View Full Version : Darkfall Expansion Spotlight: Local Banking
Mr. White
10-05-2009, 08:12 PM
There were quite a few questions after the announced introduction of local banking in the upcoming Darkfall Expansion. We asked Claus Grovdal for some information on this that we could pass on to you:
Claus explained that this is the first step for local banking in Darkfall, something we refer to it internally as Limited Local Banking. It’s basically bank access in player owned houses. This will allow house owners to store crafting materials, loot, reagents etc in their house but it's stored locally only - meaning you do not have access to the content of this specific bank vault from other banks in the world. Claus is excited about the added dynamics local banking will bring to villages especially since player controlled vendors are also being introduced in the Expansion. These changes are designed to make player villages a lot more attractive to live in or raid.
Claus explained that the topic of local banking is very interesting, and something the developers are willing to explore further should this limited introduction be a success. They are specifically looking at various options for local banking in clan cities, possibly starting out by allowing players access to a second vault at first, giving a bonus maximum limit, but where the contents of the vault are local only. Claus doesn’t rule out the possibility of eventually allowing only local banking in clan cities through a process of gradual evolution.
“With any form of local banking, it's a fine line between cool feature and ridiculous annoyance, so we are trying to do this in steps, and work with our players to get it just right.”, Claus concluded on the topic.
The developers are very interested in the community’s feedback on this, so please feel free to post your comments within this thread.
Indestructible
10-05-2009, 08:21 PM
I think this "Limited Local Banking" is an excellent idea. It will make player houses moer than just a recall spot. Now if your out PvPing, you can bring your friends to your house and get more reagants or whatever you need to go out raiding again.
Also I agree with Claus on his quote "It's a fine line between cool feature and ridiculous annoyance". The idea of local banking sounds really fun, but in reality it would just make PvPing and raiding a huge hassle and reuiqre more time. IMO we can't have 100% local banking, because migrating around the world would become almost impossible and people would always stay in the same places. Kudos to the implementation in the expansion though.
Nalfen
10-05-2009, 08:21 PM
First i have to say i am somewhat disapointed that localised banking does not include clan cities from the get go.
The whole going to a city killing a bunch of people and banking their stuff in their own bank is rediculous. So is sieging a city and only bringing minimum gear and restocking in their bank.
Annoyance does not = risk.
Make gold global and keep items localised, add some risks to trading and moving lots of gear.
can u rewrite with less loops? can't fully understand what will and what wont be in expansion yet
Krucial
10-05-2009, 08:22 PM
I'm disapointed
If there will be a reason to put stuff in your houses then why not, it might actually work, altho the cupboards are very rare now (read: expensive).
MaNuRe
10-05-2009, 08:23 PM
“With any form of local banking, it's a fine line between cool feature and ridiculous annoyance, so we are trying to do this in steps, and work with our players to get it just right.”, Claus concluded on the topic.
Well said... In my opinion, local banks would only be a ridiculous annoyance ! I for sure wouldnt like to have different stuff at banks in human lands and elf lands for example. I am a traveller... I need to access my stuff everywhere... It would be ridiculous to have to travel to specific banks whenever I needed some special reagent or arrow... Or what about if you forget where you banked THAT specific acid bow ? You have to travel to like 5 different banks only to find it ? No thank you...
Localized banks are only good for people who play on their own hamlets or cities... It isnt viable for nomads like me !
Taneos
10-05-2009, 08:23 PM
Why should that add to villages ?
People will store loot in their safe houses, then close the door, grab the loot and recall to their clan city to put it in the vault.
Where does the extra incentive for fighting come from ?
Leg enD
10-05-2009, 08:23 PM
local banking im should be like everything else in darkfall..
there if you want it.
IF being the key word
thedrumchannell
10-05-2009, 08:26 PM
I like the gradual inclusion of localized banking, this way AV can get direct feedback before just throwing it all out there at once.
This tells me that AV cares about the games evolution AND about what the players are feeling about the games progress! :)
Krucial
10-05-2009, 08:27 PM
I think this "Limited Local Banking" is an excellent idea. It will make player houses moer than just a recall spot. Now if your out PvPing, you can bring your friends to your house and get more reagants or whatever you need to go out raiding again.
Also I agree with Claus on his quote "It's a fine line between cool feature and ridiculous annoyance". The idea of local banking sounds really fun, but in reality it would just make PvPing and raiding a huge hassle and reuiqre more time. IMO we can't have 100% local banking, because migrating around the world would become almost impossible and people would always stay in the same places. Kudos to the implementation in the expansion though.
Disagree, EvE have a local banking system and it's work fine, a true local banking system will bring for the game: strategy, politic, PvP and more.
telanerv
10-05-2009, 08:27 PM
this sounds like a good start.
i liked one idea from nalfen where gold is the only global item
perhaps make banks regional such that items are global for banks within a range
and to be honest, i like banking stuff in enemy city banks!
its part of the fun if you squash all the competition!
carry on
Lorgan42
10-05-2009, 08:28 PM
This design already sounds like a ridiculous annoyance.
If you're going to do localized banking, make it only for particularly special items, that will need to be carried around by player caravans and guards and such.
Nekroza
10-05-2009, 08:28 PM
Darkfall is supposed to be a sandbox game. It needs local banking. Things like people attacking your cities and then pulling siege hammers out of your cities bank are pretty stupid, at least with local banking they would have to have stored that stuff in there previously.
Local banking might sound annoying but it would influence a ton of additional gameplay opportunities.
exuras
10-05-2009, 08:28 PM
This is one of the features i've been begging for since the release! I BOW BEFORE THY MIGHT!
If developers want player feed back on banks they must tell us how caravans will work so we have big picture , i think only then we can be of help whit our visions.
Trismagistus
10-05-2009, 08:28 PM
First i have to say i am somewhat disapointed that localised banking does not include clan cities from the get go.
The whole going to a city killing a bunch of people and banking their stuff in their own bank is rediculous. So is sieging a city and only bringing minimum gear and restocking in their bank.
Annoyance does not = risk.
Make gold global and keep items localised, add some risks to trading and moving lots of gear.
-this
I like the idea of localized banking because I hate logging on at odd hours and being clanstone griefed while pvp's use my city as their own...atleast with local banking they would take my stuff and leave.
coder1024
10-05-2009, 08:29 PM
sounds good, and I'm glad they're not going to switch completely over to local banking. Of course they'll consider it as an evolutionary process over time, but I doubt it'll actually completely switch over.
boxfetish
10-05-2009, 08:29 PM
I'm disapointed
QFT.
This is all about risk vs. reward. Those who say that local banking would be too annoying or a time sink say this about every game mechanic.
As someone who thinks all banking in the game should be local for all gold and items, I think that making all clan and housing banking local would have been a much more reasonable first step. AV sure is beholden to those who whine about grinds and timesinks.
thedrumchannell
10-05-2009, 08:30 PM
Why should that add to villages ?
People will store loot in their safe houses, then close the door, grab the loot and recall to their clan city to put it in the vault.
Where does the extra incentive for fighting come from ?
Just make it so that you are unable to recall when over-encumbered. :)
Darkfall is supposed to be a sandbox game. It needs local banking. Things like people attacking your cities and then pulling siege hammers out of your cities bank are pretty stupid, at least with local banking they would have to have stored that stuff in there previously.
This
Zalasahr
10-05-2009, 08:31 PM
Local Banks i love it!! :p:p
i need more ( in playercities too! )
Krucial
10-05-2009, 08:32 PM
why should that add to villages ?
People will store loot in their safe houses, then close the door, grab the loot and recall to their clan city to put it in the vault.
Where does the extra incentive for fighting come from ?
qfe
exuras
10-05-2009, 08:32 PM
QFT.
This is all about risk vs. reward. Those who say that local banking would be too annoying or a time sink say this about every game mechanic.
As someone who thinks all banking in the game should be local for all gold and items, I think that making all clan and housing banking local would have been a much more reasonable first step. AV sure is beholden to those who whine about grinds and timesinks.
Seriously, Playing any game is a time sink in general... So thats not a argument, all those comments should be disregarded
FastEddy
10-05-2009, 08:37 PM
Well i'll be dipped in shit and rolled in bread crumbs!
I do declare that is a grand idea!
Chuck Zitto
10-05-2009, 08:39 PM
Ive been waiting to store regs at my house for restocking so I dont have to recall back to the clan city to re equip. Hell you wouldnt even need a clan city anymore. Its will be a viable option now to live out of a house.
My question is about what sort of impact you guys are looking for. I mean, unless something else is changing, only 2 people can recall to a house. Few people actually own houses, and most people recall to them, rather than run to them. I can't see trading working very well since most traders are blue and trade in cities with guard towers OR meet in a player city (and w/out a good reputation, this is fairly risky).
So my understanding would be that, in order to shop at someone's house, I need to bring gold and backup, as compared to being able to trade solo in a "safe zone" near a global bank. With a city, I can run there naked, trade at the bank, and bank it without fear. With a player vendor in a village, I have to run with a group most likely, make my purchase, and then run or recall away to safely bank it. I honestly can't see this system seeing much use except by players looking to gank their would-be costumers.
It could just be that without notes on the other changes, this seems underwhelming. I think there was talk of trade caravans, but I just can't see where the need for that would be. I'd personally conduct my trading business as usual, rather than bug my friends/clan mates to go to a city so I can make a purchase.
Localized banking for player cities makes much more sense. Even people without their own cities raid other people's resources, so they'd be affected too, for better or for worse. City owners would also be affected, in that if they stock up too much in their own territory, it would be hard to carry out a war too far from their own holdings.
Siamma
10-05-2009, 08:40 PM
well they can use the lokal bank for stuff you wanna sell on your vendor. then in jurnal you can search for items ore/timer what ever. and it will give you a waypoint on the map where you can pick up your items.
DocMartin
10-05-2009, 08:41 PM
I would like to see banks in hamlets follow the same rules as the clanstones. Let the owning clan and their allies bank, everyone else is SOL and must find a wilderness bank nearby. It would add the the "control point" aspect of the territorial pvp.
thedrumchannell
10-05-2009, 08:42 PM
Well i'll be dipped in shit and rolled in bread crumbs!
I do declare that is a grand idea!
LOL, I hope you're not talking about your first line there.
On a side note:
boxfetish, jeez man... do you EVER have anything positive to contribute these discussions. If you don't like Darkfall, take your negative comments to another board.
But what happens with items if your house get destroyed over taxes debt?
Can they be looted or gone for good?
I think disabling any form of recalls while over-encumbered is a must now.
