house to protect your shit from pvp, you claim land and make a realm to take resources from other players in order to kill other players.

Woe to the clan who makes a town and tries to avoid pvp. We call those people easy targets.

Harvesting, crafting, building are all necessary but we will all be doing it for pvp. Even if your not the aggressor it's still pvp.

Basically man you will do nothing in the game without interacting with another player at some point or another. Harvesting is the only pvp so the game is designed for pvp.

So I conclude that pvp is the core of this game.


I'd say teamplay and community itself is core here, because the truth is that no man can really survive on his own as a hermit, it's a valid option but it's like game level set to nightmare.

PvP is important part of the game, but the system is built for massive pvp, guild wars and sieges, and really 70% of the time people will spend on building, crafting, trading, gathering and extending their lands, preparing for the future, rest of that time will take pvp training and actuall pvp like city defense and assault, only later when people will touch the sky as they will build empires they will concentrate on wars and attacking with brutal force.

There may be raiders and attackers who will concentrate on assault and there will be defensive, inpenetrable keeps, there will be also trading guilds, who will have access to precious materials needed by everybody.

But really, the community itself is the core and the diplomacy, because it will be like Game of Thrones here, alliances will be forged, pacts will be made and that will define the victory or loss.

So yeah, PvP is important, but it's not on top really and it won't be for quite some time, but eventually there will come time, when only thing that will matter is conquering more lands and acquiring more vassals with brutal force, but it's the future, not the present time.


The crafting and PvP would the two sides of the same coin.

Playing as a hermit is a viable choice and playstyle, aslong as you realize you are running and hiding from the other core aspect of the game.

PvP will be performed in all stages of the game. There is naught to lose but lots to gain. Wars will most likely be easily declared with the in-game mechanic, even for small encampments.
Image

User avatar
Arrakis
 
Posts: 5453
Joined: 25 Oct 2013, 14:11
Location: Space

Re: Localized banking = BAD IDEA

Post by Arrakis » 02 Jan 2014, 16:44

Thokan wrote:The crafting and PvP would the two sides of the same coin.

Playing as a hermit is a viable choice and playstyle, aslong as you realize you are running and hiding from the other core aspect of the game.

PvP will be performed in all stages of the game. There is naught to lose but lots to gain. Wars will most likely be easily declared with the in-game mechanic, even for small encampments.


Yes, that's true, and gamestyle of hermit really cuts off at least half of fun there is in the game.

And I agree, it will be performed in the game, but at the beginning people will not waste time for pointless fighting where there is nothing to achieve there, first and most important thing is to settle up, make a camp, a village, prepare.. I imagine that there will be people running with a shovels and cooking pots for fun, but it won't be really PvP, rather trolling.

And it will be rather illogical to start wars for no reason at the first stages of the game, when people will barely get on their feet, there will be several guilds at the start, but what do you think they are going to fight with? A branch? A shovel? This would look hilarious really.

After settling up villages at strategic points and creating defences then there will start the fun, scouting, assaulting travelling people and stripping them of their goods, but wars.. wars will come later, after the preparations, because I doubt that naked players will just randomly go on for a war just because.

There will be fights for resources, land, gold and glory, but starting a war means need of resources and most importantly knowing the location of the enemy, I don't think that people will be eager to start a war with some guild they don't know anything about.

Everybody here so far has some plan they will follow, and then if they will get bored they will start to look for some trouble, simple as that.

But if you speak for yourself and you are going to start some senseless wars, well, go ahead, just don't forget to put some letplays on youtube. :twisted:


Sting5
 
Posts: 158
Joined: 14 Nov 2013, 15:42
Location: Lithuania

Re: Localized banking = BAD IDEA

Post by Sting5 » 03 Jan 2014, 13:47

Proximo wrote:Dunno I could argue that pvp is the core of the game. Everything you do is for pvp no matter what scale you do it in. You build a house to protect your shit from pvp, you claim land and make a realm to take resources from other players in order to kill other players.

