Tavern system and temporary Re spawn points.

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RoboSenshi
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Tavern system and temporary Re spawn points.

Post by RoboSenshi » 03 Sep 2014, 20:25

So we all know that Lif is open pvp and full loot. When you are killed you drop everything and you re spawn back at your assigned house immediately. However, when the servers are populated this would make long journeys almost impossible not to mention frustrating as hell.

I want to suggest a tavern system that players can set up for other players. In the system I am proposing people will have two re spawn points. A permanent re spawn point i.e your house and a temporary re spawn point i.e the tavern. When a player comes across a tavern he can interact with it and pay some in game cash for a bed. That bed would then become his temporary re spawn point for pre determined amount of time. The more money you pay the longer that bed will stay yours. Once time is up you can no longer spawn there. With this system if you die while being bounded to a tavern you can then choose if you would prefer re spawning at the tavern or at your home.

This would add another aspect to an already good economical system. If you spend a lot of time and work building a large house in game. You can then choose to turn it into a tavern and set up business. Of course once players have paid for the room they can sleep there and seek refuge there for as long as their stay lasts. Tavern owners could even go a step further and offer goods such as food, weapons and armor to their guests. The tavern rates should be completely customizable and set by the owner so even when they are offline the tavern can continue to operate. Players would just interact with the building and the money would be automatically added to the tavern owners inventory.

Coding wise I don't think this would be a really hard thing to implement. But of course I could be wrong.


Jezbelle
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Re: Tavern system and temporary Re spawn points.

Post by Jezbelle » 03 Sep 2014, 20:50

+1

good idea.


hopefully taverns would still have limited # of beds (an actual bed/cot/room built for each housing slot), as well as an actual recreational tavern area where players could interact, rp, drink, etc.


Lukepop
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Re: Tavern system and temporary Re spawn points.

Post by Lukepop » 03 Sep 2014, 21:19

+1

good idea!
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Link to Tirmani thread:
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En_Dotter
 
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Re: Tavern system and temporary Re spawn points.

Post by En_Dotter » 04 Sep 2014, 07:11

What those 2 guys before me said.
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Tantal
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Re: Tavern system and temporary Re spawn points.

Post by Tantal » 04 Sep 2014, 07:25

+1

do it, just do it :Yahoo!: :Bravo:
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Heinrich_von_Leipa
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Re: Tavern system and temporary Re spawn points.

Post by Heinrich_von_Leipa » 04 Sep 2014, 12:44

+1 :Bravo:

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AussiePastor
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Re: Tavern system and temporary Re spawn points.

Post by AussiePastor » 04 Sep 2014, 13:14

Not only the Tavern, but an Abby/Church/Monastery.

That can be a place of refuge & healing.

As well as the above mention.

So +1 from me.
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Bond290
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Re: Tavern system and temporary Re spawn points.

Post by Bond290 » 04 Sep 2014, 16:00

+ 1 Awesome idea
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InnocentFarmer
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Re: Tavern system and temporary Re spawn points.

Post by InnocentFarmer » 04 Sep 2014, 17:47

+1


Jezbelle
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Re: Tavern system and temporary Re spawn points.

Post by Jezbelle » 04 Sep 2014, 18:26

If it wasn't already evident, tavern owners should be able to set their own rates. Therefore, multiple players can build taverns, and compete with one another for the lowest rate in a city. If you have good real-estate (meaning your city is next to a bunch of other economical hubs or war zones) you can charge higher prices. A little capitalism.

It would also be interesting to see this same idea (autonomous businesses) applied to other buildings, such as casinos, player-stocked markets, player-stocked stores, etc.


Lukepop
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Re: Tavern system and temporary Re spawn points.

Post by Lukepop » 04 Sep 2014, 21:12

AussiePadre wrote:Not only the Tavern, but an Abby/Church/Monastery.

That can be a place of refuge & healing.

As well as the above mention.

So +1 from me.


Or maybe just have the Monastery run a tavern!
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Link to Tirmani thread:
the-duchy-of-tirmani-t1291/

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RoboSenshi
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Re: Tavern system and temporary Re spawn points.

Post by RoboSenshi » 05 Sep 2014, 14:14

The people hath spoken bobik! Make it happen.

@Jez
All the things you said are already included in my suggestions. They are essential to make this tavern system work.

I'm not sure if religious buildings are already in game but if they are not the devs should really consider putting them in as well.


Jezbelle
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Re: Tavern system and temporary Re spawn points.

Post by Jezbelle » 05 Sep 2014, 16:44

All the things you said are already included in my suggestions. They are essential to make this tavern system work.


Well not explicitly, hehe. You wrote that taverns should offer food, armor, etc., which is fine, but I really think that these goods should also be offered also by specialized, unique structures (not tavern-shaped structures), like marketplaces or armories, that work the same way that you have proposed. These new buildings would obviously have a different aesthetic design more suited to their individual uses. Ie. a market would consist of stands and stalls. This would help make cities in life is feudal look a little more diversified.


LordWiese
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Re: Tavern system and temporary Re spawn points.

Post by LordWiese » 05 Sep 2014, 19:42

Best idea I've seen on this forum all month, I'm for it!


Lukepop
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Re: Tavern system and temporary Re spawn points.

Post by Lukepop » 05 Sep 2014, 21:48

No, A tavern keeper would sell you food and drink. Armour is abit much but eh. By food and Drink I mean meals, You would buy raw cooking ingredients from a market or trader of some kind
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Link to Tirmani thread:
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Heinrich_von_Leipa
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Re: Tavern system and temporary Re spawn points.

Post by Heinrich_von_Leipa » 05 Sep 2014, 23:12

Lukepop wrote:No, A tavern keeper would sell you food and drink. Armour is abit much but eh. By food and Drink I mean meals, You would buy raw cooking ingredients from a market or trader of some kind


Agreed! :)


Reese
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Re: Tavern system and temporary Re spawn points.

Post by Reese » 06 Sep 2014, 23:31

Sounds really nice! Hope it gets some attention. +1 :Bravo:

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AussiePastor
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Re: Tavern system and temporary Re spawn points.

Post by AussiePastor » 07 Sep 2014, 11:29

An Abby Keep!

For Heeling, Remedies, Meals, Mead & Sanctuary.

That is what I will be looking at creating.
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RoboSenshi
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Re: Tavern system and temporary Re spawn points.

Post by RoboSenshi » 07 Sep 2014, 14:29

Jezbelle wrote:
All the things you said are already included in my suggestions. They are essential to make this tavern system work.


Well not explicitly, hehe. You wrote that taverns should offer food, armor, etc., which is fine, but I really think that these goods should also be offered also by specialized, unique structures (not tavern-shaped structures), like marketplaces or armories, that work the same way that you have proposed. These new buildings would obviously have a different aesthetic design more suited to their individual uses. Ie. a market would consist of stands and stalls. This would help make cities in life is feudal look a little more diversified.


Oh I see. Yes that would work.

I wonder if the devs actually read these suggestions?


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Re: Tavern system and temporary Re spawn points.

Post by Seeker » 11 Sep 2014, 14:04

+1
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