Cyn Dar
10-05-2009, 08:46 PM
Sounds good only question i have. Lets say you are in your clan city and that city is seiged in off hours ie server up or timed to end at server down or anytime for that matter and you have banked all your items in your bank in your city, the bank is destroyed when the city is captured. what happens to your items you banked there? there are some cites now that have been taken and the new owners don't put up a new bank is all your items just gone?
another note would like to know about player vendors hopefully they can only be placed in a player city or a house you own or friend ed to would hate to walk into redmoon with 500 player vendors there lota lag
exuras
10-05-2009, 08:47 PM
LOL, I hope you're not talking about your first line there.
On a side note:
boxfetish, jeez man... do you EVER have anything positive to contribute these discussions. If you don't like Darkfall, take your negative comments to another board.
I believe you missunderstood Boxfetish, he was defending Local banking
Aristos
10-05-2009, 08:47 PM
LOL, I hope you're not talking about your first line there.
On a side note:
boxfetish, jeez man... do you EVER have anything positive to contribute these discussions. If you don't like Darkfall, take your negative comments to another board.
I actually find his posts very constructive. He doesn't just state why he doesn't agree with something, he explains why and what they should do instead. That's what every post should do. I'm sorry, but Darkfall has it's share of problems. And if everyone's going to be super positive about the game and only praise the Devs, the problems are never going to get solved. There might as well not even be a forum.
Trismagistus
10-05-2009, 08:47 PM
my only prob w/ dissabling recall when encumbered is when I die far away and run back to loot I sometimes need to re-equip to get my stuff. Now if I get diss. in the process like what happened to me last night I've got 2 or 3 sets to get plus mounts. would never get all my gear back safely if I couldn't recall while over encumbered.
Sin'jin
10-05-2009, 08:50 PM
Local banking at home is fine if you make home something worthwhile. What housing improvements if any are coming out this patch?
The extreme rarity of house decor thru the chaos chest system has become beyond stupid. These items should be player made not come from a magical chest. Woodcutters making furniture, Construction crafters making/designing landscaping items such as trees/gardens, and imo should be able to make House deeds.
A more secure door would go along way to. Little security/local banking/empty house is pointless. Upgrades to homes must be included with things such as banking/vendors.
Battle
10-05-2009, 08:50 PM
First i have to say i am somewhat disapointed that localised banking does not include clan cities from the get go.
The whole going to a city killing a bunch of people and banking their stuff in their own bank is rediculous. So is sieging a city and only bringing minimum gear and restocking in their bank.
Annoyance does not = risk.
Make gold global and keep items localised, add some risks to trading and moving lots of gear.
I feel exactly the same way. It is also completely unrealistic that a "banker" from my clan would accept and store items that were taken from our own clan members.
Another solution to this problem would be to allow the clan leaders to set up permissions on who is and is not allowed to use the clan bank. This could be thought of realistically as the clan instructing the "banker" who they are allowed to do business with.
kukimata
10-05-2009, 08:52 PM
Bah...as a first step for local bankings, i must say it's a wrong step. That brings little to nothing new about trading and economy.
The devs are excessively cautious about that matter...seriously, that made me sad.
we can have 3 global bank setup:
1. global banks for all npc cites
2. global banks for all player towns and helmets that are controled by clan that have alow your clan accses.
3. and global banks for all chaos towns and no tower banks.
think this way fight for helmets, towns and danger entering chaos town will be greter whit more fun.
exuras
10-05-2009, 08:53 PM
This might sound outrages to most of you... but .. i would suggest TOTAL local banking in all cities, hamlets, houses, npc cities, wilderness banks, houses. And improve nexus system, aswell as make Runestones slightly more accessable. Clan bank is only Global within the holdings the auctal clan have. I.e I'am King manus and i hold Long march, i put my mining pick in my clan bank in Long march, and my capt Random#2 can withdraw it from a hamlet up in Niffelheim. This would also solve the problem of Alt chars owning holdings to some extent since it would be more strategic beneficial to hold the holdings for map control.
exuras
10-05-2009, 08:55 PM
EDIT: Disable bindstone recall & Log out of water, & Kick from bindstone to get kicked to a diffrent clan owned holding. You just get totally Unbinded, and you get binded to the cloosest chaos stone from where ever you died.
kukimata
10-05-2009, 08:57 PM
This might sound outrages to most of you... but .. i would suggest TOTAL local banking in all cities, hamlets, houses, npc cities, wilderness banks, houses.
Not to me, i think it was suposed to be like that since day 1
Krucial
10-05-2009, 09:00 PM
Not to me, i think it was suposed to be like that since day 1
same here
Fugean
10-05-2009, 09:02 PM
Why should that add to villages ?
People will store loot in their safe houses, then close the door, grab the loot and recall to their clan city to put it in the vault.
Where does the extra incentive for fighting come from ?
THIS is the main problem that will arise.
John Doe goes out to harvest. he does this near his house for a whole day, running back to his house every 5 min to store his goodies. at the end of the day he takes everything from his house bank and /bindstone_recall 's back to his main bank and stores it there. if anything this will decrease the loot people will have near villages and thus decrease want to pvp...
Lumanil
10-05-2009, 09:14 PM
These are good news, but i would go further. Clan-banks should be local, so you can't get all your stuff from your enemies clan-bank, but accessible through the bank at starter cities ( and/or chaos-cities ) or capital.
This would prevent people from using enemy banks for restocking during sieges or raids.
This would also force people to visit the capital/starter/chaos-cities and bring back some live in these and thereby make more pvp possible.
People, who would like to access their local stuff would have to go outside the clan-cities walls and maybe meet some people they have WAR with or visit a chaos-city ( if red ) with the chance to get attacked by every random guy.
Also this world would be much more lively for new players starting in starter-cities.
People, who want to use some stuff they put in a local clan-bank ( thats not theirs ) would need to transport this from the next city to their clan-city in order to craft with this stuff.
This local banking wouldn't be an annoyance to those who like to travel much, because they could access all stuff they banked in elf-lands even in dwarf-lands.
Drago Palmas
10-05-2009, 09:15 PM
If this is the local banking that is gonna be implemented I can see no point in caravans. What should they be good for then?
ikhoefnix
10-05-2009, 09:17 PM
If there will be a reason to put stuff in your houses then why not, it might actually work, altho the cupboards are very rare now (read: expensive).
i have one and im not even rich
Blixa
10-05-2009, 09:19 PM
Oh right, I have stuff in my house bank but want it in the global bank. Now I have to go all the way to... oh wait! /bindstone_recall
stingerII
10-05-2009, 09:22 PM
well they said in earlier post that it was just a "first step of local banking" but I'm a bit disappointed tbh. I was hoping for it to be implemented at least for player owned city/hamlet banks.
Admittedly there may be complications due to the fact that cities/hamlets can change ownership. It needs a great deal of brain-storming before one can bring up an acceptable solution
... It would be ridiculous to have to travel to specific banks whenever I needed some special reagent or arrow...
Well before you set off on a voyage one would assume you'd take all the necessaries with you. And if you get ganked and lose your items, you're gonna revive at your home base where you'd likely have your main bank anyway.
Or what about if you forget where you banked THAT specific acid bow ? You have to travel to like 5 different banks only to find it ? No thank you...
For this much I agree. If total local banking were implemented. I'd want a way to at least SEE what items I have at which banks.
Localized banks are only good for people who play on their own hamlets or cities... It isnt viable for nomads like me !
It would most definitely encourage ppl sticking to their local Area. It would give an added strategic value. Admittedly players who travel and re-bind often will have to leave some basic equipment at banks near his regular bind-spots.
In any case I think the advantages outweigh the cons for the following reasons:
- raiders attacking a city will need to work for their spoils. They can't just loot all they want and then bank it and their gear before they get killed at the city's bank. Nor can they over-encumber themselves since they'd lose mobility. They'll need to have a solid escape plan
- besieging clans cannot rush into a city and pull out their siege equipment from the enemy city's own bank, i.e. avoiding the risks and encumbrance of travelling with their equipment on them!
can't think of other off the bat. But those two alone would add flavour to the PvP and reward the organised tight PvP raids over the kamikaze wannabe PvPers
Retalius
10-05-2009, 09:23 PM
Wow, this is dissapointing to say the least.
Caravans will serve what purpose now?
This will help the game/economy in what way?
AV, you really need to listen to your players. Implement 100% localized banking.
Oh right, I have stuff in my house bank but want it in the global bank. Now I have to go all the way to... oh wait! /bindstone_recall
or you cant /bindstone_recall if you are too heavy
schlock
10-05-2009, 09:26 PM
Local banks in houses is fine. I don't think it will add that much though but at least it's a little bit more incentive to own a house.
Personally I would use my house as a drop off point to taper off the risk from farming mobs. Then as someone said, shut my door and recall.
Local banks in Player owned cities, including hamlets, yes. Makes sense especially for sieges.
Local banking for the whole world, no. I'd rather see regional banking. And break the regions up into smaller bits than the number of races.
stingerII
10-05-2009, 09:30 PM
or you cant /bindstone_recall if you are too heavy
well you just have to do raise packmule skill and recall multiple times.
It'll most likely be faster nehow, and most definitely be safer
eMpty900
10-05-2009, 09:31 PM
Fantastic idea.
Deviruchi
10-05-2009, 09:32 PM
no sir, i don't like it
make then fully localized.
bearju1ce
10-05-2009, 09:38 PM
too little too late.
good thing i enjoy trolling and pvp'ing enough to stay -_-
Krucial
10-05-2009, 09:38 PM
well they said in earlier post that it was just a "first step of local banking" but I'm a bit disappointed tbh. I was hoping for it to be implemented at least for player owned city/hamlet banks.
Admittedly there may be complications due to the fact that cities/hamlets can change ownership. It needs a great deal of brain-storming before one can bring up an acceptable solution
Dude, isn't necessary "a great deal of brain-storming" just make a system similar when you turned blue to red and place where are your bind. If you lost your city then the items that was in the clan bank will be in some starter city or chaos bank, depends if you are red or blue.
GRCPan
10-05-2009, 09:40 PM
So this expansion will bring what most people expected, just some local banks in houses.
Phoboss
10-05-2009, 09:41 PM
There were quite a few questions after the announced introduction of local banking in the upcoming Darkfall Expansion. We asked Claus Grovdal for some information on this that we could pass on to you:
Claus explained that this is the first step for local banking in Darkfall, something we refer to it internally as Limited Local Banking. It’s basically bank access in player owned houses. This will allow house owners to store crafting materials, loot, reagents etc in their house but it's stored locally only - meaning you do not have access to the content of this specific bank vault from other banks in the world. Claus is excited about the added dynamics local banking will bring to villages especially since player controlled vendors are also being introduced in the Expansion. These changes are designed to make player villages a lot more attractive to live in or raid.
