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Topic: Trade Routes (Read 936 times) previous topic - next topic

Re: Trade Routes
Reply #15
Should have asked a GM before the run.  Right now they have original DF loot tables and only pay out 20% of the gold.  GM stated they are slated for rework in the future.  1hr.....pffft, Orshak to Ummaq, 54 minutes,  Wolflands to Human 47 minutes.  I did over 180 runs in DF NA1
"Hi GM, is this content worth doing?"


hmmmmmm

Welcome to the Beta, lmfao.


This is DND, not any other iteration of DF. Everything is slower, and more local. It is the way it is.

Re: Trade Routes
Reply #16
the current "trade-routes" should be disabled any how. And just be replaced with the REAL - DND Trade-Routes

Land Trade-Routes

    Increase the amount of drop points that exists in the game.
    Add most of them to NPC cities but keep some wild trade posts.
    Remove the map timers and increase the frequency at which trade route missions can be activated by individual players.
    Let player decide when to start a trade route.
    Only a handful of routes active at the same time, changing every day.
    We may add increased predictability later on to help bandits.

Quote from: Ub3rgames
We will be taking the same concept as it was implemented and increase the amount of drop point that exist in the game. Most of these new trade posts will be in NPC cities. We will keep some wild trade posts, to offer some content to red players and add a random factor to how dangerous a drop off can be, but the general idea is to have safe pickup and drop off points.

We will also remove the map timers and increase the frequency at which trade route missions can be activated by individual players. Every day, a handful of routes will be randomly selected and players will be able to start them whenever they want.

The idea here is that we want to change a bit the gameplay. It used to be a last man standing then a long ride towards another last man standing. There was meaningful gameplay only at the two ends of the road, and not much in the middle.

By letting players decide when to start a trade route and having only a handful of routes for the day, it allows highway men to set up ambushes on the shortest path from pick up to drop off and hopefully provide meaningful content throughout the entire trip.

If the system doesn't work out as we hope, and that it turns out to be hard to predict the shortest path for highwaymen, we'll consider having some mid route checkpoints as well. This will give more predictable spots where trade route runners will pass through but the whole system will be more guided.

As long as this system will be an eventful ride and a fun activity to run or hunt for, then it will be doing its part for the game as a whole.


Naval - Trade Routes

    Inspired by Land trade routes.
    We will add special trade harbors in the world.
    In those harbors, there will be several docking spots, ships entering those spots will trigger the quest for trading.
    Loading and Unloading the cargo will be manually done by players.
    Pirate harbors will be added to make pirates worth stealing the cargo.
    Alongside our naval combat changes, this feature is designed with play and counter play in mind.

Quote from: Ub3rgames

Sea trade routes:

Daily content for ships is quite lacking. There are some PvE spawns, fishing and the occasional coastal siege, but there isn't anything that really motivates to go out there on a ship and travel with an objective in mind.

In order to remedy this, we've drawn up a concept for sea trade routes, looking at the already implemented land trade routes for inspiration. We will be adding special trade harbors in the world. Those harbors will be protected by racial guard towers and a captain that want to enter them will have to be of positive alignment.

In those harbors, there will be several docking spots and as the ship enters the zone, it will trigger the quest pop up as if the captain talked to an NPC. If the boat has a free strongbox slot, a trade route box will be equipped in it. The captain will be told the destination and its current cargo weight.

The loading and unloading of cargo is manual and crew members have to go from the ship to the warehouse to purchase a trade route bag and back to the ship overburdened. One strongbox slot can be filled by up to 50 trade route bag, and a trade route is validated only if a ship has at least 10 bags.

Once the ship leaves the harbor, it can be taken to its normal destination, or to a pirate harbor that is further away. This means that if the boat is captured by a red captain, it can still deliver its cargo someplace and provide a substantial reward. Note that if a ship is sunk, all its trade route bags are destroyed, so pirates will really have to board and capture the ship.

