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.pngAs 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.pnghttps://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