Claus explained that the topic of local banking is very interesting, and something the developers are willing to explore further should this limited introduction be a success. They are specifically looking at various options for local banking in clan cities, possibly starting out by allowing players access to a second vault at first, giving a bonus maximum limit, but where the contents of the vault are local only. Claus doesn’t rule out the possibility of eventually allowing only local banking in clan cities through a process of gradual evolution.
“With any form of local banking, it's a fine line between cool feature and ridiculous annoyance, so we are trying to do this in steps, and work with our players to get it just right.”, Claus concluded on the topic.
The developers are very interested in the community’s feedback on this, so please feel free to post your comments within this thread.
I'm so disapointed, we just need a simple local banking !
Abaratican
10-05-2009, 09:41 PM
At least the devs are smart enough to see that this will be incredibly, ridiculously easy to turn into the most annoying "feature" to ever hit darkfall... hopefully they take the proper course of action, as they seem to be trying, to keep from making such a mistake.
Everyone else here that's proposing it being 100% implemented must seriously not play this game very much, or very well... being careful is clearly the right choice of action. But, feel free to QQ if you want.
Mire's
10-05-2009, 09:41 PM
First i have to say i am somewhat disapointed that localised banking does not include clan cities from the get go.
The whole going to a city killing a bunch of people and banking their stuff in their own bank is rediculous. So is sieging a city and only bringing minimum gear and restocking in their bank.
Most people will agree that having enemies using their bank to aid in the destruction of their city is pretty damn silly gameplay However, that doesn't mean we need to disconnect every single bank in the game and it doesn't create an excuse to do anything but adjust access of hostile owned banks.
I'm against completely localized banking. I'm not against creative mechanics that promote trade caravans or transportation of high value items from one location to another. I'm just completely against the idea of making ppl stock every bank they use with shit and keep it stocked with shit. Especially since its only true value in gameplay is a small feeling of a more authentic banking system plus the possibility of caravans getting ambushed.
Colsey
10-05-2009, 09:42 PM
My thoughts on a Local Banking framework:
Make Gold Global to all Banks.
Make Capital/Starter Cities and Guild/Alliance Holdings Global and linked.
Make Enemy/Non-Guild/Non-Alliance Holdings Local.
Make Player Owned Housing Local.
I'm undecided on Wilderness Banks but lean towards making them Global as Negative Alignment players can not enter Capital/Starter cities.
Abaratican
10-05-2009, 09:42 PM
I can agree with not extracting from a hostile bank, but depositing should be allowed unless they make some other way for you to carry your loot unencumbered. If I solo rape 15 roleplayers in their city, I should be able to grab my loot and run at least. :)
chokke
10-05-2009, 09:48 PM
Why should that add to villages ?
People will store loot in their safe houses, then close the door, grab the loot and recall to their clan city to put it in the vault.
Where does the extra incentive for fighting come from ?
This is almost as stupid as 3B :p
You can have a house or whatever, recall to it with like 1k of each reagent, store them all locally. Take out a small amount, go to a nearby mobspawn, kill mobs till reagents are out, go back to house, restock and repeat.
And if a spesific rank of whoever owns a city would be able to "disable" the bank for some hours (a static hour) it would solve the enemies using th bank for longer periosds of time.
Maarmite
10-05-2009, 09:48 PM
Adding local banks to houses is beyond retarded , when a enemy can lock down YOUR city and use YOUR bank to restock .
Only the guild/alliance that owns the city should be able to use the bank unless set otherwise by the guild leader .
Adding this "local banking" to houses just feels like another half arsed attempt to make villages usefull .
The only banks on the map that should be open to everyone are wilderness (there should be more) or npc town banks .
The devs need to realise that the fact a enemy guild can come in and lock down your city and pull siege wepons , runes , regs etc etc from a bank in a non friendly town is one of the MAJOR flaws in the siege system right now .
And that fact the devs are spending time to "improve" villages over fixing this glaring flaw in the siege system is totaly ridiculous .
MrDDT
10-05-2009, 09:50 PM
Disagree, EvE have a local banking system and it's work fine, a true local banking system will bring for the game: strategy, politic, PvP and more.
EVE has a much better travel system
Krucial
10-05-2009, 09:54 PM
the local bank in the houses is a carebear thing, now the carebears will have more place for store or get your things and if you thinking, it's an almost global banking, just get the things and recall.
warriorswar
10-05-2009, 09:54 PM
Anyway Aventurine, since all carebear are left to gayion, 95% of your ATM player-baser WANT 100% local banking, give it to us please!
Aslo its good to go step by step, but please restrict acces to player-bank for clan owner and allies only in this expension, its more than needed...:ninja:
Zinda Red
10-05-2009, 09:56 PM
What a truly ridiculous and weaksauce implementation of local banking. How on god's green earth this adds to the incentives and popularity of villages is beyond me.
Massively disappointed if this is the extent of local banking, even if only initially.
stingerII
10-05-2009, 09:56 PM
Dude, isn't necessary "a great deal of brain-storming" just make a system similar when you turned blue to red and place where are your bind. If you lost your city then the items that was in the clan bank will be in some starter city or chaos bank, depends if you are red or blue.
Or you might leave ur bank items there, and where ur city is conquered u might have to return sneakily to smuggle them out.
Well whatever they conclude, I'm fully in favour of local banking
Adding local banks to houses is beyond retarded , when a enemy can lock down YOUR city and use YOUR bank to restock .
Only the guild/alliance that owns the city should be able to use the bank unless set otherwise by the guild leader .
Adding this "local banking" to houses just feels like another half arsed attempt to make villages usefull .
The only banks on the map that should be open to everyone are wilderness (there should be more) or npc town banks .
The devs need to realise that the fact a enemy guild can come in and lock down your city and pull siege wepons , runes , regs etc etc from a bank in a non friendly town is one of the MAJOR flaws in the siege system right now .
And that fact the devs are spending time to "improve" villages over fixing this glaring flaw in the siege system is totaly ridiculous .
must agree 100 % whit this, they also needed 6 months to realize that skilling up on mobs and players must different.
Jango1337
10-05-2009, 10:00 PM
Local banking should be all items localized and gold global, but also for them to do this they would need to increase travel speed like for boats. It would be cooler if you had to take your boat to the city you're attacking and not just take the city and take your boat out of their bank and put it outside, you would see a lot more ship combat if there was more of an incentive to travel with the boat (faster than mounts, cannons that actually do damage not 8-12 damage on players)
dosengan
10-05-2009, 10:01 PM
imho make banking only possible in neutral - allied city's .. its not normal u can use ure enemy's clan vault lol!
Jango1337
10-05-2009, 10:06 PM
My question is about what sort of impact you guys are looking for. I mean, unless something else is changing, only 2 people can recall to a house. Few people actually own houses, and most people recall to them, rather than run to them. I can't see trading working very well since most traders are blue and trade in cities with guard towers OR meet in a player city (and w/out a good reputation, this is fairly risky).
So my understanding would be that, in order to shop at someone's house, I need to bring gold and backup, as compared to being able to trade solo in a "safe zone" near a global bank. With a city, I can run there naked, trade at the bank, and bank it without fear. With a player vendor in a village, I have to run with a group most likely, make my purchase, and then run or recall away to safely bank it. I honestly can't see this system seeing much use except by players looking to gank their would-be costumers.
It could just be that without notes on the other changes, this seems underwhelming. I think there was talk of trade caravans, but I just can't see where the need for that would be. I'd personally conduct my trading business as usual, rather than bug my friends/clan mates to go to a city so I can make a purchase.
Localized banking for player cities makes much more sense. Even people without their own cities raid other people's resources, so they'd be affected too, for better or for worse. City owners would also be affected, in that if they stock up too much in their own territory, it would be hard to carry out a war too far from their own holdings.
they need to add npc guards in with this for protection imo
Zefon
10-05-2009, 10:07 PM
“With any form of local banking, it's a fine line between cool feature and ridiculous annoyance, so we are trying to do this in steps, and work with our players to get it just right.”, Claus concluded on the topic.
this is just silly imo. I was very happy when I herd about local bank and quite disappointed now after reading this.
my philosophy: Whats the point of having full loot in the game if u can never hope to loot anything other than the useless crap a play needs at that very moment?
hell.. where would eve online be if traders never had to haul theyr supplys through risky areas? sure would make pirateing boring..
Darkfall dev's should really think about stealing some of the cool features from eve..
the skill system included perhaps? :):ninja:
vendettarock
10-05-2009, 10:08 PM
or you cant /bindstone_recall if you are too heavy
And?
Bindstone recall and house recall is completely free. If you have many stuff just make more recall travels.
Av this is stupid.
itto1
10-05-2009, 10:12 PM
adding local banks to houses is beyond retarded , when a enemy can lock down your city and use your bank to restock .
Only the guild/alliance that owns the city should be able to use the bank unless set otherwise by the guild leader .
Adding this "local banking" to houses just feels like another half arsed attempt to make villages usefull .
The only banks on the map that should be open to everyone are wilderness (there should be more) or npc town banks .
The devs need to realise that the fact a enemy guild can come in and lock down your city and pull siege wepons , runes , regs etc etc from a bank in a non friendly town is one of the major flaws in the siege system right now .
And that fact the devs are spending time to "improve" villages over fixing this glaring flaw in the siege system is totaly ridiculous .
+1
Jango1337
10-05-2009, 10:13 PM
This might sound outrages to most of you... but .. i would suggest TOTAL local banking in all cities, hamlets, houses, npc cities, wilderness banks, houses. And improve nexus system, aswell as make Runestones slightly more accessable. Clan bank is only Global within the holdings the auctal clan have. I.e I'am King manus and i hold Long march, i put my mining pick in my clan bank in Long march, and my capt Random#2 can withdraw it from a hamlet up in Niffelheim. This would also solve the problem of Alt chars owning holdings to some extent since it would be more strategic beneficial to hold the holdings for map control.
this
White Horseman
10-05-2009, 10:13 PM
Disagree, EvE have a local banking system and it's work fine, a true local banking system will bring for the game: strategy, politic, PvP and more.
Eves local banking only works because the game was designed around it. IE corporate headquarters and a DYNAMIC ECONOMY. Darkfall has a static economy, mandrake sells for 2 gold apiece in any vendor in the game. Adding player villages but confining them to out of the way villages wont make darkfall's economy dynamic. It will add to the annoyance and hassle and very few people will take advantages of it. Add a way to variate the npc vendors in each town based on useage and people coming and going in the town, then allow players to place vendors in certian sections of towns (I.E. all those empty wasted buildings that are just models) and then you will have a true sandbox game.