The manual loading and unloading of the cargo, in conjunction with the disabled state we'll add to ships, will give the defeated crew a chance at reclaiming their ship by coming back. Either to where it was disabled or by going to the pirate harbor where the bags could be traded in.

Ideally, this will mean that player will be able to sail their ship all day long and get a good mixture of action and rewards. And as a whole, both trade route systems should get players traveling the world and its roads. But what about those that don't want to travel to unknown destinations or don't have the capital yet to invest in trade route bags?

- Actually there is no point to do these arctifical shit of half thought and bad implemented "feature" from the old team aventurine.



or they could take 5 minutes to make the rewards worth running it for, then spend 10 months on what you posted
ADD ME ON SNAPCHAT: PETIT_CHAT69

You should recomend the game to new players. It's never been in a better state

Re: Trade Routes
Reply #17
the current "trade-routes" should be disabled any how. And just be replaced with the REAL - DND Trade-Routes

Land Trade-Routes

    Increase the amount of drop points that exists in the game.
    Add most of them to NPC cities but keep some wild trade posts.
    Remove the map timers and increase the frequency at which trade route missions can be activated by individual players.
    Let player decide when to start a trade route.
    Only a handful of routes active at the same time, changing every day.
    We may add increased predictability later on to help bandits.

Quote from: Ub3rgames
We will be taking the same concept as it was implemented and increase the amount of drop point that exist in the game. Most of these new trade posts will be in NPC cities. We will keep some wild trade posts, to offer some content to red players and add a random factor to how dangerous a drop off can be, but the general idea is to have safe pickup and drop off points.

We will also remove the map timers and increase the frequency at which trade route missions can be activated by individual players. Every day, a handful of routes will be randomly selected and players will be able to start them whenever they want.

The idea here is that we want to change a bit the gameplay. It used to be a last man standing then a long ride towards another last man standing. There was meaningful gameplay only at the two ends of the road, and not much in the middle.

By letting players decide when to start a trade route and having only a handful of routes for the day, it allows highway men to set up ambushes on the shortest path from pick up to drop off and hopefully provide meaningful content throughout the entire trip.

If the system doesn't work out as we hope, and that it turns out to be hard to predict the shortest path for highwaymen, we'll consider having some mid route checkpoints as well. This will give more predictable spots where trade route runners will pass through but the whole system will be more guided.

As long as this system will be an eventful ride and a fun activity to run or hunt for, then it will be doing its part for the game as a whole.


Naval - Trade Routes

    Inspired by Land trade routes.
    We will add special trade harbors in the world.
    In those harbors, there will be several docking spots, ships entering those spots will trigger the quest for trading.
    Loading and Unloading the cargo will be manually done by players.
    Pirate harbors will be added to make pirates worth stealing the cargo.
    Alongside our naval combat changes, this feature is designed with play and counter play in mind.

Quote from: Ub3rgames

Sea trade routes:

Daily content for ships is quite lacking. There are some PvE spawns, fishing and the occasional coastal siege, but there isn't anything that really motivates to go out there on a ship and travel with an objective in mind.

In order to remedy this, we've drawn up a concept for sea trade routes, looking at the already implemented land trade routes for inspiration. We will be adding special trade harbors in the world. Those harbors will be protected by racial guard towers and a captain that want to enter them will have to be of positive alignment.

In those harbors, there will be several docking spots and as the ship enters the zone, it will trigger the quest pop up as if the captain talked to an NPC. If the boat has a free strongbox slot, a trade route box will be equipped in it. The captain will be told the destination and its current cargo weight.

The loading and unloading of cargo is manual and crew members have to go from the ship to the warehouse to purchase a trade route bag and back to the ship overburdened. One strongbox slot can be filled by up to 50 trade route bag, and a trade route is validated only if a ship has at least 10 bags.

