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Messages - wildNothing

2
My idea would be to introduce levy collectors, just like in UW but with some changes. So if anyone farms on area controlled by a holding a small additional percentage goes to levy collector located INSIDE the holding. Progress indicator is shown ONLY locally when you look at the collector. Not on the map, not in the system. When collector is full, it goes live like a village (or whatever other mechanic you want to use). You can use any holding structure or even holding bindstone as a placeholder for levy (progress displayed just the same as village capture).

Land owner benefits:
1. If you are around you can actually see if people are farming on your land.
2. As a holding owner you have an advantage when it comes to taking the goods out of the levy.
3. You get additional goods from controlled land, even if someone else is farming there.

Can't think of anything easier to implement. All the mechanics and graphics are already in. Minor changes required only.
3
@Ub3rgames you must be aware that darkfall is a conquest game and with changes introduced by you there is no reason to conquest any more (outside of getting your first/base holding). I'm not saying these changes are good or bad, all I'm saying is that outcome is unfortunate (to say the least, as making endgame content pointless is kind of serious).

You have to make controlled lands give something to owner. In the past it was a bank in the area, teleportation chamber, additional city nodes. You have removed all three reasons:

1. Bank - with localization you have to go everywhere on a mount, return on a mount and guess what, mounts are portable banks now (mount inventory). So you don't need holdings to farm in remote locations any more.
2. teleportation chamber - instant travel got removed.
3. additional city nodes - you changed city nodes to no longer have one shared pool of resources - now there are as many resource pools as players gathering. So there is no reason to get more city nodes, you just place everyone and their alts at a holding you already own.

Only thing left are mines, but what if you have all three types of them (3 holdings)? The end?

@Ub3rgames what did you think would motivate players to conquer in DND? Is there any reason to conquer now?

If you guys have any ideas, let's discuss them here, if you don't mind.
4
Does it really matter if you can teleport your stuff all over the world?
Mate, you just want global banking.
You cant just focus on one part of my post. I want to be able to walk up to any market in the game and buy a fucking bag and go about my business. When I'm done playing for the night put my extra shit on the market and have it actually fucking sell.  This basic game feature was promised to everyone during indev.

it seems to me like you're saying working markets will hurt the game. What does it matter whether the items I buy come from a clan mate clear across the map or some other person clear across the map?
I agree with you that working markets would be a great addition. But I don't like your solution to the problem. It introduces functionality similar to global banking. That's all I'm saying.

I thought about some solution preventing abuse of global markets (turning them into a way to move goods) but can't come up with anything. Immediate buying you could counter with items appearing on the market with random delay of few hours. But what if someone places items with some stupid prices simply for his alt/clanmate to buy them on the other side of the world (gold returns to his bank)? He has just teleported these items for a fee. I don't know. Maybe it's not a big deal. I just feel that the moment we move from localized world we won't stop moving towards old "everything global" darkfall. Maybe cost based on distance should rise very fast?

I feel you though that markets feel like another tedium instead of a useful tool that improves qol. Almost noone (maybe even simply noone) is transporting goods so I guess this idea of local markets might indeed have no place in darkfall. I don't know. It would be good to hear what  @Ub3rgames have/has to say on the topic.
6
Does it really matter if you can teleport your stuff all over the world?
Mate, you just want global banking.
7
Pride parade. Guys, stop waving your rainbow flags - I do not care - this is a game forum FFS.
8
Oh well, wildnothing realized LB is not for him after all, sooner or later all come around in one way or another.
You are wrong, I like and support Local Banking. But I can see a flaw within a system so I ask for it to be addressed and try to help with a solution. You presented the same flaw and asked immediately for removal of local banking. Don't throw the baby out with the bathwater.
9
@SomeBK your first suggestion of introducing global markets (even with fee dependent on distance) immediately removes idea of local banking from the game. Because people could use markets to teleport stuff for a fee (your friend/alt puts stuff on market in the other part of the world, you immediately buy it - done). Your other idea of creating regional banks with watchtowers makes little sense because of it. Why would you invest time and resources into watch towers if you can teleport your stuff all over the world with usage of global markets?
Combine it with 10km radius that allows to port your naked char to a holding or a house and we have functional instant travel mechanic with a way described above for your stuff to follow you.