And?
Bindstone recall and house recall is completely free. If you have many stuff just make more recall travels.
Av this is stupid.
yes i agree tryed to fix a little AV starting of very poor implementation of local banks. They relly didnt do nothing whit this house local banks if they do only that.
Lint938
10-05-2009, 10:17 PM
Was hoping for a full local banking patch but I guess ill be smashing peoples doors down and playing the waiting game. :bang:
ousely
10-05-2009, 10:17 PM
Total local banking for all clan banks for owner clan/alliances only with global gold and local banking in the villages again with global gold is my choice.
Any other way it seems too much hassle and not enough reward.
Crulty
10-05-2009, 10:19 PM
I love the idea of local banking at a house , this way I can camp some loser's house and once he quits i will loot hes goods. This will bring more thrill to the game as to be careful when you recall cause someone will be waiting for you. So many more options and scenarios, y'all failtrolls can suck it !
Corpsepoker
10-05-2009, 10:26 PM
It's quite a bit different than i expected. :ohno:
Merethius_Maloe
10-05-2009, 10:28 PM
I would like to learn more about the player vendors.
im guessing when they implement it we will be able to create our own vendors where we can set prices for our items that we get or create. Perhaps one vendor per player that we can have in a city or hamlet. Maybe we will be able to put the vendor anywhere on the map. that would be cool. It could act just like a regular vendor where he or she will have tabs at the top of the window that we can name like "Clothes" or "Weapons". It could even be something funny like "Leet Gear" or "Buy this now or die". When somone buys your items from your vendor then the gold goes straight into your bank, or the vendor could hold the gold until you go to it to retrieve the money.
Did i get any of the guesing right? i think that would be cool if any of this would be implemented.
Caelan Ackart
10-05-2009, 10:29 PM
Like someone else said, I really don't see the point of caravans if this is going to be the extent of local banking for awhile. I'm pretty disapointed that they're not implementing local banks in player owned cities/hamlets in the expansion; I really don't see any cons to that. Hopefully this strong response in support of local banking in cities/hamlets will get them to implement it sooner rather than later, athough, this should have been in a long time ago...
ReddogTN
10-05-2009, 10:34 PM
Well I'm all for Local Banking. Allthow i dont dissagree with this idea. I disappointed. What is the point of having Caravans if you can bank everwhere? I love the idea of the caravans great idea. I just wish you would have put in the total local banking in. Maybe less people selling if they cant bank everywhere, and the ones that sell will need Guards. I personal think it would be more funner PvP wise.
Phoboss
10-05-2009, 10:40 PM
Not to me, i think it was suposed to be like that since day 1
me too...
Damartyr
10-05-2009, 10:40 PM
I just want to say yes to local banking as thoroughly implemented as it can be. Lets do it!.
Dawkinson
10-05-2009, 10:43 PM
+1 for moving to an Eve style system of full local banking. Like Eve, it would require a method of selling bank contents remotely so losing your bank doesn't mean a complete disaster, just a partial one :)
thedrumchannell
10-05-2009, 10:44 PM
OK, OK... Good points!
I'm starting to agree with more people here about having localized banking inside player cities/hamlets as well as player housing.
Tibernicus
10-05-2009, 10:51 PM
I'm disapointed
Well you shouldn't have assumed it would be something big. They said it's the first step to local banking, I figured it would be something small.
Now, someone correct me of I'm wrong, how is it in any way beneficial to have a bank in a house, if the main bank is nearly limitless in size, and you can access it almost anywhere?
Kay Rica
10-05-2009, 10:54 PM
if the main bank is nearly limitless in size, and you can access it almost anywhere?
It's not nearly limitless at all. My bank has been full for months, it sucks.
Corizo
10-05-2009, 10:55 PM
I'm really disappointed.
Why should players go more often to a village, just because there is an own vendor and a localized bank? I mean, villages are competely unsafe. Who would go there with gold in their bag to go shopping? The Darkfall Community consists of a bunch of psychic "I HAVE TO KILL YOU! WHY? DONT KNOW!"-people. There will be rarely people who think "I'm searching for Item XY, let's visit some villages".
They all still can do trading in a more safe npc city.
####
My favorite version of localized banking:
- All NPC-City Banks which belong to one race are connected (e.g. all mirdain npc-city banks and wilderness banks on mirdain territory are connected)
- All Player City und Village Banks are localized banks. A little addition would be that if a clan owns more than one city or village, all these banks in cities and villages belonging to one clan are connected.
Important Point: Only the owning Clan and their allies should be able to use the bank.
- All Wilderness Banks on one of the four continents are connected (e.g. all Niflheim Wilderness Banks are connected)
Polsni2005
10-05-2009, 10:56 PM
This spotlight make me a saaaad panda, I thought there would be more to the local banking plans:(
DEDjed
10-05-2009, 10:57 PM
the benefits of local banking will never be realised until the following is true:
- there is no global banking alternative
- resources vary by region
- there is sufficient incentive for a resource from region A to be sold in region B
don't think this is a crafter-oriented view .... localised banking and regional resources are the key to trade routes, wars of attrition and population control
If you starve a city of the resources needed to create a fire protection potion and at the same time hoarde the regeants needed for a fire spell you will have a huge advantage ..... likewise if your city is the only source of a rare ore (due to your control over the tade routes) you have your finger on the population and can exert your influence over them
chano
10-05-2009, 11:00 PM
I agree with the devs that this could be an incredibly annoying feature if not done right, but i have to say that i think what the vast majority of players are looking for with local banking is that enemy clans cannot bank in your city. You have people far to the left and right of this, I.E. those that want 100% local banking and those that want to keep global banking but this is a medium ground i think we all agree on.
I don't really understand
At the moment it works like this, you own a house and it effective works as a 2nd bindstone - you use this to either launch raids from or to go farming from.
Once done you bindstone back to your actual bind location which is usually far away, secure and with a bank.
How does having a private bank at the house really help?
All i can think of is #1 i go raiding in pvp and i get a huge haul of loot - i can just house recall directly instead of having to go back to my bind location - altho at some point i'll have to go house recall and bag up the loot and bind back with it all.
#2 if i house recall in with a stock of loot i can then go bind to an actual chaos stone and use the house recall to bank/regear until i'm done farming that location. I guess this gives me more mobility as i can set up shop at any chaos stone and either wreak havoc on pvers or do my own pve rather than only my own village loc.
In either case the only defining factor is the fact the bank is private to me ( assuming the banks are private ) and not that it is local as i can easily bindrecall to a global bank.
So heres an idea, why not extend this idea to clan cities/hamlets - use the existing system like with the guard towers,
#1 anyone can bank
#2 anyone can bank apart from my enemies
#3 only my allies and friends can bank
This would hit a hell of alot of nails on the head.
Such as:
Hamlets would become desirable again; one of the + points of hamlets was that they can be used as a base for a farming operation, however when anyone can just bank loot in them it leads the best solution being knocking down the bank.
People fighting sieges by simply turning up and holding the city/hamlet for 4 hours would not be able to regear, everything would have to be brought in with them or runestoned in later causing a logistics problem.
ReddogTN
10-05-2009, 11:04 PM
Well Make the banking system go to where you are bound at, Maybe even Allies citys. If banks goes down i dont think you should lose stuff but un able to get stuff out, untill youre able to bound some where else to get youre stuff. And i would also suggest a limit a day you could do that other wise people be bindding everywhere, To ambuse the system.
Kasmos
10-05-2009, 11:04 PM
No offense, but what in the hell is putting local banking only in player houses going to create?
- It's not going to create regional economies
- It's not going to put more incentive into using boats to transport goods (which in turn allows for pirates to be a viable option in game)
- It's not going to put more incentive to using caravans when they come out (which in turn would allow for raiders/caravan defender groups)
I'm confused as to what the hell this is even going to accomplish?
Ooooohhh.... you have local banking in your player owned house. Yay!
I'm highly, highly disappointed. Guess it's back to killing wandering naked crafters/traders who just "teleport" all their shit across the map. :rolleyes:
Omegataco
10-05-2009, 11:06 PM
I'm disapointed
Its the "first step" moron. Expect it to get even better perhaps.
Omegataco
10-05-2009, 11:08 PM
Its just the "first step" morons.
driftwood81
10-05-2009, 11:13 PM
Kudos to the devs! Every concern I have that they commented on, they have handle it very nicely.
Its just the "first step" morons.
its a very small first step for imporatnat and big expnasion .
if they dont know how spliting bank system shold work live in game they better do like small patch whit this house banking before patch and test it. then when expansion comes out they can give us full local banking system.
Blixa
10-05-2009, 11:15 PM
or you cant /bindstone_recall if you are too heavy
then you make sure you are not too heavy, bindstone recall to the city, dump the stuff in the bank, recall to the house, etc, etc
Entrandir
10-05-2009, 11:21 PM
The only problem i can see in total local banking, and that is staying at one spot.
well first: ur ment to be at a clan city.
so thats ur one spot. If you want to hang out on starter cities you will have an disadvantage but whats wrong with that? its youre choice.
if you live in elf lands and human parts, you will have diffrent banks. but that is part of youre decision of living in two areas.
Really in real life you dont teleport youre stuff between vacation and normal home. you live with it.
the only reason people are nervous about it is because global banking is easier, and we all want to do things the easy way.
Entrandir
10-05-2009, 11:23 PM
oh and i forgat this:
I'm really disappointed.
Why should players go more often to a village, just because there is an own vendor and a localized bank? I mean, villages are competely unsafe. Who would go there with gold in their bag to go shopping? The Darkfall Community consists of a bunch of psychic "I HAVE TO KILL YOU! WHY? DONT KNOW!"-people. There will be rarely people who think "I'm searching for Item XY, let's visit some villages".
They all still can do trading in a more safe npc city.
####
My favorite version of localized banking:
- All NPC-City Banks which belong to one race are connected (e.g. all mirdain npc-city banks and wilderness banks on mirdain territory are connected)
- All Player City und Village Banks are localized banks. A little addition would be that if a clan owns more than one city or village, all these banks in cities and villages belonging to one clan are connected.
Important Point: Only the owning Clan and their allies should be able to use the bank.
- All Wilderness Banks on one of the four continents are connected (e.g. all Niflheim Wilderness Banks are connected)
Cuelda
10-05-2009, 11:33 PM
It was about time the game took the right direction on this issue.
