Housing Thoughts


  • TF#1 - WHISPERER

    @OlivePit

    I am not sure why you continue to push against new ideas or inferring you know exactly what the devs thought process is. The game is still in Alpha, this is the time to push new ideas and hope they stick. Should I remind you of your post you flip-flopped on regarding the auto-run key that came to fruition? I think it would be great to give a Governor more leeway in taxation. It could cause an uprising, perhaps a seige, a tea party.

    @spoletta I disagree. I see city and rural. That's it. I would like to see small clusters of housing in random spots, near mob zones, high traffic areas etc.


  • Moderator

    There's nothing stopping adding additional (small) residential areas here and there.

    As I said and as shown in the screens by Olive though, we already have some areas which are very far from the city.

    I disagree on having housing spots near mob zones. Remember that an house is a safe spot, so it could prove very troublesome.


  • Content Creator

    @spoletta I second this!

    I think housing spots near popular mob spawns will just promote mob camping mentalities. Housing should be in relatively safe zones, not mob areas. Closer to towns, or at least within a town's overarching sphere of control makes more sense. Sure, you might have a few hartier souls wanting to be a little out on the edges of controlled lands, but let's not settle in the wilds.

    I also agree with Olive Pit's assessment on taxation and how they are doing it now makes a whole lot more sense. Let the game set the tax rate for residential areas and the Governor can set things inside city limits, as well as setting up the access levels for city sponsored crafting venues.


  • TF#11 - PROCONSUL

    3rded no housing near mobs. Wont be long before no one but those with that housing will be able to farm there. And besides, eventually people will outgrow certain mob areas


  • TF#1 - WHISPERER

    @spoletta Your last point is a good one. Housing is a safe spot which could pose problems for people fighting mobs near their house.


  • TF#10 - CONSUL

    myr_pve_zones dnager zones.jpg

    The areas circled in light blue are houses that are a stones throw from mobs.
    The very effective and active group criminal hype dominated the far eastern ogre camp as easily as they did likely to the very close proximity to the town and houses. This allowed them to farm the mobs almost continuously giving them an excellent source of bear meat (for paying town upkeep), gold coins, and blood iron ingots. With this advantage they were the only group who were able to test all of the summon able world bosses, make multiple raids on towns testing the siege mechanics, and enchant their equipment to the highest allowed by the towns tech levels available in the test.

    There are other places where similar benefits exist and in the case of the Arena of Olyssa you can practically fight mobs while standing in your house. (and be killed by them) or Snipe other players who are hunting mobs there from the safety of your home creating a gankers wet dream.

    The fact that in this post they labeled large areas with "TBD" greatly implies that they intend on having mobs spawn even in those areas which are even closer to housing. This is backed by the fact that the western coast "TBD" area is already populated by sea trolls.

    How this will effect the game balance is partially speculative, partially based on past trends (criminal hype guild).

    If the human housing options are concentrated that reduces the area of exposure/access to mobs and allows for larger areas of higher mob activity. If the human housing options are heavily dispersed all over the map that creates much more potential overlap/exposure/access to mobs which might necessitate reducing the overall mob presence to only the hot spots which would create higher density of player activity in specific areas which would further encourage pvp and ganking.
    Having areas of high concentration mobs also reduces the area that can be given to resources like stone and ore. A specific example is Bandit Camp #1 which used to be a zone of high stone saturation with some copper but was entirely replaced by the high density bandit camp. This greatly reduced the stone available to the two towns right next to the camp which slowed their construction significantly.

    Doing one thing will cause effects in other things. Some of these effects we know from past tests, some we do not. The general idea of having isolated houses is cool, but will cause other consequences, like the reduction and concentration of mobs which will increase factors favorable to pvp and ganking.

    Overall I think it can be agreed that people do not want too many mobs around their houses or their mining areas. As such 7448b06c-32bb-40ab-aaa6-04bd8721949d-image.png

    are much more player friendly than other options. Not only does it allow players to mine and smelt faster and safer, but it increases the cost of PVP and ganking in the area making them less likely to happen.

    While situations like this: 8db4721c-ef29-4a27-b07d-997738376f6d-image.png

    Are just ingredients for guaranteed PVP and Ganking, not to mention kill stealing and sniping. (of the summoned world boss)

    Would be cool to get @Prometheus 's take on this feed too !


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