Outcome? - the 1% end up controlling more than they would without a way to port them and their stuff.
10
But you have all of this and more (instant travel) in RoA, You don't even need to build watch towers. Why are you here and not there mate? Sincere question. Same question to @Brown Dorf
11
I guess many have already experienced how bad it feels if you need to move your whole bank. I've done it two times and this is the worst experience this game has to offer. Some suggest to get rid of local banking because of it. I disagree though. The move itself is the problem, not local banking as a concept.

@Ub3rgames All we need to remove this huge tedium is an option to move ALL from your bank in one location, to other location. For a huge fee there should be a service to move your stuff this way. Only three restrictions - you have to move all or nothing, fee needs to be huge and there needs to be a long ass cooldown (of a month for example, maybe two) before you can use the feature again. This option could be offered in NPC capitals, if we want to mix it with race wars concept (as a bonus for staying blue), or at every bank, I'm not sure about that.

Just came up with the idea, wouldn't be surprised if it's full of holes. What do you guys think?

EDIT: But for this mechanic to act as a tool to remove tedium and not just to allow some fuckery (items teleportation once a month x number of players/alts) there has to be a way for this mechanic to recognize which bank is your main. And only this bank you should be allowed to move. Not sure how to make the distinction, but I guess there are ways. For example allow only one bank per player with normal (current) item threshold and only this one you would be able to move with usage of suggested mechanic. Wait, shit, altfall would still allow to teleport whatever once a month anyways. So.. Maybe 1M fee?
12
@Eilistraee

I like your idea to make r60+ weapons (and armors?) require quite a lot of gold to craft.

I disagree though when it comes to global banking. But you are right when you explain how bad it feels if you need to move your whole bank. I've done it two times and this is the worst experience this game has to offer. This is the problem - the move, not local banking in itself. All we need to fix this is an option to move ALL from your bank in one location, to other location. For a huge fee there should be a service to move your stuff this way. Only three restrictions - you have to move all or nothing, fee needs to be huge, and there needs to be a long ass cooldown (of a month for example). Actually I will make a suggestion out of it.
13
I'm not a good example as I usually just wait for pvp. There are people though who enjoy pvp only in small dosage. There are people that play the game for different reasons than pvp. Some enjoy pve, some enjoy diplomacy, some trading. Some enjoy balance between all of these activities. All of these other activities are not finished, that's true.

But to discard all that was promised and supported by community only because you guys want to participate immediately in anything your clan is doing no matter the location is crazy talk. I'm aware how used up this phrase is, but really, you should try RoA. I don't understand at this point why aren't you guys already there? I'm not joking or being a dick. Can you explain this to me? There is a darkfall that gives exactly what you want - global banks, you can teleport everywhere you want, join your buddies wherever they are in a heartbeat, play for an hour a day. Why are you here and not there guys?
14
Suggestions / Re: Siege mechanic change.
1 minute is a long ass time. This might make it simply impossible to siege holding with active defenders.
15
It is obvious the game has serious flaws. I am one of many that are pointing them out. But if you perceive anything that is not allowing you to enjoy darkfall in 1h a day a flaw you are not really pointing out flaws in the game, you are simply admitting that you have not enough time for a heavy localized mmorpg game. And this is what DND is. And was supposed to be from the start. Don't act surprised now.

Most of us supported this kind of game. That's why we are here, and not on NA server playing RoA.
How long a day do you play and what's your daily in game "routine"?
I play a lot. Or rather spend a lot of time in front of the computer doing stuff, while logged in to DND. So I just join when there is action of any sort. I do realize it's hard to enjoy the game if every next day you have only an hour to play. Only thing that could change that is instant travel. And instant travel destroys all we agreed on by supporting DND and not RoA.