In my opinion the more localisation you throw in the better. :)
Strife
10-05-2009, 11:35 PM
Complete localized banking would kill the game in my opinion. For example, if you have all of your loot in your guilds city, and then another guild comes in, sieges your city and takes it.. You’ve essentially just lost everything you owned… or at least made everything you’ve owned, really hard to get back.. and then to get it back, you have to get to that enemy city long enough to access the bank, carry all if it on you(which will more than likely over burden you), then take a chance of recalling out, while overburdened in an enemy city…
I think that globalized banking should always be part of the game and apply to guild cities, hamlets and noob towns. If localized banking is added, it needs to be on banks outside of those 3 places.
I would NOT be against making only guild/alliance members having the ability to bank at a guild owned bank.
warriorswar
10-05-2009, 11:36 PM
imho make banking only possible in neutral - allied city's .. its not normal u can use ure enemy's clan vault lol!
nvm
Slaker
10-05-2009, 11:40 PM
Thanks for the info, I can't wait to test it out.
ReddogTN
10-05-2009, 11:41 PM
No offense, but what in the hell is putting local banking only in player houses going to create?
- It's not going to create regional economies
- It's not going to put more incentive into using boats to transport goods (which in turn allows for pirates to be a viable option in game)
- It's not going to put more incentive to using caravans when they come out (which in turn would allow for raiders/caravan defender groups)
I'm confused as to what the hell this is even going to accomplish?
Ooooohhh.... you have local banking in your player owned house. Yay!
I'm highly, highly disappointed. Guess it's back to killing wandering naked crafters/traders who just "teleport" all their shit across the map. :rolleyes:
I agree Its not going to do a damn thing for the game at this time. Yes this is first step. If they was going to try it make sure banks can hold before applying it few weeks later, Ok great go for it. But with the way they do things we may be looking at 3 to 6 months before they finallize that. How many are going to get boured or fed on waitting on av and quit before then? They have lost alot of players due to lack info, promise that hasnt been keept. Almost a year and nothing like we was told the game would be. Alot of people got tried of waitting. At this rate the game may crash and burn before that comes in. By bringing local banking. with thought into of course, Would change the whole game make more closer to what we look at this game being. There would be a need for pirates, Merc clans, Caravans, Pvp may have little more meaning behind it. Our PVP is pretty much runing around looking for any one rather rewared there or not, Reason there no purpouse in the game, other than big clans fightting for control. Which is fine in all, However what about the rest that play the game. Small clans? No reason to be a pirate guild. Who you going to pirate a naked afk hitting a tree? mercs the only thing they are good for is seiges. thats pretty much the extict of the game right know. Raid citys, kill afkers, Kill gathers, Or seiges. Thats pretty much it. Oh i forgot one Kill PVEERS. Local banking comes in there more at stack you dont want to just run around with all youre shit by youre self. So you hire Merc clan Or freinds. Or maybe to afraid of getting zerg, So you go to the sea. Which Boats where be i the game for a change. Right know they use for seige if city is close to water. Or to hid the Shard houlder. No other reason to bring them out. Not to mention fucking expensive. But crafter going to sea to trasport goods. Um whole new reason form ships, As well as pirates. And pirate Killers. In my opinion local banking brings a whole new Play ground to darkfall. The way the game should be played from start!
Dragoon
10-05-2009, 11:42 PM
As already mentioned, gold should be global but ITEMS should be local.
Eves local banking only works because the game was designed around it. IE corporate headquarters and a DYNAMIC ECONOMY. Darkfall has a static economy, mandrake sells for 2 gold apiece in any vendor in the game.
That's a completely clueless comment and just a carebear excuse for not wanting local banking.
Captain Kirk
10-05-2009, 11:48 PM
Love the idea of local banking, ships with a bank that is clan restricted. Only way to get to it without being in that clan is to take it down to 25% and board it! :D
Im sure as hell going to get myself a house now that there is going to be banks in them! ;)
GRCPan
10-05-2009, 11:52 PM
As already mentioned, gold should be global but ITEMS should be local.
No, everything should be either local or global. Otherwise people can just sell their things for gold and globally transfer it.
Leithlen
10-05-2009, 11:57 PM
I would like to see banks in hamlets follow the same rules as the clanstones. Let the owning clan and their allies bank, everyone else is SOL and must find a wilderness bank nearby. It would add the the "control point" aspect of the territorial pvp.
I agree.
Abaratican
10-05-2009, 11:57 PM
Honestly, if they remove the ability to use hostile banks they need to remove the towers from wilderness banks... there's virtually nowhere to bank other than hamlets.
My favorite version of localized banking:
- All NPC-City Banks which belong to one race are connected (e.g. all mirdain npc-city banks and wilderness banks on mirdain territory are connected)
- All Player City und Village Banks are localized banks. A little addition would be that if a clan owns more than one city or village, all these banks in cities and villages belonging to one clan are connected.
Important Point: Only the owning Clan and their allies should be able to use the bank.
- All Wilderness Banks on one of the four continents are connected (e.g. all Niflheim Wilderness Banks are connected)
This.
telanerv
10-06-2009, 12:13 AM
Originally Posted by Corizo View Post
My favorite version of localized banking:
- All NPC-City Banks which belong to one race are connected (e.g. all mirdain npc-city banks and wilderness banks on mirdain territory are connected)
- All Player City und Village Banks are localized banks. A little addition would be that if a clan owns more than one city or village, all these banks in cities and villages belonging to one clan are connected.
Important Point: Only the owning Clan and their allies should be able to use the bank.
- All Wilderness Banks on one of the four continents are connected (e.g. all Niflheim Wilderness Banks are connected)
Yes. This is what i had in mind when i mentioned "regional" banking!!
Tibernicus
10-06-2009, 12:15 AM
Darkfall is supposed to be a sandbox game. It needs local banking. Things like people attacking your cities and then pulling siege hammers out of your cities bank are pretty stupid, at least with local banking they would have to have stored that stuff in there previously.
Local banking might sound annoying but it would influence a ton of additional gameplay opportunities.
Yes we've been through the pros and cons a THOUSAND times before. In 2005 when the devs announced that they had decided to go with universal banks, many people were upset and debate raged on for a whole year, so yes, we all know what could be and whatnot. Seems they are taking the safe approach to slowly shift us, I just hope it doesn't take them until the next expansion to do the next step.
Caaahl
10-06-2009, 12:29 AM
I would like to see banks in hamlets follow the same rules as the clanstones. Let the owning clan and their allies bank, everyone else is SOL and must find a wilderness bank nearby. It would add the the "control point" aspect of the territorial pvp.
This, this and this. :idea:
JCatano
10-06-2009, 12:38 AM
Claus...
I have absolutely no idea what you're excited about with this first step. It doesn't add anything dynamic to villages. It doesn't do anything with regard to a test for local banking. By the way... You guys shouldn't be testing this stuff on live servers. Open up your test server to the public.
Anyway...
Claus is excited about the added dynamics local banking will bring to villages especially since player controlled vendors are also being introduced in the Expansion.
From what it sounds like, vendors will be at player houses/villages.
I sure hope you're adding a mechanic so we can buy items from an interface that is accessed in NPC cities, player cities, and hamlets (or anywhere), then all we'd need to do is travel to the vendor and pick up the item. And... That item will need to automatically go to our global bank once it is picked up.
How many people are really going to stand in a village sifting through items, buy something, and risk losing it right as it's put in their backpack (if they even live that long)? I know I wouldn't. You'd need an army with you just to buy something at a player vendor.
They are specifically looking at various options for local banking in clan cities, possibly starting out by allowing players access to a second vault at first, giving a bonus maximum limit, but where the contents of the vault are local only.
o.O
Second vault? Fairly pointless. Why put anything worthwhile in this second vault if that same bank has a global option, too.
Also... Restricting player city/hamlet banks to that clan and/or alliance is a no-brainer. Better yet, give the clan leaders a permission-based tool, so random people can be added along with the default of an entire clan/alliance. I sure hope that is something with banking that just wasn't mentioned. (I'm not even in a clan, and would like to see this mechanic.)
Another thing...
DEDjed said:
the benefits of local banking will never be realised until the following is true:
- there is no global banking alternative
- resources vary by region
- there is sufficient incentive for a resource from region A to be sold in region B
don't think this is a crafter-oriented view .... localised banking and regional resources are the key to trade routes, wars of attrition and population control
If you starve a city of the resources needed to create a fire protection potion and at the same time hoarde the regeants needed for a fire spell you will have a huge advantage ..... likewise if your city is the only source of a rare ore (due to your control over the trade routes) you have your finger on the population and can exert your influence over them
Claus... Listen to that guy. He's right on point.
I'd suggest taking some pointers with the way Pre-NGE SWG (maybe it's still the same) handled their dynamic resource system. Take a stroll over to Dawntide and read about their dynamic resources, which is similar to SWG's system.
*Different qualities within the same resources. Timber/ore from one zone tile will be "Q2", while timber/ore from another zone tile is "Q5". (Make all zone tiles with NPC zap towers in them change to only Q1 or Q2). Use SWG's dynamic resource shift mechanic. Every 2-14 days, the zone tiles randomly change quality. That creates situations where people want to control territories for a reason other than just to say they own a city that really doesn't matter in the current state of things.
*Regional resources. I don't know how to handle this, since there are only 4 resources that aren't on mobs. Timber, ore, stone, and fish. Dynamic resource shifts solve that part, anyway.
Give us mechanics that will affect gameplay and the game-world, and make us want to move around the map. Give us reasons to want to take control of areas. You know all of those empty keeps? Make them objectives that give bonuses to the zone tile/allied races/etc. DAoC got that part right.
I went on a tangent, but I have to say I'm disappointed with the first step of local banking. It's not really a purposeful initiative at all with the way you implemented it at this point. There needs to be something done with resources, crafting, and PvP objectives to help initiate movement around the map and make things more interesting. Villages just aren't cutting it. Player city and hamlet sieges don't really shape much of anything on a consistent basis, either. Deeper local banking and dynamic resources would do that very well. Dynamic resources alone would do it very well.
Claus...
I have absolutely no idea what you're excited about with this first step. It doesn't add anything dynamic to villages. It doesn't do anything with regard to a test for local banking. By the way... You guys shouldn't be testing this stuff on live servers. Open up your test server to the public.
Anyway...
From what it sounds like, vendors will be at player houses/villages.
I sure hope you're adding a mechanic so we can buy items from an interface that is accessed in NPC cities, player cities, and hamlets (or anywhere), then all we'd need to do is travel to the vendor and pick up the item. And... That item will need to automatically go to our global bank once it is picked up.
