Steps to prop up trade

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Jacques_de_Molay
 
Posts: 48
Joined: 07 Feb 2018, 19:01

Steps to prop up trade

Post by Jacques_de_Molay » 09 Apr 2018, 16:40

Quick changes

1)
FIX the god damned Trade Center interface ASAP. Remove guild commission ( it doesn’t work anyway ) add system commission for trades.

2)
Link all regional trade centers together.
Something that is put up for sale at one TC will become available at all of the current region TCs.
In order to prevent assets "teleporting” a time out ( let’s say 1 game day or 6 RL hours ) can be implemented. Timeout will delay when items are appear for sale.
So, even if players will "teleport" the items within the region, the delay will represent enough time which takes it to move the items locally anyway. Also system commission at TCs will add cost to teleportation.

3)
make all storage items ( crates, barrels, carts... ) packable/unpackable
A packed horse cart would look like a packed horse. Weight of the packed item logically shold be the sum of all ingredients that takes it to build.
In addition ability to pack/unpack MAY depend on the skill that takes it to build ( usually carpenter ) It may be 0, or maybe 30 or maybe half of level that it requires to build, it all depends on balance. Also this skill may determined speed that takes to pack/unpack storage item. Initial packing time, I would make significant (like 30 secs, and then reduced by carpentry level, for example

Not so quick changes

1)
Transport ships ASAP ( no new shovel skins until ships released please )
With ships released, swimming should consume much more stamina. Should not be able to swim loaded with horses and equipment.


2)
A)
Introduce day temperature, and season average temperature.
So, north to south average temperature for particular season will gradually increase.

Then, as an example, Daily temperature will fluctuate between AverTemp +/- 10

Depending on the average temperature introduce plants and animals that carry valuable materials if
harvested/hunted. These plants/animals will be able to spawn/grow/breed only if certain conditions for average temps meet.
New, exquisite foods can be introduced with these conditions ( bananas, pineapples )
Perhaps new minerals can be introduced, also depended on altitude

B) similar thing for altitude ( for example mountain deers)

All these animals, plants, and possibly fossils probably should be in addition to the existing ones, and should add or enhance existing equipment, clothing, structures.

Also I would propose to make daily temperature to influence players. For example if temperature drops, it will require some warm clothing for a player to venture outside of a town. Let’s say if a player goes outside of a town naked in a freezing weather then his food bar starts to drop real fast, depending on the freeze level. Warm clothing will be able to mitigate this.
Its kind weird when we ride out naked, when snow is falling, and everything is covered with it.

All these features will drive trade up, and as a result spur up conflicts over the resources, which means more PvP, more fun,

THEN you can introduce more fishing pole skins ;) :D :D

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Jacques_de_Molay
 
Posts: 48
Joined: 07 Feb 2018, 19:01

Re: Steps to prop up trade

Post by Jacques_de_Molay » 30 May 2018, 16:47

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