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All posts created by Flari-Merchant

Flari-Merchant
Iterating on Premium Housing, perhaps there could eventually be as many as three(or more) levels of premium housing. Each larger and more loaded with benefits. Like "House", "Town House" and "Villa"(or any designations you like better).

Buying a "placement Plot" could require a fee and maybe a regular upkeep coin tax to be paid directly to Settlement Upkeep (or better yet a desperately needed coin sink).

Bigger House means more plot space and higher taxes. Maintenance tax helps houses F-f-f-fade away if not maintained by active accounts, opening opportunities for "desire and hope" that more players can place housing if there is limited space. House Deed returns to Owner's vault if not maintained.

Increase (even further) desire to own housing by allowing the largest to have a resource node that can only be accessed by the owner. Keep it minimal with like an output of only 1 material and one piece per level of quality. As few as five pieces of Foxfire plant per day are not going to wreck any economies if they are only possible through owning a "Villa". The space for Villas is limited.

Edit: And even better. Please have Small Holdings return to owner's vaults if the door is not touched once every seven days.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
@ Bob

Edam first brought up separate containers for sorting and even an extra vault available through a player's house. What about melding that into multiple "vaults" that are actually intended as "containers" and bonus to you if they could be labeled?

So I mean a number of extra vaults that come with a premium house and can be used to sort/store the myriad things that we all have on hand and lumped in very crowded existing vaults.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
@ Bob

Would you need to change up the original DI Plan layout if all of its parts were working? I am thinking of the "Effort" bonus to Holding output.

What I mean is we do not have that Effort Bonus factor nor do we have a realistic Settlement population in any of the current Settlements…
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Decius
Bringslite-Dominion Soldier
Decius
Having a building (the keep?) provide global support but no training is one way. But also allowing buildings to support any training they can provide, even if the keep isn't max level, provides a strictly not less interesting dynamic. Especially if +5 keeps are much more expensive to maintain and just about everyone is happy with the support they get from +3 keeps except specialists.
Isn't that exactly the kind of entanglement/mess that they do not want to have to deal with? Feat lines that would train you except you need this or that feat at a certain level to train it but your other building hasn't got the training high enough to support your prereq?
No feats have prerequisite feats not trained at the same trainer, unless I'm mistaken. If there is, that should be fixed.

Ability scores and achievements should be maintained even if you don't have support.
Looking around I see that you may be correct in that at least the large "combine buildings" might just cover all that is needed in any particular feat line for pre reqs.
You definitely can't expect to deviate much from narrow, straight roles without many more buildings than you can probably support at home.
So much for unique builds…
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Bob
Bringslite-Dominion Soldier
I suggest that you consider placing overall support level in the hands of one building such as the keep and include a number of other criteria such as number of bannered holdings or upkeep costs of some type.

That's an interesting way to do it, though we might want to put some additional pre-requisites on upgrading the keep so that you can't just upgrade that to +5 and ignore the rest of the structures. Perhaps you'd have to have a certain amount of DI banked in other structures before upgrading to each plus.
That Sir, is a cost/benefit analysis I leave to you and your team. smile

Not that I think the cost of upgrading and maintaining a +5 Keep is all that small.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Decius
Having a building (the keep?) provide global support but no training is one way. But also allowing buildings to support any training they can provide, even if the keep isn't max level, provides a strictly not less interesting dynamic. Especially if +5 keeps are much more expensive to maintain and just about everyone is happy with the support they get from +3 keeps except specialists.
Isn't that exactly the kind of entanglement/mess that they do not want to have to deal with? Feat lines that would train you except you need this or that feat at a certain level to train it but your other building hasn't got the training high enough to support your prereq?
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
You are a Troll
Any plan in implementing player choice in settlement layouts as was originally planned?
It would actually be nice to see something different in shape of layout and stuff in player Settlements! smile
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
I suggest that you consider placing overall support level in the hands of one building such as the keep and include a number of other criteria such as number of bannered holdings or upkeep costs of some type.

Place training level limits at the other buildings' upgrade level. Each can be different or what the settlement can afford and focuses on.

Allow us to (eventually) be able to charge for training permissions while at the same time lowering the barriers (a bit) that restrict sovereign max support levels. Make us deal with each other over trainable skills rather than ability to reach maximum potential.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
@ Paddy

I believe the original idea was that your Building's level would establish both it's training limit and how much the maintenance is for it. So you could have all sorts of weird interactions between your support lvl and ability to train skills and stuff like that. Probably part of why they want to re examine how they will do it now…

The DI system was the final phase for support and upkeep. It would replace what we have now so there would be no "Bulk on top of Bulk". Just a cost determined by building type and it's own "level".
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Bob
We're still working on a more final list of features, but here's our current thoughts on this.

Since smallholdings already offer at least some premium building features for gatherers/adventurers, we've been focusing a lot on what we could provide for crafters and refiners. What we're currently looking into is a building that operates as something like a player shop, where building owners (and only building owners) can do their crafting/refining (with a small speed bonus) and can sell their items. Each building would be restricted to a single crafting/refining profession, meaning the owner could only craft/refine recipes from that profession, and only items that could be made from those recipes could be listed for sale there. Owners would also be able to access their bank vaults directly so that they could move things around if needed without having to go back and forth to the bank, and so that they could potentially be operated out in the wilderness where there's no other vault access.

Technically, the shop part would be cooperating with any auction house in the settlement, but wouldn't require one. The shop would display any qualifying items for sale (in that hex) that are being sold by the owner, whether they were added at the shop or at the auction house. The auction house would show every item for sale in the hex, whether they were added at the auction house or at any shop in the settlement. This way, shop owners don't miss out on any potential sales at the auction house, but buyers can guarantee they're buying from a preferred seller by purchasing directly at the shop. If there's no auction house in the hex, then each shop will operate as basically a limited auction house, with none of the items for sale overlapping.

We're also still tossing around some ideas for housing that would feel more appropriate to adventurers and gatherers. Like I said, smallholdings offer some premium features for that type of character, but they're also often moved around a lot, so it's interesting to ask what kinds of features adventurers/gatherers might want from a building that stays in town. The thoughts above on speeding up power recovery are interesting. Vault access is also pretty trivial to include.

Another possible benefit would be personal trainers, which could work for either crafters/refiners or adventurers/gatherers. These would offer the owner a specific kind of trainer, with a small trainer level bonus above that already offered in the hex.
These all sound pretty neat.

I can't envision much that would be fairly simple to add for PVE/PVP types except maybe a home defense bonus or something along those lines… Something that adds to siege defense instead of a personal trainer? Maybe a nice 1 hr combat buff for touching home base?
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com