How many people are really going to stand in a village sifting through items, buy something, and risk losing it right as it's put in their backpack (if they even live that long)? I know I wouldn't. You'd need an army with you just to buy something at a player vendor.
o.O
Second vault? Fairly pointless. Why put anything worthwhile in this second vault if that same bank has a global option, too.
Also... Restricting player city/hamlet banks to that clan and/or alliance is a no-brainer. Better yet, give the clan leaders a permission-based tool, so random people can be added along with the default of an entire clan/alliance. I sure hope that is something with banking that just wasn't mentioned. (I'm not even in a clan, and would like to see this mechanic.)
Another thing...
Claus... Listen to that guy. He's right on point.
I'd suggest taking some pointers with the way Pre-NGE SWG (maybe it's still the same) handled their dynamic resource system. Take a stroll over to Dawntide and read about their dynamic resources, which is similar to SWG's system.
*Different qualities within the same resources. Timber/ore from one zone tile will be "Q2", while timber/ore from another zone tile is "Q5". (Make all zone tiles with NPC zap towers in them change to only Q1 or Q2). Use SWG's dynamic resource shift mechanic. Every 2-14 days, the zone tiles randomly change quality. That creates situations where people want to control territories for a reason other than just to say they own a city that really doesn't matter in the current state of things.
*Regional resources. I don't know how to handle this, since there are only 4 resources that aren't on mobs. Timber, ore, stone, and fish. Dynamic resource shifts solve that part, anyway.
Give us mechanics that will affect gameplay and the game-world, and make us want to move around the map. Give us reasons to want to take control of areas. You know all of those empty keeps? Make them objectives that give bonuses to the zone tile/allied races/etc. DAoC got that part right.
I went on a tangent, but I have to say I'm disappointed with the first step of local banking. It's not really a purposeful initiative at all with the way you implemented it at this point. There needs to be something done with resources, crafting, and PvP objectives to help initiate movement around the map and make things more interesting. Villages just aren't cutting it. Player city and hamlet sieges don't really shape much of anything on a consistent basis, either. Deeper local banking and dynamic resources would do that very well. Dynamic resources alone would do it very well.
Swg"s crafting and resource system pre cu will never be touched. Great system.
jamie1414
10-06-2009, 01:01 AM
First i have to say i am somewhat disapointed that localised banking does not include clan cities from the get go.
The whole going to a city killing a bunch of people and banking their stuff in their own bank is rediculous. So is sieging a city and only bringing minimum gear and restocking in their bank.
Annoyance does not = risk.
Make gold global and keep items localised, add some risks to trading and moving lots of gear.
this If my clan gets hit by a group of pvp's i want to have a chance of getting my stuff back not just their very cheap gear.
Cloud Stryphe
10-06-2009, 01:06 AM
The more I read things the devs wrote, I feel like they're scrambling to put ideas together and immediately put any idea that sounds ok on the forum.
What is the point of local banking when you can just access your global bank?
If you're going to add local banking, nexus drops or some other type of transportation should be more readily available.
C'mon dev team, you guys have the most epic game on the market in your hands, and it's slowly becoming more and more mediocre. Take a step back, look at everything as a whole. I really have the feeling that most of the promises from before release aren't even in the gameplan anymore.
coder1024
10-06-2009, 01:15 AM
+1 for moving to an Eve style system of full local banking. Like Eve, it would require a method of selling bank contents remotely so losing your bank doesn't mean a complete disaster, just a partial one :)
don't think they'll move to a full local banking system tbh.
PediPhiler
10-06-2009, 01:16 AM
What is the point of local banking when you can just access your global bank?Exactly.
It's another in a long line of things done half ass. Anything done half way is always worse than something done all or none. A really good example is the different racial alignment and blue-red alignment systems. It's half way done and is actually worse than having no system at all. Go all the way or don't do it.
Preparation H
10-06-2009, 01:21 AM
I can understand not wanting to detract from the main point of this game - PvP. But to say local banking would be an "annoyance" is actually being counter intuitive. The annoyance to PvP is actually things like map size and travel.
Why have a big (massive) map and then come up with mechanics that try to minimise its impact? Why shouldnt it take a long time (days), plenty of planning and risk for a clan from Cairn to travel to raid a city on Nif? Isnt that the point of a big map? Regionalisation, racial factions, trade and economy - all these factors are brought into play by a massive map. A local (or at least regional) banking system is a must to "stay true" to the reasons for having a massive map in the first place.
A global banking system just undermines the reasons for having a big map. It diminishes immersion and strategic considerations. As it is now, we may as well reduce the map to a 6x6 grid, remove encumberance penalties on backpacks so we can just carry all our stuff around for convenience, hand out free sithras and make it a PvP free for all. Guarantee the game would last 2 weeks though, because to retain players that arent in the elite/hardcore class, you've got to give them more that just PvP.
As a post script, Claus says that the limited local banking system will provide more reasons to "live in or raid" villages. Does this mean that house banks can be hammered down? If thats the case, then this system is useless.
jagor
10-06-2009, 01:25 AM
- Add Local banks in Villages for everyone! (will give me a reason to be there)
- Members of clans at war with my clan will not be able to use the bank in my city. (We wardec all!)
additionally:
- Add small universal bank.. like lets say 200kg, and make the global wilderness banks local too, but with a possibility to access this small global bank (only to take out of it..something like a second backpack available to you only at global or wilderness banks ..but not in Villages)
Sevristh
10-06-2009, 01:40 AM
There is obviously a lot of work to be done concerning banking in Darkfall. Going completely local will be necessary at some point if the economy is to ever grow. If you want to find a good template on how to do it, look no further than Eve. They've spent the better part of a decade developing it though (while the game has been live) so it's not something that cannot be accomplished here.
A few ideas (some of which may have already been said, if so, I agree with you)
1) Give territorial control more meaning.
Why do clans own cities these days? Full world buffs? Slowly trickling gold? A few walls to keep out the reds for a few minutes? There needs to be more incentive. Hamlets/Cities near NPC cities (or relatively close to them) should have fewer incentives, but still be attractive. The absolute best cities to own should be on the borders of enemy territory. Perhaps owning a city located in the wolf lands grants you better quarries and groves if that city is right next to the Elf land border - or an Orc city near another border gives you a higher chance to get rare ore. These cities would then be sought after, creating more opportunities for sieges because of the enormous wealth you could gain by controlling them in relation to a city that is farther away from enemy territory.
2) Create a global market system.
Let us see what people have gathered and have up for sale in what areas. Tax merchants who use this system - thereby making owning an NPC vendor in a village attractive because they are tax free. Also, add more denominations to gold. Standard divisible by 10 system. Gold and only gold is just so....1995.
3) Global assets list, Localize banking.
Give us the ability to see what items we have stored where, but make us travel to get them. Taken (stolen, borrowed - but with a thank you) straight from Eve, but it works there, and it works well.
4) Do away with the recall spell.
Make recall scrolls, make creating recall scrolls a spell or another trade skill (spellwriting? scrollmaking?), make portal spells, make them EXPENSIVE. Make it so having a dynamic group is important, with certain people in certain roles. Group A is melee/archery, Group B is mages with nukes/heals/travel spells, Group C is Siege Hammer crew, ect.. Scouts from the enemy can then identify priority targets during combat if they want a tactical advantage. Make going on PvP runs an important affair. You can just be magically whisked away to your "bind spot" unless you have the correct spell (which must be trained) or scroll (which must be bought or built) or through death (which is not your intention, hopefully).
5) More on the pros of local banking
Obviously no one wants the enemy to stroll into their city and use their bank. So in the short term make that impossible. I think someone mentioned this already, but adding in the ability of the clan who owns the city to allow other people to use their bank at the clan's discretion is good. But what if that player puts all their stuff in the bank and then gets kicked out of town, banned from the bank, ect.? Good question. You could either A) put it in the nearest safe bank or B) put it in their starter city bank or main race city bank. Either way, put a marker on the map notifying them. I can see how this could be misused though. SG A needs so much stuff moved from city A to city B so SG B loads up with said stuff and gets booted, sending said stuff to a faraway land magically for pickup at a later date, and SG B rejoins clan later. So there will need to be effort put into policing that. OR, make any item in a bank in a player city/hamlet (that is destructible) also destructible. Therefore, if you have asset damage to your bank and your bank blows up, so does your stuff (and perhaps some can be looted).
Anyway, I had more ideas but I've run out of time.
Suijin
10-06-2009, 01:52 AM
Have all racial allied cities connected. Could even have the wilderness ones in that area connected for a start with that race.
Have any player city banks owned by allied guilds conected.
Simple and done. People can always recall back to bank if they need to, and use a rune to get somewhere if they need to also.
Only thing you would have to figure out is what happens to the stuff in a bank that is destroyed in a player city.
Loadafreak
10-06-2009, 01:55 AM
I hope we can loot these 'local banks' inside player houses (need to reduce it's hp with a siege hammer maybe). But then no one would use them probably... unless they also put in some stronger doors and traps? hmm...
I won't get to see the benefit of this system anyways as I do not own a house and do not want one. But hopefully the next steps in local banking will be for clan cities. I think they will do it, what else would the caravans be for?
hengle
10-06-2009, 02:04 AM
i wish they'd just allow clans the option to lock their banks to non clan/ally members. and add more wilderness banks with no towers. ive spent way too much time traveling/hunting people or mobs for loot just to be forced to recall back home to bank it to avoid a 20-30 minute risky travel to the one wilderness bank in the region w/o a tower. if there were more wilderness banks there might be more people roaming from bank to bank as they pve/pvp and i think it would increase the odds of coming across players that are on their way to the wilderness banks. some of the best loot comes from those players for me.
Gersendai
10-06-2009, 02:07 AM
Im looking forward to a completely local banking system since with full local banking comes caravans, which by exchange makes it so you can have a lot more lose on one end and a lot more to gain. it also makes gathering as a group and traveling in groups somewhat more essential!
IMO, with a local banking system, you should also make additional restrictions that would make sense; IE, you cannot recall when overburdened. this allows for a little more realism in the local banking system and will make people think twice about macroing until they are really heavy! (i personally am anti-macro, tyvm)
Keep up the good work!
Slaker
10-06-2009, 02:09 AM
They should add local banking to Hamlet, it would be so nice.
DeManiac
10-06-2009, 02:25 AM
I like the gradual inclusion of localized banking, this way AV can get direct feedback before just throwing it all out there at once.
