Ruins

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Xenus
 
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Ruins

Post by Xenus » 15 Apr 2014, 09:59

Now, I know this probably won't get anywhere near a first release, but I'll offer it as suggestion anyway

Reading through whatever I can find, I saw buildings will decay and such, which made me think of Wurm's suddenly disappearing walls and buildings. While that works, wouldn't it be nice to leave some ruins laying around instead of everything disappearing completely after a while? Some truly ancient history and ruins to tell stories that no player remembers?

Of course, only the toughest and best made buildings can stand the test of time, so it could be something for those high end masons. It would add to the player-made world and history to go exploring and find the ruins of an old wall in a dense forest out in the middle of nowhere, and then maybe it would be an option to restore those ruins or just put some cloth sheets over the holes and live there yourself. Loads of potential for interesting stories in there.

But of course, it won't last forever if a player doesn't want it to. Historically ruins would be quarried for stone, so that could be an option. Why go through the process of gathering new stones when there's a pile of them right there? And don't even bother trying to wall off your city with ruins, you may as well build a siege camp for any would be attackers and invite them over, or wall yourself off with swiss cheese

Just a thought while being bored and at work, throwing it out there in case people like it

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Flannery
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Re: Ruins

Post by Flannery » 15 Apr 2014, 10:14

I have no idea if this is possible in a easy way or if it would eat up so much of the needed processing ability for the game in general.

But I LOVE the idea!!!
It would really enhance imersion and make exploring allot of fun. :D
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Siegbert
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Re: Ruins

Post by Siegbert » 15 Apr 2014, 10:14

I think it's essential that every player built structure will disappear completely eventually in order to get rid of clutter in the world which might take too much memory space at some point.

Also newer players should have the chance to build something up on unclaimed land and not find a world where there's hardly empty space at all.

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Flannery
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Re: Ruins

Post by Flannery » 15 Apr 2014, 10:19

Siegbert wrote:I think it's essential that every player built structure will disappear completely eventually in order to get rid of clutter in the world which might take too much memory space at some point.

Also newer players should have the chance to build something up on unclaimed land and not find a world where there's hardly empty space at all.


I do agree that it could be allot of work - but if it was something like the OP suggests, that only a specially well crafted building would stay as a ruin - and you could actually rebuild or use parts of it to live in, that would solve much of that. And I would see it as just as propper to have the ability to remove the ruin as well, and scavenge for re-use of stone and such.
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Xenus
 
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Re: Ruins

Post by Xenus » 15 Apr 2014, 11:17

Siegbert wrote:I think it's essential that every player built structure will disappear completely eventually in order to get rid of clutter in the world which might take too much memory space at some point.

Also newer players should have the chance to build something up on unclaimed land and not find a world where there's hardly empty space at all.


I agree, actually, which is why only the best made buildings, and of course not any made out of wood should even qualify to become a ruin

And even then it will be pretty rare to find ruins, because by their very nature ruins would mean at least one established mason with excellent skills used to live there and then probably with a group, so that mason (Or their group) would be likely to just repair the ruin and keep using the structure, or even just live near there which would make the land claimed already anyway

The memory stuff and clutter..Well, that's a programming issue with this, I can't really offer any solutions to it. I'd doubt it's much of a problem if the amount of ruins stays pretty low


Siegbert
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Re: Ruins

Post by Siegbert » 15 Apr 2014, 11:33

Well, if you're able to deconstruct the ruins I think then there's nothing wrong with it. I just don't want remaining ruins to stay there until Ragnorök and stopping new players from starting off fresh.

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Flannery
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Re: Ruins

Post by Flannery » 15 Apr 2014, 14:30

Siegbert wrote:Well, if you're able to deconstruct the ruins I think then there's nothing wrong with it. I just don't want remaining ruins to stay there until Ragnorök and stopping new players from starting off fresh.


Totally agree on that ;)
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Zathurus
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Re: Ruins

Post by Zathurus » 20 Apr 2014, 08:25

Xenus wrote:
Reading through whatever I can find, I saw buildings will decay and such, which made me think of Wurm's suddenly disappearing walls and buildings. While that works, wouldn't it be nice to leave some ruins laying around instead of everything disappearing completely after a while? Some truly ancient history and ruins to tell stories that no player remembers?


And also a way to find quests or artifacts, with a whole range of ideas if that would put you on some side in 'player factions' ideas.

Do you support the recovery of the ancient scrips, or just tear it down for stone as a quarry? Each having a different set of challenges and potential rewards and traps.

If you don't read the stone first, you might be putting a stone that is not happy about the pillaging of the site in your building.

If you complete some quest, The stones might help you in the defense or something you again give usage of the stone for, in some new building, assuming it is respectful of what you learned during the quests.


Hoshiqua
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Re: Ruins

Post by Hoshiqua » 20 Apr 2014, 21:48

In wurm, EVERYTHING decays if not owned or on a deed, but real slowly, and it works differently depending on what object we're talking about

For example : roads have a CHANCE to decay every two days if no one walk on them.

On LiF, maybe everything should decay a different way. For example, stone buildings could have a CHANCE to decay every 6 month (since it will be really hard to build, should do ) : giving so much time would give players time to tell "hey ! that citadel is historic ! It must NOT disappear ! Let's tell admins to prevent it from decaying !"

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