Woe to the clan who makes a town and tries to avoid pvp. We call those people easy targets.

Harvesting, crafting, building are all necessary but we will all be doing it for pvp. Even if your not the aggressor it's still pvp.

Basically man you will do nothing in the game without interacting with another player at some point or another. Harvesting is the only pvp so the game is designed for pvp.

So I conclude that pvp is the core of this game.


All games are mainly about who is the best, either it's in PvP or in crafting. Some gamers prefer to win harsh battles, some love to be the best at some skill, but some prefer to survive in harsh conditions. I'm not sure which way Bobik will prefer more, centering on PvP or PvE, but... PvP isn't everything. There is more than that: Scavenging for supplies in order to survive, building safe houses from animals/weather (not only humans).
And when talking about local banking - there must be some sort of financial system after all. Imagine clan treasurer buying let's say 400 kilos of beef from some farmer - It would take ages to transfer all stuff just through inventory. Maybe certificate system (like in Runescape) would work here as relatively realistic, though handy tool for larger quantities?
QUAERO TOTUS

User avatar
Thokan
Alpha Tester
 
Posts: 390
Joined: 09 Dec 2013, 15:26
Location: Öland, Sweden. ATS

Re: Localized banking = BAD IDEA

Post by Thokan » 03 Jan 2014, 16:16

Arrakis09 wrote:
Thokan wrote:The crafting and PvP would the two sides of the same coin.

Playing as a hermit is a viable choice and playstyle, aslong as you realize you are running and hiding from the other core aspect of the game.

PvP will be performed in all stages of the game. There is naught to lose but lots to gain. Wars will most likely be easily declared with the in-game mechanic, even for small encampments.


Yes, that's true, and gamestyle of hermit really cuts off at least half of fun there is in the game.

And I agree, it will be performed in the game, but at the beginning people will not waste time for pointless fighting where there is nothing to achieve there, first and most important thing is to settle up, make a camp, a village, prepare.. I imagine that there will be people running with a shovels and cooking pots for fun, but it won't be really PvP, rather trolling.

And it will be rather illogical to start wars for no reason at the first stages of the game, when people will barely get on their feet, there will be several guilds at the start, but what do you think they are going to fight with? A branch? A shovel? This would look hilarious really.

After settling up villages at strategic points and creating defences then there will start the fun, scouting, assaulting travelling people and stripping them of their goods, but wars.. wars will come later, after the preparations, because I doubt that naked players will just randomly go on for a war just because.

There will be fights for resources, land, gold and glory, but starting a war means need of resources and most importantly knowing the location of the enemy, I don't think that people will be eager to start a war with some guild they don't know anything about.

Everybody here so far has some plan they will follow, and then if they will get bored they will start to look for some trouble, simple as that.

But if you speak for yourself and you are going to start some senseless wars, well, go ahead, just don't forget to put some letplays on youtube. :twisted:


And what makes you so sure players wouldn't want to PvP as soon they get their hands on a viable weapon?

That weapons would take time to be introduced into the game is a wild assumption.
Image

User avatar
Arrakis
 
Posts: 5453
Joined: 25 Oct 2013, 14:11
Location: Space

Re: Localized banking = BAD IDEA

Post by Arrakis » 03 Jan 2014, 16:20

Thokan wrote:And what makes you so sure players wouldn't want to PvP as soon they get their hands on a viable weapon?


Because first they need to craft it? And to do so they need to have a place to craft it and proper skills to do that, and they will not get all that in a blink of an eye.

User avatar
Thokan
Alpha Tester
 
Posts: 390
Joined: 09 Dec 2013, 15:26
Location: Öland, Sweden. ATS

Re: Localized banking = BAD IDEA

Post by Thokan » 03 Jan 2014, 16:23

Arrakis09 wrote:
Thokan wrote:And what makes you so sure players wouldn't want to PvP as soon they get their hands on a viable weapon?


