Time for another post no one will read. I did this before, but since TC is soooo far off, let me clear my throat.
It is my belief that free placement TC will inevitably turn into AIDS, not simply territory control, but using the things to block something, building very close to someone else to grief them, or just massive redundancy (like 5 houses in a row w/ a butcher table cuz it's a good farm spot.)
It is also my belief that a free placement system will be MORE BUGGY, MORE UGG-LY, etc, and is probably using a ton of resources and pushing the date for implementation further and further back.
Keeping that in mind: let us turn our attention to POINTS OF INTEREST. They are INTERESTING, kind of, right? The more complicated ones are, definitely. SV has proven they can drop that stuff all day long. I imagine the plan is for those things to go when TC is implemented, but knowing SV... well, you never know?
Let us combine these two ideas, then! Although free placement is the sandbox ideal (like pvp everywhere is the sandbox ideal, but ends up with the deployment of clusters of guards,) I was wondering if a more structured system would suit the world of nave. Sure, I don't know all of the details. I definitely could think more on it (and have a little,) but this is just a concept.
People want their own house, and that's cool. They can have that now. It would be nice if multiple houses/strongholds would form into a kind of 'pre set structure' and expand as more things are placed. Want to place something that is not there? Gotta place it a certain distance away OR poly with the people OR siege them. That's a simple enough idea.
Now, we move on to farms, outposts, the kind of things people would build a house or TC structures to place. I definitely think if farming becomes a thing, it should be limited to what you can farm where, but I also feel like it would be nice to have default places for the community to shape as outposts, farms, orchards... and they would require upkeep, could be razed, would last for x amount of time before the 'crop' could be changed. Kind of like interactive PoIs... because if you played MO, you know that people are gonna place certain things certain places regardless. Wouldn't it be smarter to just have something there and let people shape it, whether it's guarded, who is black listed... e t c. Obviously, just expand on that all the way out. If you don't see what I'm sayin' by now, I guess I could go on (assuming anyone responds to my thread.)
I feel that this (as well as I believe we should have the ability to shape NPC towns a lot, too!) would make MO into a more functional, beautiful, world-like game without taking away from any of the finer aspects of "TC."
I'm not saying remove houses or whatever, but rather, focus on building it as this. This is one of my 'ultimate sandbox' theories that will be in "THE GOOD SANDBOX THAT ACTUALLY LASTS AND ISN'T A MOBILE PHONE QUALITY GAME." haha.
To give an example, people want to butcher on the beach in Jungle. Houses and houses and houses. Safety, too. If there were out post places, they could be developed, and imagine you develop an outpost and you slap down a guard (I'd def severely limit the guards, but let's say you get a normal guard or two.) Then, you put it on only my friends and guildies can access it. You maybe put some 'food' there to enhance the turtle spawn. Maybe plant some muse fruit trees or palm fruits, sea dew?
Then, what happens when someone comes in? They gotta sneak around the guards, kill the guards, or get on the white list.
This is opposed to house after house of butcher tables and bow crafting stations where people go and shut themselves in. Such TC wow.
This idea is actually LESS COMPLEX (I'd say?) to implement than a massive free placement TC system, and it could evolve over time. People could place all kinds of things there, or, like I said, raze the spot, destroy the butcher table, whatever.
I am almost positive that this would enhance the game, have fewer people getting griefed out, and make it seem more like a society/world... while still allowing the amenities of TC. Also, they could make them all by default lawless zones in the area, so that the player(s) who claimed them could decide the law.
You might say BUT I WANT A HOUSE ON THE BEACH WITH A BUTCHER TABLE!! I think there is still room for that, but just... not as much. If it's not a cluster-village, then make it so you have to place it a certain distance away.
I understand that this is probably mind blowing and instant rejection to a lot of people, but really consider it. Consider in the end which would actually allow more freedom, and also consider that function is important, but beauty/immersion is equally if not more important. I could go around the map and take screenshots of places that are just disgusting with TC already and there isn't 'true TC' yet. It would also give SV a much easier path (imo,) and if at some point, people became dissatisfied with the idea, they could always drop a thoughtful, more balanced free placement system. This would at least get something that is complex and balanced out much faster.
