DiddlyDale wrote:Sunleader wrote:Oh so you can actually focus on a topic without throsing personal attacks every second sentence.
1.
A Feature not Enjoyable is no Featufe at all.
Forcing People to do something leaves a very frustrating taste to them.
Causing many to just Quit.
Even more so when its enforced by Loss or Stagnation.
Cause People then dont feel like trying again and Leave the Game.
And I wonder what Games you Played.
Cause Number 1 Driver of Econoly is PvE in the vast majority of MMOROGs.
2.
No I dont and no It doesnt.
See thats why I want only Scarcity for Intermediate Materials.
Flux is just one Key Component for example.
Transporting Steel instead of Flux makes no Sense.
Because Everyone has Iron and Flux is much lighter.
Same for Rares.
Sure some Jewelry made of one Material can be made and exported directly.
But if you want to make stuff that requires both.
At least one Good has to be Transported.
In his System however everything is scarce so your Forced to Transport tremendous amounts.
Guilds will rather build an Outpost in each area than bother Trading in such insane amounts.
3.
As for Modern Trade Capacity and Value.
Thats why I think NPC Shops are Required.
NPC Shops will in most Games cost more and pay less.
So Trade with Players is always more effective.
But they serve two importand tasks.
A.
They Provide a Price Range.
B.
They balance out Deficiencys.
(They Sell Stuff that too Few Players Supply and Buy up Stuff thats Produced in too large Quantities. Thus preventing the Market from Crashing like it has in this Game where Wares are either so Expensive that most Players cant afford them. Or so Cheap that they aint worth even offering)
4.
The Last bit is actually really Good.
I think it should get a Full Suggestion for itself.
My Idea was Similar.
Pigs might be much Fatter in the Central Area and Provide much more Meat.
Hence Faster and Cheaper Production.
Meanwhile in the North they are much Tougher. And Provide more Leather.
By making the Production of certain things Faster and Cheaper in some Areas.
Guilds might get more Profit by Producing more of their own Stuff and then Sell it.
While Buying the Stuff thats slower in their Area from another Guild.
If 1 Pig in Area A Produces 200 Meat and 1 Hide.
While 1 Pig in Area B Produces 4 Hides and 50 Meat.
Both Guilys can increase their Efficiency tremendously by Trading.
But your Idea adds another lvl to that.
Indeed Metal in South could be Softer. Thus being more Durable thus Öerfect for Tools.
Meanwhile Metal from South could be Harder. Increasing Damage of Weapons.
Add
Dark Forest might have very Good Wood for Bows. While Eastern Islands might have Great Hardwood for Spears etc.
Such Local Bonus Effects would be a pretty nice Addition.
They increase variety of Items and Encorage Trade quite a bit.
I can do it really easily when you don't quote untruthfully yes, just a hint but if you are going to state something as a truth like "all steam reviews that are negative say this" don't say it about something thats easy to count with a word tracker
1/. No the number one driver of economy in most heavy sandbox mmo's is use/loss of an item, in Eve Online for example people lose ships, they use their resources.
You don't have that in LiF, people can repair a 200 dura item back to 200 dura, if another player kills them they also can do the same, the only way you lose items in this game is if someone throws it on the ground which never happens late game unless the item is useless.
Yes crafting does drive the system but once there is enough of said item floating around in the game then automatically nobody needs it anymore.
Eve Online also did do something right, they have three races and each race flies a different ship type, so there is also demand on certain ships, each race also has preferential weapon types, so again a demand for certain tools.
2/. Flux would be the same as what I said then? I said rare mats like gold or silver, low quants and high vals, also in that bit I was answering multiple posts so my bad.
In this particular case you wouldn't transport the flux if the guy at the other end required steel, you would ask him/her what they need and produce that yourself if possible, if you couldn't then in most cases I doubt you would be trading unless the other guy buying was under pressure (i.e. war) because they are probably more advanced than you anyway.
If it was me I would make the rare resources that occasionally drop, drop all the time, so you don't get steel you get northern steel for e.g.
3/. We have that in a way already, you sell to the crown at trade outposts, the problem is that it doesn't really do much for the player economy because busy bodies just make plenty of cash and then that's it for them.
They then no longer require anything from anyone, so his suggestion makes more sense than yours his just needs refinement, you don't make resources scarce by nature, you make them scarce by location.
You are also right about not making them scarce by just making people have less, the best way to do it is by making a southerner produce southern goods and a northerner producing northern goods (as a very crude example) and then making them expend those resources in war.
Very similar to how my Eve example of ship types and their general weapon requirements, now a blacksmith could learn both northern and southern types of smithing but like in Eve you want to make it a long time before they can do it, and an even longer time before the respective infantry can use said weapon types.
Then give advantages and disadvantages to each type of system based on location.
After about 2 weeks you will have southern players trying to fight in northern areas and they will need to buy off the local tradesmen, they will also need northern repair kits which when repairing their gear doesn't give full durability back, it slowly makes the weapon more and more useless until one day one hit = weapon broken at which point you replace it (you need to buy another one).
Rinse and repeat.
4/. I think the biggest thing here is just making sure that the different areas have a variety of equipments to use, and you could reinforce the use of certain types of mats dependent on location.
One thing that always annoyed me was for example the class system in PvP, archers wear leather, spearmen wear padded, footmen wear scale, zerkers wear plate and horsemen wear chain.
It's just stupid, so a better system would be by separating the armour types into their own classes, the weapons into their own classes etc.
Then you have combat types into their locations.
That way you reinforce armies to be dependent on location specific traits, that makes them good at fighting in their own climate and bad at fighting in another climate.