Because first they need to craft it? And to do so they need to have a place to craft it and proper skills to do that, and they will not get all that in a blink of an eye.


No. But maybe in the matter of hours. Or a day.
Image

User avatar
Arrakis
 
Posts: 5453
Joined: 25 Oct 2013, 14:11
Location: Space

Re: Localized banking = BAD IDEA

Post by Arrakis » 03 Jan 2014, 16:47

Thokan wrote:No. But maybe in the matter of hours. Or a day.


All depends on people advancement, their goals and their time, but nobody will go with bare fists and start war for no reason.

Anyway, let's stop offtopic


Proximo
Alpha Tester
 
Posts: 461
Joined: 31 Dec 2013, 01:22
Location: Among the Shadows

Re: Localized banking = BAD IDEA

Post by Proximo » 04 Jan 2014, 11:28

Depending on how you look at it I personally think PvP isn't just the act of killing another player.

PvP to me includes any act with or between players. Trading, Politics even harvesting nodes before other people do. So teamplay and community to me are a part of PvP.

Yes I agree that fighting isn't the only part of the game nor the most prominent. That's why I used the word PvP instead of fighting. I do understand why PvP means only fighting for a lot of people because they come from casual games where PvP enables only 1 thing.

User avatar
Arrakis
 
Posts: 5453
Joined: 25 Oct 2013, 14:11
Location: Space

Re: Localized banking = BAD IDEA

Post by Arrakis » 04 Jan 2014, 15:58

Proximo wrote:Depending on how you look at it I personally think PvP isn't just the act of killing another player.

PvP to me includes any act with or between players. Trading, Politics even harvesting nodes before other people do. So teamplay and community to me are a part of PvP.

Yes I agree that fighting isn't the only part of the game nor the most prominent. That's why I used the word PvP instead of fighting. I do understand why PvP means only fighting for a lot of people because they come from casual games where PvP enables only 1 thing.


Well that's really original concept, I never heard that trading and politics are anyhow involved with PvP, maybe in some part you are right, but all or most of mmos shows that PvP is just a rivalry between players.

Diplomacy is diplomacy, trading is trading, and most of that is on friendly base, so we can't talk really about Player versus Player, because in these particular matters there is no rivalry.

PvP as explained is a rivalry between players, not always in military matter, but there is rivalry between them, so if we talk about PvP we think about competition, wars etc. So when we take under consideration thinks like diplomacy and trading, there are none of these things there, unless there is war between clans in a matter of diplomacy.


Proximo
Alpha Tester
 
Posts: 461
Joined: 31 Dec 2013, 01:22
Location: Among the Shadows

Re: Localized banking = BAD IDEA

Post by Proximo » 05 Jan 2014, 04:00

I disagree, there are always rivalries concerning trading/economics and diplomacy. You said it yourself that the act of war is in fact diplomacy between players.

The bases of economics are PvP in nature. Corner the market and attempt a takeover to control profits. You try to get the biggest piece of the pie.

Diplomacy is rarely making friends. Most of the time it's the management of enemies. Sometimes they join you out of fear and other times they unite against you because of fear.


Telakh
Alpha Tester
 
Posts: 688
Joined: 06 Oct 2011, 04:59
Location: Two steps from Hell

Re: Localized banking = BAD IDEA

Post by Telakh » 05 Jan 2014, 05:44

That is quite an amateur view on the politics :)
What are you guys talking about? Ir is a sandbox and nearly all pvp activities will be performed on neighbouring guilds and hermits in order to maintain control on the resource spots and keep your neighborhood clean from crazy woodcutters and woodpeekers. How does it correspond with the politics, economy and bsnking?

