Regional Primary Resources

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SonofKitt
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Regional Primary Resources

Post by SonofKitt » 11 Oct 2017, 18:08

Hi all,

I have made a suggestion for regional quality caps on primary resources, tell me what your thoughts are, if you agree or have constructive criticism. The details are rough so might need some imagination. http://lifeisfeudal.com/Discussions/que ... ource-caps

Regional Resources - So currently we have climate zones which effect the time is takes for trees/crops/animals to grow/breed. Which is great, but these don't really make much difference because a guild in the north can just have twice as many stables as one in the south, or a player in the centre can just plant 5 trees each day, and eventually they will get 5 trees to cut down everyday.
We also have the chance to create a regional resource required for blueprints. Which is good

However, I believe that more should be done to encourage players to settle and trade across the Entire MMO map.
Currently, most settlements are clustered in certain areas, mainly where there is wood/ore nearby. And most settlements are for the most part self-sufficient. They drop a pile of 100Q dirt on the ground and build a well with 100Q goods and they get 100Q water Boom!.
Or drop 100Q dirt in water and boom 100Q fish!

See picture
https://i.imgur.com/13D8UuU.png
As you can see here, vast areas of the MMO are currently unoccupied, and the clusters of settlements will only intensify once OBT starts.(edited)


To encourage players to spread-out and trade regularly, my suggestion would be to cap certain resources in different climate zones but certain amounts.
For example, the maximum quality softwood tree in the Arctic climate zone would be 100, however, in the desert, the maximum quality softwood tree that could be grown would be 25 quality, or 75 in the Continental zone. (see table below)
A guild can get by on low-medium quality materials for awhile, but eventually they will want high quality ingredients for buildings/crafting stations/weapons/armor/warhorses. Which they will need to trade for or acquire through force.

I have made up a "very rough" map/list of the potential resource caps where each climate zone will exclusively excel in 1/2 of the major resources. See below
https://i.imgur.com/s5vOKJy.png
https://i.imgur.com/CUBJoVL.png(edited)


The intended benefits of such a change would;
1. Spread out player base - resulting in better performance/ping across all 49 servers.
2. Increased trade - creating more sandbox opportunities whether its a starting trading company, banditry, resource control through warfare. Very achievable with Horse n Cart
3. More active world - currently a lot of people don't need to leave their claim very often.

If Bobik envisioned a game with a great economy, then there needs to be reasons to trade, whether its saving wealth during small times of peace, or spending heavily to buy in resources/favours when losing wars.


Thoughts everyone? Again, the charts are rough and i'm sure you would want to carefully consider each resource for each zone if you ever implemented this system.
I'm not sure how hard is would be to code this in, the Ores/Rock/Granite/Clay/Marble/Slate/Water/Soils could be done during the resource shuffle but it could work somewhat similiar to how copper, iron, steel & vos steel works currently when forging tools
Last edited by SonofKitt on 12 Oct 2017, 08:44, edited 1 time in total.


Trance67
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Re: Regional Primary Resources

Post by Trance67 » 11 Oct 2017, 21:56

Those areas circled in red on the map are sparse for several reasons. One of which is that there are little to no trees present in the entire area. Seriously!!!!

It's hard enough to build a base without having to bring forest soil and trees there and plant them and then wait for almost a literal month just to start working on building your town up. That's just insanity.

Maybe if there were something worth actually having down there it would be worth it.

I can see some bigger guilds sending people down with enough supplies and equipment to set something up in those areas eventually, but building there from the get go is pretty crazy.


SonofKitt
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Re: Regional Primary Resources

Post by SonofKitt » 12 Oct 2017, 05:55

Yeah, lack of trees is the main issue. Yeah and having to haul cart loads of forest soil to grow trees doesn't make a lot of sense.

I do hope that they plan to make regional buildings, where they are built with rock/clay/plant fibre or something.

Maybe even a coal can be mined out in the arctic/tundra/desert areas that is only a low quality version of charcoal.

Handles/Boards/other wood products- they'd have to trade for in exchange for there regional primary resources that they excel in. Or have a small grove of trees


Filipsss
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Re: Regional Primary Resources

Post by Filipsss » 12 Oct 2017, 11:30

OP you make no sense. Of course desert has no towns. Nobody lives in deserts IRL also. Otherwise Africa wouldn't be poorest shithole on the planet :crazy: .

Anyway. I see no point in pushing players into these regions. Its devs fault of making 1/3 of the map wasteland.


SonofKitt
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Re: Regional Primary Resources

Post by SonofKitt » 12 Oct 2017, 17:09

I agree with the part "1/3 of the map wasteland." i'd say 22/49 servers are wasted currently due to the current design.
I'm not really sure what they have planned for the resource shuffle, but i hope they plan to change a a lot of the Tundra/Sand (servers 2,3,4,5,6,9,10,11,12,13,15,16, 1/2 of 17, 23,30) areas to fertile/forest and add some trees/clay or something.
I don't mean turn it all into perfect areas that you get in the likes of server 37, 40 or 27 but not completely barren.
As a sandbox terraforming MMO with so much going on (serverside), you would think that they would want to spread out the masses across all these 49 servers.. while else would you have 49? when only 27 are getting used.. However, i don't think they plan on changing anything. :(

The regional primary resources idea is more for trade/politics/strategy/warfare. Most wars in history have been about claiming more land/resources to make your empire stronger. If you have every resource 100Q in your keep after a year, there's not much reason to do anything, other than to fight aimless wars for the sake/salt of it.