This tells me that AV cares about the games evolution AND about what the players are feeling about the games progress! :)
Yes, as mentioned above I'm a bit disappointed aswel that they take such a small step, but, you cannot satisfy everyone, it's better to start out small, and keep the people that are still left in the game playing, rather then forcing changes upon people having a few come back, and potentially losing a great deal of people right of.
Doing it this way is really nice.
I just hope that they implement something so you cannot bank globally at hostile banks, so if your in an alliance with a clan you can bank there, if your hostile towards them, you can only bank localy, that way you cannot bank stuff, and get away just by logging out in water, and then loot em back at base.
MortalZero
10-06-2009, 02:26 AM
Claus...
I have absolutely no idea what you're excited about with this first step. It doesn't add anything dynamic to villages. It doesn't do anything with regard to a test for local banking. By the way... You guys shouldn't be testing this stuff on live servers. Open up your test server to the public.
Anyway...
From what it sounds like, vendors will be at player houses/villages.
I sure hope you're adding a mechanic so we can buy items from an interface that is accessed in NPC cities, player cities, and hamlets (or anywhere), then all we'd need to do is travel to the vendor and pick up the item. And... That item will need to automatically go to our global bank once it is picked up.
How many people are really going to stand in a village sifting through items, buy something, and risk losing it right as it's put in their backpack (if they even live that long)? I know I wouldn't. You'd need an army with you just to buy something at a player vendor.
o.O
Second vault? Fairly pointless. Why put anything worthwhile in this second vault if that same bank has a global option, too.
Also... Restricting player city/hamlet banks to that clan and/or alliance is a no-brainer. Better yet, give the clan leaders a permission-based tool, so random people can be added along with the default of an entire clan/alliance. I sure hope that is something with banking that just wasn't mentioned. (I'm not even in a clan, and would like to see this mechanic.)
Another thing...
Claus... Listen to that guy. He's right on point.
I'd suggest taking some pointers with the way Pre-NGE SWG (maybe it's still the same) handled their dynamic resource system. Take a stroll over to Dawntide and read about their dynamic resources, which is similar to SWG's system.
*Different qualities within the same resources. Timber/ore from one zone tile will be "Q2", while timber/ore from another zone tile is "Q5". (Make all zone tiles with NPC zap towers in them change to only Q1 or Q2). Use SWG's dynamic resource shift mechanic. Every 2-14 days, the zone tiles randomly change quality. That creates situations where people want to control territories for a reason other than just to say they own a city that really doesn't matter in the current state of things.
*Regional resources. I don't know how to handle this, since there are only 4 resources that aren't on mobs. Timber, ore, stone, and fish. Dynamic resource shifts solve that part, anyway.
Give us mechanics that will affect gameplay and the game-world, and make us want to move around the map. Give us reasons to want to take control of areas. You know all of those empty keeps? Make them objectives that give bonuses to the zone tile/allied races/etc. DAoC got that part right.
I went on a tangent, but I have to say I'm disappointed with the first step of local banking. It's not really a purposeful initiative at all with the way you implemented it at this point. There needs to be something done with resources, crafting, and PvP objectives to help initiate movement around the map and make things more interesting. Villages just aren't cutting it. Player city and hamlet sieges don't really shape much of anything on a consistent basis, either. Deeper local banking and dynamic resources would do that very well. Dynamic resources alone would do it very well.
SWG ressources and crafting all nice and good but SWG had a carebear PvP system aka consensual and had easy travel from any city to any city and fast swoops.
A crafter could check any spot in the galaxy from any point in a galaxy in a matter of minutes being safe from PvP.
Clans need to defend their city spot against raids and sieges and for that resources have to be around citys to make every city balanced and having equal chance for defense.
MortalZero
10-06-2009, 02:32 AM
It can't be attacker got lucky and in their regions popped the super iron q5 nd they can made a lot super cannon's for a siege and in defenders region just popped iron q1 and crafter just had a chance to make crappy cannon for defense and equip the member with crappy gear.
gogoplata
10-06-2009, 02:41 AM
Most people will agree that having enemies using their bank to aid in the destruction of their city is pretty damn silly gameplay However, that doesn't mean we need to disconnect every single bank in the game and it doesn't create an excuse to do anything but adjust access of hostile owned banks.
I'm against completely localized banking. I'm not against creative mechanics that promote trade caravans or transportation of high value items from one location to another. I'm just completely against the idea of making ppl stock every bank they use with shit and keep it stocked with shit. Especially since its only true value in gameplay is a small feeling of a more authentic banking system plus the possibility of caravans getting ambushed.
it also helps create a REAL economy as items in Dwarf lands will have different prices, adds trading, and lots of sand to the box.
JCatano
10-06-2009, 02:54 AM
SWG ressources and crafting all nice and good but SWG had a carebear PvP system aka consensual and had easy travel from any city to any city and fast swoops.
A crafter could check any spot in the galaxy from any point in a galaxy in a matter of minutes being safe from PvP.
Clans need to defend their city spot against raids and sieges and for that resources have to be around citys to make every city balanced and having equal chance for defense.
It can't be attacker got lucky and in their regions popped the super iron q5 nd they can made a lot super cannon's for a siege and in defenders region just popped iron q1 and crafter just had a chance to make crappy cannon for defense and equip the member with crappy gear.
SWG and their PvP system is not relevant, whatsoever.
There would still be resources around cities. Just maybe not the quality you want at a given time, which would make you want to move around the map and controlling an area other than immediate bubble around your city. It may even cause you to conquer multiple cities for a better chance of getting higher quality resource spawns.
If you don't understand the dynamics of what the system would do, then you likely won't ever get it. Wars are fought over resources and territory. Currently, DF conquest is only about sieging so you can flex on the forums.
MortalZero
10-06-2009, 03:05 AM
SWG and their PvP system is not relevant, whatsoever.
There would still be resources around cities. Just maybe not the quality you want at a given time, which would make you want to move around the map and controlling an area other than immediate bubble around your city. It may even cause you to conquer multiple cities for a better chance of getting higher quality resource spawns.
If you don't understand the dynamics of what the system would do, then you likely won't ever get it. Wars are fought over resources and territory. Currently, DF conquest is only about sieging so you can flex on the forums.
The relevance of easy and fast travel plus no danger while collecting resources on a remote and far point from your home is obvious i thought.
JCatano
10-06-2009, 03:14 AM
The relevance of easy and fast travel plus no danger while collecting resources on a remote and far point from your home is obvious i thought.
No danger? You've never been killed out in the wilderness?
Code in a no recall while encumbered would help.
Runes aren't that common.
Any type of recall takes about 90 seconds.
You still have to travel to the spot even if it's just to mark runes (which takes what... 4 minutes to mark?)
The reason why you're saying it's "safe" is because the overall population is low.
That doesn't make it not dangerous, though. Just less so... That's a subscription issue, and not a mechanic issue.
But, this is why the area would be dangerous even with a low population:
When a high quality zone tile is found, you can bet many people will go there and try to control the area. Having dynamic resource shifts would move this type of situation all over the map.
Anyway... This thread is about local banking.
HeliosNorlund
10-06-2009, 03:21 AM
First i have to say i am somewhat disapointed that localised banking does not include clan cities from the get go.
The whole going to a city killing a bunch of people and banking their stuff in their own bank is rediculous. So is sieging a city and only bringing minimum gear and restocking in their bank.
Annoyance does not = risk.
Make gold global and keep items localised, add some risks to trading and moving lots of gear.
first easy step to eliminate player city bank abuse
would be guard tower rules work for bank access
so if town zap towers set to attack everyone beside allied
that would mean noone beside allied can use bank
zap tower rule attack only enemy
would be everyone beside clans u in war is able use the bank
thats easy to implement
u dont even have add any new setting menue ingame
just make the zap tower (city defence) setting also influence bank accessability
JCatano
10-06-2009, 03:24 AM
first easy step to eliminate player city bank abuse
would be guard tower rules work for bank access
so if town zap towers set to attack everyone beside allied
that would mean noone beside allied can use bank
zap tower rule attack only enemy
would be everyone beside clans u in war is able use the bank
thats easy to implement
u dont even have add any new setting menue ingame
just make the zap tower (city defence) setting also influence bank accessability
Zap towers don't scare anyone, and some don't reach city banks.
Corpsepoker
10-06-2009, 03:29 AM
So if its only putting in Local Banking for villages, why introduce the Caravan System now?
Why not wait untill you have a bigger part of the Local Bank System Added?
Why even use the caravans if that's all thats being added, at first.
GRCPan
10-06-2009, 03:36 AM
So if its only putting in Local Banking for villages, why introduce the Caravan System now?
Why not wait untill you have a bigger part of the Local Bank System Added?
Why even use the caravans if that's all thats being added, at first.
Well we don't know how caravans will work, but yeah, with what we know atm it is pointless to have caravans, since you can just bindstone recall to bank your shit from your house.
Aristos
10-06-2009, 03:38 AM
For heaven's sakes Claus, grow a pair and actually take a risk for the good of the game. If you're going to put in local banking, don't do a half assed job of it. At the very least put all aspects of it into a test server and let us try it out.
You're afraid to implement a skill cap that the original plan included for what, 6 years? And I'm guessing it's because you're afraid the players who spent so much time grinding their skills up would quit. I'm sure many of them would, but it would be better for the game in the long run. Local banking may be an annoyance at first, because people aren't going to be used to it and I'm sure it'll take a few patches to be properly done. But once it's running smoothly, it'll do wonders for small group PvP, the economy, and wars between clans.
Friedrik Chase
10-06-2009, 03:42 AM
Pleasee make local clan banks. there would be great battles when clans moved cities or territory. not to mention it just makes sense, it is (or should be) an autonomous unit.
Chubbyjesus
10-06-2009, 03:52 AM
To me... Im sitting here wondering.. WHAT THE FUCK!?
Localized banking.. Huh..
http://www.youtube.com/watch?v=dfHsy1TYh_E
This is the problem.. Not people going "Man this is lame that I can bank here!"..
Sure village banking seems cool and is a step in the right direction for the fluff this game needs to stay tastey.
This patch'spansion really needs to up the content.. The random mob spawn thing MIGHT be cool...
Offer customization.. Dye tubs, guild emblems, ANYTHING.. Add more dungeons and more "story".. FUCK ME outsource the lore to your community.. THEY WOULD DO IT FOR YOU.
Chaos chests instead of giving 1 stack of shitty gold.. now we get 3-5 shitty stacks of about the same amount.
COME ON GUYS! Are you seriously lacking creative thinkers Avent?
Start paying people with common sense.. Ive had small talk conversations with real life friends who play (or played, sigh) that have had simple ideas, bigger then most ive seen from those getting paid to have the good ones.