It is my belief that free placement TC will inevitably turn into AIDS, not simply territory control, but using the things to block something, building very close to someone else to grief them, or just massive redundancy (like 5 houses in a row w/ a butcher table cuz it's a good farm spot.)
It is also my belief that a free placement system will be MORE BUGGY, MORE UGG-LY, etc, and is probably using a ton of resources and pushing the date for implementation further and further back.
Keeping that in mind: let us turn our attention to POINTS OF INTEREST. They are INTERESTING, kind of, right? The more complicated ones are, definitely. SV has proven they can drop that stuff all day long. I imagine the plan is for those things to go when TC is implemented, but knowing SV... well, you never know?
Let us combine these two ideas, then! Although free placement is the sandbox ideal (like pvp everywhere is the sandbox ideal, but ends up with the deployment of clusters of guards,) I was wondering if a more structured system would suit the world of nave. Sure, I don't know all of the details. I definitely could think more on it (and have a little,) but this is just a concept.
People want their own house, and that's cool. They can have that now. It would be nice if multiple houses/strongholds would form into a kind of 'pre set structure' and expand as more things are placed. Want to place something that is not there? Gotta place it a certain distance away OR poly with the people OR siege them. That's a simple enough idea.
Now, we move on to farms, outposts, the kind of things people would build a house or TC structures to place. I definitely think if farming becomes a thing, it should be limited to what you can farm where, but I also feel like it would be nice to have default places for the community to shape as outposts, farms, orchards... and they would require upkeep, could be razed, would last for x amount of time before the 'crop' could be changed. Kind of like interactive PoIs... because if you played MO, you know that people are gonna place certain things certain places regardless. Wouldn't it be smarter to just have something there and let people shape it, whether it's guarded, who is black listed... e t c. Obviously, just expand on that all the way out. If you don't see what I'm sayin' by now, I guess I could go on (assuming anyone responds to my thread.)
I feel that this (as well as I believe we should have the ability to shape NPC towns a lot, too!) would make MO into a more functional, beautiful, world-like game without taking away from any of the finer aspects of "TC."
I'm not saying remove houses or whatever, but rather, focus on building it as this. This is one of my 'ultimate sandbox' theories that will be in "THE GOOD SANDBOX THAT ACTUALLY LASTS AND ISN'T A MOBILE PHONE QUALITY GAME." haha.
To give an example, people want to butcher on the beach in Jungle. Houses and houses and houses. Safety, too. If there were out post places, they could be developed, and imagine you develop an outpost and you slap down a guard (I'd def severely limit the guards, but let's say you get a normal guard or two.) Then, you put it on only my friends and guildies can access it. You maybe put some 'food' there to enhance the turtle spawn. Maybe plant some muse fruit trees or palm fruits, sea dew?
Then, what happens when someone comes in? They gotta sneak around the guards, kill the guards, or get on the white list.
This is opposed to house after house of butcher tables and bow crafting stations where people go and shut themselves in. Such TC wow.
This idea is actually LESS COMPLEX (I'd say?) to implement than a massive free placement TC system, and it could evolve over time. People could place all kinds of things there, or, like I said, raze the spot, destroy the butcher table, whatever.
I am almost positive that this would enhance the game, have fewer people getting griefed out, and make it seem more like a society/world... while still allowing the amenities of TC. Also, they could make them all by default lawless zones in the area, so that the player(s) who claimed them could decide the law.
You might say BUT I WANT A HOUSE ON THE BEACH WITH A BUTCHER TABLE!! I think there is still room for that, but just... not as much. If it's not a cluster-village, then make it so you have to place it a certain distance away.
I understand that this is probably mind blowing and instant rejection to a lot of people, but really consider it. Consider in the end which would actually allow more freedom, and also consider that function is important, but beauty/immersion is equally if not more important. I could go around the map and take screenshots of places that are just disgusting with TC already and there isn't 'true TC' yet. It would also give SV a much easier path (imo,) and if at some point, people became dissatisfied with the idea, they could always drop a thoughtful, more balanced free placement system. This would at least get something that is complex and balanced out much faster.