I just don't want this game to turn into a WoW where you just grind resources and sit in Stormwind/Org waiting for your Que to Pop so you can join your IB.

Get the resources moving across the map, send out horsemen to target the caravans of enemies, or send guards with your caravans to defend the goods from enemies/bandits. Become a trader/mercenary which takes the risk and buys/sells. Create more opportunities for player interactions (both combat and non-combat) at the same time.

Hardly anyone moves around the map because there is no need and that's a shame.

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Elindor
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Re: Regional Primary Resources

Post by Elindor » 12 Oct 2017, 19:31

For what it's worth, I think this idea has merit....

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Stormsblade
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Re: Regional Primary Resources

Post by Stormsblade » 12 Oct 2017, 20:51

This is an extremely good idea!
I appreciate the effort that you put into illustrating it and describing it in detail.

I wholeheartedly support this proposal.


Everettham
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Re: Regional Primary Resources

Post by Everettham » 12 Oct 2017, 23:27

I like this idea as well! Would make the game a lot more fun!

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Azzerhoden
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Re: Regional Primary Resources

Post by Azzerhoden » 13 Oct 2017, 17:03

I am going to point out that while those who build in the far north *could* build twice as many stables, that will also take up twice as much space, and because there are rules around claimed space, there are more more options for meta gaming that many people don't realize (based on various posts on these forums).

In general I am not in favor of this. Underground resource quality should not be a factor of the climate you are currently in. It should only be a factor in extracting and transporting the material (https://www.azomining.com/Article.aspx?ArticleID=239).

Further, the current monument count is not an accurate way to measure population either - in my travels I have found where people had started to setup shop and then abandoned the area because the hard effort will be wiped and because the trees they planted to help were taking forever to grow.

What will truly dictate population density will be pressure from other players, and no amount of resource manipulation will change that. The only effect will be to drive players away from the game.
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SonofKitt
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Re: Regional Primary Resources

Post by SonofKitt » 13 Oct 2017, 20:54

There will always be meta-gaming, but the mmo is big and you cant be everywhere at once. I'm not sure how you are relating claim size to meta-gaming, you'll have to explain more.

"In general I am not in favor of this. Underground resource quality should not be a factor of the climate you are currently in. It should only be a factor in extracting and transporting the material" - does this mean you would be in favour of resource cap's per region or against? the idea is just to promote trade, not reflect real life.

"Further, the current monument count is not an accurate way to measure population either - in my travels I have found where people had started to setup shop and then abandoned the area because the hard effort will be wiped and because the trees they planted to help were taking forever to grow." - Yes, you are correct, there is barely anyone online these days, probably due to lack of things to do, further supporting the concept of trade. Apologies if i had misinterpreted your explanation.

"What will truly dictate population density will be pressure from other players"
100% agree, due to scarcity/warfare.

"and no amount of resource manipulation will change that." Land/Resources is the only thing worth fighting for. In history and LiF. Pretty much every country in the world has different climates and geology with different strengths and weaknesses, which other nations have decided to take for themselves .


SonofKitt
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Re: Regional Primary Resources

Post by SonofKitt » 06 Jan 2018, 22:37

Bump

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Tashka
 
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Re: Regional Primary Resources

Post by Tashka » 07 Jan 2018, 06:53

I see a few major issues here:

1) balancing this would take like forever because resources are not equally valuable in the endgame
2) we already have regional resources and they don't help economy at all. I don't see how this is different.
3) different professions will become less appealing to players in different regions.
4) i'm afraid that the devs will just implement the idea and consider the economy fixed

ah yes

5) this will be yet another thing that caters to large guilds and adds nothing to lone wolf/small guild gameplay.
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SonofKitt
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Re: Regional Primary Resources

Post by SonofKitt » 07 Jan 2018, 08:56

Tashka wrote:I see a few major issues here:

1) balancing this would take like forever because resources are not equally valuable in the endgame
2) we already have regional resources and they don't help economy at all. I don't see how this is different.
3) different professions will become less appealing to players in different regions.
4) i'm afraid that the devs will just implement the idea and consider the economy fixed

ah yes

5) this will be yet another thing that caters to large guilds and adds nothing to lone wolf/small guild gameplay.


1) im undecided on this, balance could be achieved through a working supply/demand system where if there small supply people would move to that area and create more supply. But this may not happen aswell due to guilds trying to block certain high quality resources.

2) its a volume/quality thing. Currently, regionals are in low volumes, 12 ignots or 12 boards. But if you want high quality arrows you may try to get good quality wood billets. The volumes would be much higher.

3) probably for primary gathering but you can still do any profession with 1-60 quality primary resources.

4) yeah, fair call.

5)i think that small people will have a better chance as they can specialise. For examole they could just be a farmer and sell there crops in exchange for other goods. Just like it was in feudal times

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