There will be single city and a single bank therefore this thread makes no sence.
ImageYou are entering    Time ParadoxImage


Proximo
Alpha Tester
 
Posts: 461
Joined: 31 Dec 2013, 01:22
Location: Among the Shadows

Re: Localized banking = BAD IDEA

Post by Proximo » 06 Jan 2014, 00:31

Telakh wrote:That is quite an amateur view on the politics :)
What are you guys talking about? Ir is a sandbox and nearly all pvp activities will be performed on neighbouring guilds and hermits in order to maintain control on the resource spots and keep your neighborhood clean from crazy woodcutters and woodpeekers. How does it correspond with the politics, economy and bsnking?

There will be single city and a single bank therefore this thread makes no sence.


I take it you haven't played many sandboxes. I don't even know what a woodpeeker is. Yea this thread is about banking but you can never control which direction a discussion is going to go.

I recommend that you actually read the thread and also the games features.


LordWiese
Alpha Tester
 
Posts: 371
Joined: 03 Aug 2011, 14:56
Location: United States

Re: Localized banking = BAD IDEA

Post by LordWiese » 06 Jan 2014, 21:32

Telakh wrote:That is quite an amateur view on the politics :)
What are you guys talking about? Ir is a sandbox and nearly all pvp activities will be performed on neighbouring guilds and hermits in order to maintain control on the resource spots and keep your neighborhood clean from crazy woodcutters and woodpeekers. How does it correspond with the politics, economy and bsnking?

There will be single city and a single bank therefore this thread makes no sence.



There will not be just one city, and one bank inside that city. In fact, there will likely be no banks in the traditional mmo sense. Players will store everything they have LOCALY(in their village/town/castle/shack/hunting lodge/city etc.) in their different types of storage chest, there may also be some kind of communal storage, not sure about that.


Sting5
 
Posts: 158
Joined: 14 Nov 2013, 15:42
Location: Lithuania

Re: Localized banking = BAD IDEA

Post by Sting5 » 07 Jan 2014, 07:35

LordWiese wrote:There will not be just one city, and one bank inside that city. In fact, there will likely be no banks in the traditional mmo sense. Players will store everything they have LOCALY(in their village/town/castle/shack/hunting lodge/city etc.) in their different types of storage chest, there may also be some kind of communal storage, not sure about that.
Local storage - O.K., but local barter/trading mechanism - not so much. Trading will become a nuisance when the game evolves to bigger communities. In thread about mining Bobik mentioned that You won't be effectively able to gather all resources in the game - if You're located near mountains, so no cattles, crops, but lots of ore to trade. And how will be bigger trades done when carry limits are in the capacities of one human?

There should be a user-friendly way to transfer big amounts of resources in the game if we're talking about big barters.
QUAERO TOTUS


BartusPL
Alpha Tester
 
Posts: 81
Joined: 15 Dec 2013, 19:57
Location: Poland

Re: Localized banking = BAD IDEA

Post by BartusPL » 07 Jan 2014, 08:57

Your mount should have biger capacity for that job, and this solve that problem.

About traiding:
I don't see any information about these part. Maybe some one know more?

Nice to see some building(traiding post) in our village. In these building We can add, what our village want sell or what need to buy. Our friend from another clan can go there and automaticaly traid in these building. Like in Anno game :)

User avatar
Thokan
Alpha Tester
 
Posts: 390
Joined: 09 Dec 2013, 15:26
Location: Öland, Sweden. ATS

Re: Localized banking = BAD IDEA

Post by Thokan » 07 Jan 2014, 10:58

Sting5 wrote:
LordWiese wrote:There will not be just one city, and one bank inside that city. In fact, there will likely be no banks in the traditional mmo sense. Players will store everything they have LOCALY(in their village/town/castle/shack/hunting lodge/city etc.) in their different types of storage chest, there may also be some kind of communal storage, not sure about that.
Local storage - O.K., but local barter/trading mechanism - not so much. Trading will become a nuisance when the game evolves to bigger communities. In thread about mining Bobik mentioned that You won't be effectively able to gather all resources in the game - if You're located near mountains, so no cattles, crops, but lots of ore to trade. And how will be bigger trades done when carry limits are in the capacities of one human?

