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| | #3676 (permalink) |
| Registered User Join Date: Sep 2006
Posts: 752
| If housing is tied to character or guild progression in some way then you are on the right track. When it just a perk, a place you can go to get things you can get in a lot of other places it is just an add on. People want meaningful ways to progress their characters, make them individuals, to build them up with their choices. If guild or individual housing can work towards then it is something cool. Most of our current games are damn near 100% item centric and if you took any 2 of the same level characters, stripped them nekkid, they would be damn near identical. If housing were to create something meaningful that added to your character then you are heading the right way. |
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| | #3677 (permalink) |
| Slightly OP Join Date: Jun 2004
Posts: 1,115
+20 Internets | I like a lot of your ideas, although I think there is room for personal housing in addition to trade buildings. Going back to what I was saying earlier about the different instances you could choose to move in to, it would be interesting to see how player choices differed when it came to a shop rather than a personal home. Take a certain neighborhood that is known to have a high amount of traffic. It would obviously be an attractive place, but not only to you, but other crafters as well. Players would have to decide whether it was worth it to try to compete with these established shops or place their shop in a different neighborhood and try to promote it. If a player decided they didn't want to continue running their shop, they may find their space in the neighborhood is highly sought after by other potential shopkeepers. A whole new secondary market would arise for simply selling plots of land! Of course, the only way this would work would be to limit the auction house somehow (EQ2 did it by allowing players to drop the broker fee if they bought directly from a player, for example), but I'm not sure this is necessarily the best option. I'd have to think on it a bit to come up with alternatives. Either way, if you could get the people to come to your shop and make player-owned vendors attractive like they were back in the UO days, I think the idea of a player market is incredibly good. |
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| | #3678 (permalink) | |
| Electric Feel Join Date: Feb 2006
Posts: 352
+1 Internets | Quote:
I thought EQ2 did housing quite nicely. I think their biggest area for improvement was in overall city usage. There was one building for the cheap housing in each of the city areas, and usually a few expensive houses. Lots of dead/useless buildings (mind, this was in Qeynos/Freeport...it has improved since then). But the house was a place to store things, decorate, craft, utilize the market. It wasn't a true 'social' area - you didn't go there to talk to a friend, for instance. But it certainly was a nice part of the game - making for more things to do when not adventuring. That, IMHO, was key.
__________________ Traldan Administrator - VGTact.com Necromancer (EQ2) "Deep in the human unconscious is a pervasive need for a logical universe that makes sense. But the real universe is always one step beyond logic." -Frank Herbert last.fm Obama 08! | |
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| | #3679 (permalink) |
| Registered User Join Date: Aug 2002
Posts: 133
| Ive only played EQ2 with player housing, but from what I experienced it was adequate. Things I liked about it: Something to do in the off time instead of standing around by the bank. Gave meaning to all the items you make skilling up a trade skill. You could sell them on the AH or put them in your house. It appealed to the wife. It gave her something to do to help break her into the game. Created a niche sub culture of budding house design people. Some of the designs done in EQ2 were superb, the ingenuity of some people was astounding. The ability to put some quest rewards on mounts and put them in your house was fantastic. Give the ability to do it with most items/armour and Id love it. I hate getting rid of some of my "treasured" items, so instead they sit in my bank taking up space. I am a pack rat and proud of it. Having some items with a function is good. Im thinking here of the mat that ported you into the maj-dul instance. Guild housing? Im not really clued up as to what this would serve other then a place to hang trophies. If you could do things direct from the house, then sure a hub is a good thing, but tbh I would hate for my gaming experience to be "log in > guild house > port to instance > log off". With the rise in popularity of guild banks, I think the need for a guild house is rapidly declining. Give each "boss mob" a house item that everyone can loot, and they can stick their epeen items up in their own house if they so wish. |
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| | #3680 (permalink) |
| Registered User Join Date: Sep 2006
Posts: 340
+47 Internets | I have always loved the thought of guilds having houses, upgradeable to keeps and stuff, that could be sieged against from warring guilds. I also thought that a guild being able to 'show off' accomplishments such as hanging Boss mob trophies for public display was very cool. Also having a tabard or some marking on the guild house that progressed with a guilds level, maybe even the building architecture would be fun and very cool. |
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| | #3681 (permalink) | |
| Forum Janitor Join Date: May 2002 Location: Detroit
Posts: 8,216
+12 Internets | Quote:
2. Have non-instanced and difficult to get halls for guilds. 3. Make guild-halls give rewards based upon the method of which those upgrades are gained. 4. If a guild gained guild hall upgrades through PVE Raiding, give them bonuses for PVE raiding. 5. If a guild gained a guild hall upgrades through PVPing, give them bonuses for PVP. 6. Make it possible for a guild to be elite and gain a guild hall by being elite, either through dominating a bunch of other guilds or by progressing far in PVE content. 7. Make it also possible for a guild to just be able to raise ridiculous amounts of money and buy their own guild hall ala Shadowbane. 8. Make PVP-based guild halls able to be attacked somehow, while PVE-based guild halls are not. 9. Base the PVP-boost guild hall's ability based upon the number of other guildhalls that guild has taken over, as well as the length of time that guild hall has been held. I would like to see guild halls take the form of a home for a guild, a presentation of their prowess, and a boon to the ability of the guild. Or, you could just take the easy route and make guild halls another money sink, forcing my ass to stop PVPing and go kill elves just so I can PVP. Last edited by Tuco : 04-29-2008 at 07:38 AM. | |
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| | #3682 (permalink) |
| FoH Thriller Join Date: Mar 2002 Location: Cambridge, MA
Posts: 1,854
+38 Internets | It would be cool to enslave NPCs to guard/populate your guild's building. That way it can help fend off attackers while most of the guild is away from the building or logged out sleeping.