Once the ship leaves the harbor, it can be taken to its normal destination, or to a pirate harbor that is further away. This means that if the boat is captured by a red captain, it can still deliver its cargo someplace and provide a substantial reward. Note that if a ship is sunk, all its trade route bags are destroyed, so pirates will really have to board and capture the ship.

The manual loading and unloading of the cargo, in conjunction with the disabled state we'll add to ships, will give the defeated crew a chance at reclaiming their ship by coming back. Either to where it was disabled or by going to the pirate harbor where the bags could be traded in.

Ideally, this will mean that player will be able to sail their ship all day long and get a good mixture of action and rewards. And as a whole, both trade route systems should get players traveling the world and its roads. But what about those that don't want to travel to unknown destinations or don't have the capital yet to invest in trade route bags?

- Actually there is no point to do these arctifical shit of half thought and bad implemented "feature" from the old team aventurine.



or they could take 5 minutes to make the rewards worth running it for, then spend 10 months on what you posted

No it totally makes sense to spend hundreds of hours in dev time to make something completely new instead of changing some xml values.


Still waiting on that response to my questions @ub3rgames .

Re: Trade Routes
Reply #18
ya i love how they just left them in the game to be fucking worthless
EPOCH

Re: Trade Routes
Reply #19
ya i love how they just left them in the game to be fucking worthless
hey atleast they removed sea towers out of fear of ppl getting loot from them, instead of changing some xmls, while the economy is already fucked anyways

and those were better than traderoutes too...
ADD ME ON SNAPCHAT: PETIT_CHAT69

You should recomend the game to new players. It's never been in a better state

Re: Trade Routes
Reply #20

hey atleast they removed sea towers out of fear of ppl getting loot from them, instead of changing some xmls, while the economy is already fucked anyways

and those were better than traderoutes too...

shame cos actually had a lot of fun camping the exit/running the trade route in DF1. was always worth it as well when you wagered 20k you would get a lot
EPOCH

Re: Trade Routes
Reply #21
Unless the wager was changed late game, the max was a 5k ante.  I wasnt around for DF1's server death, got stationed to Japan, ping went to 230-270 until I moved to my apartment and back to 180ish but by that time DF1 was gone and UW announced.

Re: Trade Routes
Reply #22
get trade routed

Re: Trade Routes
Reply #23
The game with local banking doesnt need this placeholder mechanics, just remove the old trade routes and implement roads.

  • Niburu
  • [*][*][*][*][*]
Re: Trade Routes
Reply #24
They should disable them like sea towers or atleast remove the global message until they are worth it.
Darkfall is the best experience on PC with my pants not unzipped.

Re: Trade Routes
Reply #25
ASAP patch 1.0 (50% of it) took 6 weeks... Asap trade routes fix will take 3-6 months.

Re: Trade Routes
Reply #26
Look we've got a math guru here.

  • Niburu
  • [*][*][*][*][*]
Re: Trade Routes
Reply #27
ASAP patch 1.0 (50% of it) took 6 weeks... Asap trade routes fix will take 3-6 months.

Why do you ignore the fact they said they wont do any gameplay shit after the first month ? Why are you such a whiny bitch ?
Darkfall is the best experience on PC with my pants not unzipped.

Re: Trade Routes
Reply #28
ASAP patch 1.0 (50% of it) took 6 weeks... Asap trade routes fix will take 3-6 months.

Why do you ignore the fact they said they wont do any gameplay shit after the first month ? Why are you such a whiny bitch ?

When this game will die in next month I'll ask you once again if you are still a fanboy or dumbass.

  • Niburu
  • [*][*][*][*][*]
Re: Trade Routes
Reply #29
ASAP patch 1.0 (50% of it) took 6 weeks... Asap trade routes fix will take 3-6 months.

Why do you ignore the fact they said they wont do any gameplay shit after the first month ? Why are you such a whiny bitch ?

When this game will die in next month I'll ask you once again if you are still a fanboy or dumbass.

Fanboy
Darkfall is the best experience on PC with my pants not unzipped.