There should be a user-friendly way to transfer big amounts of resources in the game if we're talking about big barters.




BartusPL wrote:Your mount should have biger capacity for that job, and this solve that problem.

About traiding:
I don't see any information about these part. Maybe some one know more?

Nice to see some building(traiding post) in our village. In these building We can add, what our village want sell or what need to buy. Our friend from another clan can go there and automaticaly traid in these building. Like in Anno game :)



A voila!

https://www.youtube.com/watch?v=6SikSIR ... t=1h42m20s
Image


Sting5
 
Posts: 158
Joined: 14 Nov 2013, 15:42
Location: Lithuania

Re: Localized banking = BAD IDEA

Post by Sting5 » 07 Jan 2014, 11:29

Thanks for pinpointing the exact place where Bobik explains trading!

youtube wrote:"of course there will be some trading posts in cities for gold infusion to avoid barter. You will be able to sell some tools to the server"
so we will have NPC driven trading posts in cities! Money are unavoidable then.

So the question about NPC stays - will trading posts require You to be in Your trading post to confirm/deny trades etc. Or You will build one and leave for others to buy even when You're offline?
QUAERO TOTUS


BartusPL
Alpha Tester
 
Posts: 81
Joined: 15 Dec 2013, 19:57
Location: Poland

Re: Localized banking = BAD IDEA

Post by BartusPL » 07 Jan 2014, 16:28

Sting5 wrote:So the question about NPC stays - will trading posts require You to be in Your trading post to confirm/deny trades etc. Or You will build one and leave for others to buy even when You're offline?

That's is problem.

But if Dev give us nice menu with all item list, We can select exacly what We need, and it's should work nice with material like stone or wood, but what with item's(like sword, pike, armor), what is price for that?

For example:
Giving/Sell
20xboard's(quality 60+) or
stone's(quality 60+) or something else, for/buy
1x sword(quality 60+), or
pike(quality 60+), or something else...
Hard to made easy in use menu for thath configuration.


Proximo
Alpha Tester
 
Posts: 461
Joined: 31 Dec 2013, 01:22
Location: Among the Shadows

Re: Localized banking = BAD IDEA

Post by Proximo » 07 Jan 2014, 16:36

It will act as an auction house if it's global most likely.


Sting5
 
Posts: 158
Joined: 14 Nov 2013, 15:42
Location: Lithuania

Re: Localized banking = BAD IDEA

Post by Sting5 » 07 Jan 2014, 21:42

There's also another thing I've had in mind - if supposed You build trading post of Your own - do You have to stay in it for it to work, or players can come and buy stuff from Your trading posts even when You're offline?
QUAERO TOTUS


PhilipPino
 
Posts: 2
Joined: 17 Aug 2013, 12:40
Location: Germany, Leipzig

Re: Localized banking = BAD IDEA

Post by PhilipPino » 19 Jan 2014, 07:03

I find local banks well. make LiF apart from other MMOs.

I found it always more inappropriate... even in Mortal Online oder Darkfall.

And just PvP will be affected yes... but positive.
- Fights are scheduled more accurately
(Yes, not equal again with full armor after the dead)
- local Craftsmen are highly sought after
- trade agreement with guards

Sorry for my bad english ;)


Altus
 
Posts: 11
Joined: 30 Jan 2014, 14:58

Re: Localized banking = BAD IDEA

Post by Altus » 30 Jan 2014, 20:29

No global banking is a must if you want a proper sandbox economy where goods can't just be teleported around the world.
Image

User avatar
Thokan
Alpha Tester
 
Posts: 390
Joined: 09 Dec 2013, 15:26
Location: Öland, Sweden. ATS

Re: Localized banking = BAD IDEA

Post by Thokan » 30 Jan 2014, 21:08

Altus wrote:No global banking is a must if you want a proper sandbox economy where goods can't just be teleported around the world.