There is a reason why European armies tend to wear much heavier and thicker equipment, middle eastern armies tend to be lighter and thinner and Asian tend to wear even lighter and thinner.
It's all to do with comfort in their locale and their training and the resources they have available, you can see the same in Spanish armies at the time who were if Christian decent often wore similar armour types to their Islamic counter parts.
You can also see the same in the buildings that were made, with colder countries going for more warmer building types with straw roofs and wattle and daub walls, where as hotter countries went for cooler types with stone walls and roofs, you could even have a nomadic type for players who want to live by themselves for each area.
There's a lot you could do by making groups localised for all aspects of the game, PvP would be enriched, the looks of the game would be enriched, the crafting would become way more in depth.
1.
Quote Pls.
Cause I dont think I ever said that all Steam Reviews are Negative.
What I said was that there is alot of Negative Reviews that complain about lack of Content and about People being able to just Exploit their way over Walls by using Barkbox or other Methods.
While I see not that many Reviews complaining about lack of PvP or Siege.
And thats a Fact.
When I open the Game in the Shop I got 6 Negative and 4 Positive Reviews.
Automatic Filters are for Language (German) and Helpfulness
Out of the 6 Negative Ones
2 are about Exploits and Cheating one of which especially mentions people Glitching into their Walls.
3 are about lack of Content and Grinding.
Only 1 is about lack of Siege Mechanics and about lack of PvP due to too few Players.
If I move to more Reviews the first 20 are still just that 1 guy complaining about lack of PvP.
While I get some new ones along complaining about Technical issues.
One guy with 0.3 Hours complaining that the Game is P2W due to buying a Character.
and the rest complains about lack of PvE Content and Grinding.
2.
Thing is.
Loss of Items is not a PvP only thing.
And here is the Catch.
In EVE Online you Fly Spaceships. The stuff is Destroyed when Killed.
Not Dropped.
Thats why EVE is one of the few Exceptions here.
But the vast Majority of Sandbox MMOs Plays on the Ground and your Stuff is Simply Dropped to the Floor.
Its usually not lost in these Games.
And especially in PvP Oriented Games Equipment is usually kept very Cheap to make sure that People can actually Fight each other several times without going Bankrupt immediately.
3.
I actually Agree that the Game needs more in terms of Item Decay.
But the Devs already Stated that they are Away of the Issue and are working towards creating more Sinks for this.
Indeed I think that Repair should always cost Durability.
There should be no way to Repair without Dura Loss.
4.
EVE is doing alot of things Right lol
Never Contested that.
Its just that alot of People are Selling very wrong Ideas about EVE.
Claiming it would be a complete PvP Game where People just Fly around Killing each other and waging Wars all day.
And thats not True at all.
in EVE there is quite the Risk Involved in Attacking others because your most Valuable things will usually be your Ships and Equipment.
Thing is alot of the stuff in EVE works because EVE is a Space Game.
You cant give Players an Armor thats 100 times Bigger then the Starter Armor and thus worth 1000 times more allowing you to fight 100 other Players of a lower Armor Class
(Just exemplary Numbers for explanation not an actual example)
5.
Thats why I say we need NPC Outposts and Shops.
NPC Shops provide a Base Trading Hub for People.
They Guarantee that Items have a Certain Money Value.
Thus creating a Situation where you can actually Trade for Money all the time.
Hence if someone wants Flux I can Sell him Flux and he gives me Money.
He knows he will get Money Guaranteed for stuff he Produces.
And I know I can exchange Money Guaranteed for something else.
Money is given worth by the ability of Money to Buy something.
This is not the case in this Game.
Albeit it did improve a little on last Patch.
Because in this Game Money is more of an Ressource required for a few things. But which you cant really do much else with.
There is no Guarantee that Selling stuff for Money will allow you to buy anything useful.
So most People dont Trade in Money.
6.
As I said.
I love the Idea of Regional Items like this.
I would Gladly Support a Suggestion to give Items Regional Buffs by Default rather than as Occassional Drop.
Meaning that Northern Steel be Strong and Southern Steel Durable etc.
Whatever Ideas are there for Regional and Climate Effects on stuff.
7.
Exactly.
We got the Crown for this.
But the Crown ONLY BUYS.
It gives you a way to Make Money.
But there is no Value to Money if there is no Guarantee you can Buy anything with it.
Hyperinflation happens when having alot of Money does no longer Guarantee you the ability to buy something.
And we currently have that.
Money has no Inherent Value because there is no Guaranteed Wares you can buy for Money.
NPC Shops would Solve that Instantly.
Because even if they are Expensive. They would Guarantee that you can always Exchange your Money for some useful Ressources or Items
8.
As I said.
EVE System will never Work here.
EVE System is basicly like you Played World of Warcraft and allowed PvP Zones to mix between lvl 10 and lvl 80 Players.
The Big Guys got 100 times more Expensive Equipment but are also 100 times Stronger.
This will never Fly in Games like Life is Feudal.
Because nobody will Accept this kind of Power Difference between 2 Players in a PvP Fight.
But if there isnt such a Strong Difference in Power. Then nobody has a Reason to use the more Expensive Equipment and risk Expending it.
9.
Agreed.
The Armors should have Independent Bonusses and Maluses.
Any Class should be allowed to use Chain Armor.
But Chain Armor is heavier than leather thus draining your Stamina more etc.
It makes no Sense to have a Weapon Bonus on an Armor just to Limit the Armor to that Class.
10.
I dont mind a Climate System for Clothes and Buildings.
But I doubt this can be Realized anytime soon.
So I.ll leave that aside.