__________________ A dog is not considered a good dog because he is a good barker. A man is not considered a good man because he is a good talker. |
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| | #3683 (permalink) |
| Forum Janitor Join Date: May 2002 Location: Detroit
Posts: 8,216
+12 Internets | Slavery would be quite possibly the best MMO feature I've seen. Tyen could build a city with his guild mates, then as the city grows it has an NPC population living there. Then Tyen talks shit to me on the forums and I come down with my brethern and pillage his city, taking his NPC population as slaves. Sell some of them, and force the others to work as guards, mercenaries, farmers etc. Shit that would work great in AoC. |
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| | #3684 (permalink) |
| Registered User Join Date: Sep 2006
Posts: 752
| That kind of brings in the guild as an institution rather than a social convenience. I would love to have guilds and guild halls be more meaningful, be the holders of the power. For instance, if you have to get keyed that is something that comes from the guild. If the guild is keyed then you are keyed, if you leave the guild then you lose that key. Being a member gives a lot of perks rather than just the ability to raid the content the guild is up to. You get better prices in some places and perhaps worse ones in others due to the guilds 'faction'. Hell, perhaps choosing a guild becomes a very important choice because you get that political faction from it that influences everything from where you raid to who is trying to kill you. You start tying stuff like that in with guild halls and then you have something meaningful. |
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| | #3685 (permalink) |
| Fires of Heaven Combine Server Member Join Date: Dec 2003 Location: TN
Posts: 367
+4 Internets | I'd suggest as an addendum to player housing have gambling in the game world. Casinos perhaps where you could actually play with other players in game, with either games specific to your world, or real world betting games. Let players be able to host these games in their own in game homes as well, and gamble on the in game currency in whatever amounts they want to. When you factor in the secondary market, you could take a pretty decent chunk of business from onlike betting sites if the games were fun and people actually enjoyed whatever form of gambling you wanted to institute. |
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| | #3686 (permalink) | |
| Registered User Join Date: Aug 2006
Posts: 184
| Quote:
__________________ Calaglin, Illusionist of Confirmed on Unrest in Everquest2 | |
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| | #3687 (permalink) |
| Fires of Heaven Combine Server Member Join Date: Dec 2003 Location: TN
Posts: 367
+4 Internets | really? because according to every EULA in existence the data has no real world value whatsoever and is the sole property of the company that makes the game. If you're betting real money, it would be illegal. Legally speaking though, WoW currency does not have any value. Games of chance are only illegal if they involve wagering currency. |
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| | #3689 (permalink) |
| Registered User Join Date: May 2004
Posts: 21
| I’ve never liked player housing in MMO’s, I’ve always felt it was pointless fluff that appealed mostly to female gamers. But Guild keeps have potential, and depending on what rule set the server has they should offer varied benefits. Although, more than the benefits, a Guild Keep should represent the guild and its roster. If a guild has a certain amount of clerics at max level, the Keep should have a minor chapel on the grounds with the ability to resurrect and summon a PC corpse. If enough Wizards in the guild, the Keep would have an arcane tower, with portals inside to all major cities and so on with the rest of the classes. Raid caps would mean that no guild would be able to get all the special buildings just from those in the raid roster. To get all, the guild would have to make up the numbers with friends and family, who have no interest in raiding, or alt characters. Keeps have to be in the world as well, not glossed over in instances where no one will ever see them. They should be a big bill board advertisement for guilds, situated in levelling zones, giving benefit and added resources for new players questing through the area. Insignias used in Guild tabards should be incorporated into large banners to throw across the walls, and on flags flapping above the walls. Trophies should be on display from guild accomplishments, as you progress through PVE raid tiers your keep vendors get special items to sell not available anywhere else in the world to help fund raiding progress. I also think hiring NPC’s would be cool too, to put on main doors, or patrolling above the walls, just to help defend the Guild Keep during off peak hours if on a PVP server. Could possibly associate the defending NPC’s with the PVP accomplishments of the guild players, how high they are in the rankings, or how many confirmed kills they have combined. Keeps have huge potential, not even started on the pokemon pets segment...
__________________ "I may not have gone where I intended to go, but I think I may have ended up where I intended to be." Douglas Adams. Last edited by Blitzspear : 04-29-2008 at 12:16 PM. |
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| | #3690 (permalink) | |
| Sly. Join Date: Mar 2002 Location: Florida
Posts: 591
+4 Internets | Quote:
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