Isnt that kind of a oxymoron?

The game is already largely based on localized storage, and the gameplay is locally centered.

Wouldnt it defeat the purpose of localized, non-teleporting, do-it-yourself-trading if money could be teleported?

And where would you build the banks anyway except for the NPC starter-city? Let everyone build one in their camp?
Image


Demonic
 
Posts: 115
Joined: 17 Nov 2013, 23:37

Re: Localized banking = BAD IDEA

Post by Demonic » 30 Jan 2014, 23:32

I am maybe wrong, but I thing he actualy meant that for "proper sandbox economy" the global banking is a no-go...
Image


Keltress
 
Posts: 3
Joined: 31 Jan 2014, 04:04

Re: Localized banking = BAD IDEA

Post by Keltress » 31 Jan 2014, 04:15

Localized banking brings alot of sandbox depth to the game which i think is nice, and should stay like that


Altus
 
Posts: 11
Joined: 30 Jan 2014, 14:58

Re: Localized banking = BAD IDEA

Post by Altus » 31 Jan 2014, 15:26

Thokan wrote:
Altus wrote:No global banking is a must if you want a proper sandbox economy where goods can't just be teleported around the world.


Isnt that kind of a oxymoron?

The game is already largely based on localized storage, and the gameplay is locally centered.

Wouldnt it defeat the purpose of localized, non-teleporting, do-it-yourself-trading if money could be teleported?

And where would you build the banks anyway except for the NPC starter-city? Let everyone build one in their camp?


I never said I wanted global money. Money should be an inventory item with mass and volume just like everything else.
Image

User avatar
Thokan
Alpha Tester
 
Posts: 390
Joined: 09 Dec 2013, 15:26
Location: Öland, Sweden. ATS

Re: Localized banking = BAD IDEA

Post by Thokan » 31 Jan 2014, 15:48

Altus wrote:
Thokan wrote:
Altus wrote:No global banking is a must if you want a proper sandbox economy where goods can't just be teleported around the world.


Isnt that kind of a oxymoron?

The game is already largely based on localized storage, and the gameplay is locally centered.

Wouldnt it defeat the purpose of localized, non-teleporting, do-it-yourself-trading if money could be teleported?

And where would you build the banks anyway except for the NPC starter-city? Let everyone build one in their camp?


I never said I wanted global money. Money should be an inventory item with mass and volume just like everything else.


What do you mean with global banking then?
Image


Proximo
Alpha Tester
 
Posts: 461
Joined: 31 Dec 2013, 01:22
Location: Among the Shadows

Re: Localized banking = BAD IDEA

Post by Proximo » 31 Jan 2014, 21:28

He said and I quote 'No global banking is a must.' as in don't use global banking.

You may have misinterpreted this as 'No, global banking is a must.' as in global banking is a must.

User avatar
Thokan
Alpha Tester
 
Posts: 390
Joined: 09 Dec 2013, 15:26
Location: Öland, Sweden. ATS

Re: Localized banking = BAD IDEA

Post by Thokan » 01 Feb 2014, 08:59

Proximo wrote:He said and I quote 'No global banking is a must.' as in don't use global banking.

You may have misinterpreted this as 'No, global banking is a must.' as in global banking is a must.


Holy crap, you're right. My bad.
Image


SaresITA89
Alpha Tester
 
Posts: 254
Joined: 27 Oct 2013, 17:26
Location: Italy

Re: Localized banking = BAD IDEA

Post by SaresITA89 » 01 Feb 2014, 19:17

If the banks will not be localized, there will be no caravans from assault in pvp.

There will be people who walk barefoot to the map.

example:
I'm in the south, I have to buy something in the north.

What do I do? I go around naked, so if a PK is killing me I do not lose anything.
I Arrive at destination, buy the item, put it in the bank, and go home naked.

WOW, nice game! (sarcasm)

Return to Suggestions and Ideas