Skip to main content

Topic: 3 Small changes with big positive impacts (Read 129 times) previous topic - next topic

3 Small changes with big positive impacts
1* Re-introduce sea towers prematurely - change the capture mechanic to be the same as with villages, except for ship size determining the capture speed. The captain of a ship determines what clan is capturing it.

This would immediately give a weekly activity boost around the sea towers live time, and definitely increase the passive activity as well; more people would be farming mats for creating ships to contest the sea towers. This in turn, would add another relevant gold sink for ship mods and astrolabes.

Should be rather easy to implement through code re-usage?

2* Gold sinks and dynamic economy. Switch from a bartering economy back to a centralized currency economy (revolve value around gold again). Right now, the value of gold has been reduced quite a lot. Most clans are self-sufficient on resources, and therefore there is little need to trade raw materials on the marketplaces, as your clannies can just craft what you need for you. As a result, people don't ask for gold anymore for high end items like housing deeds, warhulks, ships etc. but rare materials instead - with little indicator as to what they're really worth.

What gold sinks can be introduced to make gold a necessity - and make rare (and regular) resources liquid assets again?

First of all, steadily draining liabilities for clans AND players, which trade off as a means to progress the game indefinitely - create this, and there will be a permanent need for gold, irrelevant of player character level or skill. One such feature could be the gradual decay of items (durability AND stats) - unless a gold fee is paid to maintain the equipment in a certain bank. To avoid irreversible damage to spare siege storages etc. players have to pay out to maintain their wealth. - In combination, a bank weight tax could also be added, to prevent hoarding of rare materials also. It should be cheaper to maintain crafted (and lighter) items in the bank than to pay for maintenance, but the more crafted items you have, the more frequent you will be taxed. This would also give an incentive to put items on the marketplace. Storing them in marketplaces for ridiculous prices shouldn't be possible either; some re-introduced listing tax should keep the market in balance, and prevent hyperinflation of regular armour.

Secondly, centralize the economy - saturate the location of goods to trading hubs which will ease the process of exchanges. This means first of all to reduce the amount of marketplaces in racial lands to the capital cities, and the one "racial outskirts" city that all factions have (i.e. chillbourne). Chaos cities can remain as they are. In addition, add an option to scan for goods on player vendors in villages (seperate tab in marketplaces).

3* Add weekly/monthly demi-god boss mobs with ridiculous difficulty and loot. Add "arena" open world dungeons which spawn boss mobs once a week/month, which has a short timeframe of a few hours to be killed. Small areas with little cover and a portal exit prevents players from cheesing the mob, and forces them to fight them heads-on (drop down tunnel entry that can't be climbed back up/out of spell range so the mob can't be killed outside aggro range). Simply a huge risk, with huge reward of rare crafting mats (some hundred thick leather, Q3 bone, fiend claws etc.). The mobs has some special abilities that prevents it from being melee-boxed for example, and other cool spells that makes it the most challenging PvE engagement in the game (maybe the MMO world? ;) ). Perhaps a side entry in the middle dungeon, with plenty of banks to restock from if people die. Tons of clusterfuck PvP in the area, increases centermap holding value, and is a sure activity booster.
  • Last Edit: August 01, 2018, 01:22:06 pm by Xipos

Re: 3 Small changes with big positive impacts
Reply #1
ad 1.
Spoiler (click to show/hide)

ad 2.
Spoiler (click to show/hide)

ad 3.
Spoiler (click to show/hide)
  • Last Edit: August 01, 2018, 03:03:13 pm by wildNothing

Re: 3 Small changes with big positive impacts
Reply #2
Sea towers would be a feature completely revolving around naval warfare, something which in general is rarely present in the game's sieges otherwise. It would create an economy and demand for ships. Regarding the travelling part, I don't think it's a big deal for people. Ample time to prepare if they want to participate. Then again, it gives a different value to distant holdings nobody else wants otherwise. It's a fun event, imo the most fun I usually had in DFO.

Re: 3 Small changes with big positive impacts
Reply #3
Sea towers would be a feature completely revolving around naval warfare, something which in general is rarely present in the game's sieges otherwise. It would create an economy and demand for ships. Regarding the travelling part, I don't think it's a big deal for people. Ample time to prepare if they want to participate. Then again, it gives a different value to distant holdings nobody else wants otherwise. It's a fun event, imo the most fun I usually had in DFO.
You want to create an economy and demand for ships? You want naval warfare in a sandbox game? Here is the answer:
https://forums.darkfallnewdawn.com/index.php/topic,9253.0.html
More sandboxy than you can wish for, definitely better than a predefined timer based event with fixed location.
  • Last Edit: August 01, 2018, 04:39:41 pm by wildNothing

Re: 3 Small changes with big positive impacts
Reply #4
This rare moment when you feel it's good the devs don't listen to player suggestions.
IGN: "Eilis Traee"
However, you have to take into account why we are introducing local banking.
In New Dawn, its main purpose is to be a convenience feature.
"Things just got worse."