Get on it.. I love this game. You kill my love, I kill you.
AjentOranj
10-06-2009, 04:06 AM
Regarding Player Vendors; are there any plans to include an option to allow players that do not own a house to have a Vendor?
Corpsepoker
10-06-2009, 04:10 AM
I love it when the community Staff come in and ask the really good question. lol
I'd like to know that to, like if i have Merchant slave waiting in my bed when I bind home. :rolleyes:
boxfetish
10-06-2009, 05:08 AM
Okay, so out of 152 posts (at the time I write this) that's around 2 posts that agree with Claus' local banking can be annoying copout and around 150 who say they are disappointed that local banking isn't being implemented for all banks or at least for all player/clan structures as a first step.
That sound about right?
Christ, AV! Get your fucking head in the game. Over 95% of people who actually care to respond are disappointed that local banking isn't at least being extended to clan cities as well as player housing (and 70% have always wanted every bank to be local for items/gear).
Stop working on half-assed mechanics like "mage-killer" and use that time to implement local banking in a way that is actually meaningful instead of a pussified non-implementation that won't even be noticed.
Kasmos
10-06-2009, 05:19 AM
So if its only putting in Local Banking for villages, why introduce the Caravan System now?
Exactly. Who the fuck is really going to use a caravan with this lame local banking shit they're pulling?
Please don't fuck this game up AV, you're one of my last hopes for MMOs.....
Kasmos
10-06-2009, 05:24 AM
Okay, so out of 152 posts (at the time I write this) that's around 2 posts that agree with Claus' local banking can be annoying copout and around 150 who say they are disappointed that local banking isn't being implemented for all banks or at least for all player/clan structures as a first step.
That sound about right?
Christ, AV! Get your fucking head in the game. Over 95% of people who actually care to respond are disappointed that local banking isn't at least being extended to clan cities as well as player housing (and 70% have always wanted every bank to be local for items/gear).
Stop working on half-assed mechanics like "mage-killer" and use that time to implement local banking in a way that is actually meaningful instead of a pussified non-implementation that won't even be noticed.
This times a billion.
_TiHKAL
10-06-2009, 05:25 AM
To me... Im sitting here wondering.. WHAT THE FUCK!?
Localized banking.. Huh..
http://www.youtube.com/watch?v=dfHsy1TYh_E
This is the problem.. Not people going "Man this is lame that I can bank here!"
all i kept thinking was: http://www.youtube.com/watch?v=A_B5UrI7nAI
boxfetish
10-06-2009, 05:31 AM
I
My favorite version of localized banking:
- All NPC-City Banks which belong to one race are connected (e.g. all mirdain npc-city banks and wilderness banks on mirdain territory are connected)
- All Player City und Village Banks are localized banks. A little addition would be that if a clan owns more than one city or village, all these banks in cities and villages belonging to one clan are connected.
Important Point: Only the owning Clan and their allies should be able to use the bank.
- All Wilderness Banks on one of the four continents are connected (e.g. all Niflheim Wilderness Banks are connected)
This sounds good with one exception. Regarding the above in bold: if a clan owns more than one city or village they should have to build an additional structure in each location in addition to any normal bank that would "globalize" all of their banks. If they don't take the time and money to build the globalizing structure in each location then these banks would NOT be connected. Also, allies should not be able to have their banks connected in this way.
Owghard
10-06-2009, 05:42 AM
I would like to see banks in hamlets follow the same rules as the clanstones. Let the owning clan and their allies bank, everyone else is SOL and must find a wilderness bank nearby. It would add the the "control point" aspect of the territorial pvp.
very constructive
Retalius
10-06-2009, 05:52 AM
Okay, so out of 152 posts (at the time I write this) that's around 2 posts that agree with Claus' local banking can be annoying copout and around 150 who say they are disappointed that local banking isn't being implemented for all banks or at least for all player/clan structures as a first step.
That sound about right?
Christ, AV! Get your fucking head in the game. Over 95% of people who actually care to respond are disappointed that local banking isn't at least being extended to clan cities as well as player housing (and 70% have always wanted every bank to be local for items/gear).
Stop working on half-assed mechanics like "mage-killer" and use that time to implement local banking in a way that is actually meaningful instead of a pussified non-implementation that won't even be noticed.
This. AV, stop being fucking carebears and put 100% localized banking in.
boxfetish
10-06-2009, 05:55 AM
Yes we've been through the pros and cons a THOUSAND times before. In 2005 when the devs announced that they had decided to go with universal banks, many people were upset and debate raged on for a whole year, so yes, we all know what could be and whatnot. Seems they are taking the safe approach to slowly shift us, I just hope it doesn't take them until the next expansion to do the next step.
For the record, it actually wasn't until late 2007 that they announced they would be going with universal banking. For years before that they always said that they "liked the idea" of local banks (at least for items anyway). Even after they announced universal banks they were still claiming up until launch that they would beta test banking before final implementation. Here is an embarrassing Dev quote:
When I[Tasos] mentioned universal banks, I didn't think there would be such a reaction. This is probably because I know how they're supposed to work and I didn't think to elaborate, but I also didn't think that a lot of people would assume we're going to pick the worst possible way to implement this. Nevertheless, it was an interesting debate and we were glad to hear what you had to say. So to get you up to speed on universal banks: Universal banks are not bottomless. There's a reasonable volume and weight limit to what you can have in there. You can store items which meet these requirements. Universal banks aren't found everywhere. You can find them in starter towns, capital cities, clan cities if the clan builds one, and some quest hubs. The locations where they're found also limit their use in a racial, an alignment and a clan membership context. You won't be able to use every one of the few universal banks in the world. For example, it's only theoretically possible for an ork to use a universal bank in the human capital but he'd be cut to shreds by the guards before he even reached it. When we make a decision like having universal banks we try to think it through weighing the pros and the cons and try to achieve a balance between convenience and challenge, always with fun in mind. Following up on this, we will be looking at universal banks during beta testing, listening to what the testers have to say, and making any changes that are necessary.
Here is the link for the above quote for those of you in denial:
http://www.warcry.com/articles/view/devjournals/darkfalljournals/2707-Darkfall-Dev-Journal-19-A-Round-Up
For a year after hundreds of posters (maybe eventually thousands) implored them to start the game off with fully local banking and to universalize it as necessary instead of the other way around. They did nothing and started off with no-holds-barred universal banking and no testing of anything.
Given AV's track record it is easy to see why people are upset. We can't believe what they tell us. So, far all we know, we will never see any local banking beyond this "local banks for houses" farce.
Edit: Related to the Dev Journal link above. Here is the link to all of the Dev Journals:
http://www.warcry.com/articles/view/devjournals/darkfalljournals (http://www.warcry.com/articles/view/devjournals/darkfalljournals)
if you want to see the kind of horseshit we were fed about this game in 2007-2008.
Lingxiaoyu
10-06-2009, 07:18 AM
This is the dumbest shit I've ever seen. Who the fuck is going to use the bank in their house if it's localized?
First of all, there's little to no point in even owning a house, and then adding a local bank to it makes it that much more pointless.
Let's make an MMORPG with no skill cap, no stat cap, where alignments makes no difference, with universal banks, and obvious overpowered magic systems combined with a low population world with terrible pve. Nice one!!
Jerno
10-06-2009, 07:18 AM
If developers want player feed back on banks they must tell us how caravans will work so we have big picture , i think only then we can be of help whit our visions.
Indeed.
Global banking makes some silly situations when raiding group just rolls a town and then starts pulling more reagents and such from the other clan's bank. So some restrictions would be nice to have. Deny the bank access of neutral-warred clans to your bank.
Also there is a question of what happens when that local bank gets destroyed. Your stuff would be stuck until the bank is fixed or? Same question with clan bank, which might be even more important when the repair shards on destroyed bank might cause a bit problems.
Aristos
10-06-2009, 07:35 AM
This is the dumbest shit I've ever seen. Who the fuck is going to use the bank in their house if it's localized?
First of all, there's little to no point in even owning a house, and then adding a local bank to it makes it that much more pointless.
Let's make an MMORPG with no skill cap, no stat cap, where alignments makes no difference, with universal banks, and obvious overpowered magic systems combined with a low population world with terrible pve. Nice one!!
Welcome to Darkfall.
Lingxiaoyu
10-06-2009, 07:42 AM
Welcome to Darkfall.
I've been here for 4 years man.
Velayho
10-06-2009, 07:43 AM
AV go play EVE, come back and improve your game.
kazamx
10-06-2009, 08:11 AM
I am glad that AV listen to there players.
I am glad AV don't always do what the players demand. At the end of the day many players are thick as shit and would make the game worse.
Remember all the players demanding WAR open more servers at launch? Then a month later the same players demanding server mergers? many players can't think long term and can only think as far as the next patch.
AV is taking the right approach to local banking. It has to be part of a bigger overhaul of the economy and that needs to be done in stages.
Stage 1 introduce local banks to houses to test they work right.
This is followed by
Stopping NPCs selling reagents
Player run shops
introducing different resources to different areas of the world
Limiting clan banks to the clans and allies
Limiting NPC cities
Making all chaos banks local
and a load more changes
Ignore those in a rush, its better to do a good job than rush and get it wrong.
NinjaOptix
10-06-2009, 08:18 AM
Not bad at all.
I think complete local banking would be a little bit too harsh, alternatively i would prefere local banking per area (human lands, ork lands, alfar lands etc).
peace
metaman
10-06-2009, 08:28 AM
Those that promote local banking will come screaming back to forums once they get it cuz they will really feel stupid when they have to remember where they bank their shit and running halfway accross the world juz to bank is very productive to them.
To prevent hostile from banking in your city, juz make it that they cant bank if they are in combat. So if your city has a zap tower near the bank, there is no way anyone red in the city can ever use the bank in your city.
Local banking opens up a whole heap of shit and logistics that alot of ppl dont even think about. Jumping in and saying that local banking is the holy grail that will make Darkfall great is really shortsighted. Claus is rite and I think he is going the right direction doing it in small stages so that impact if any can be adjusted if necessary.
butthead
10-06-2009, 09:23 AM
Okay, so out of 152 posts (at the time I write this) that's around 2 posts that agree with Claus' local banking can be annoying copout and around 150 who say they are disappointed that local banking isn't being implemented for all banks or at least for all player/clan structures as a first step.
That sound about right?
Christ, AV! Get your fucking head in the game. Over 95% of people who actually care to respond are disappointed that local banking isn't at least being extended to clan cities as well as player housing (and 70% have always wanted every bank to be local for items/gear).
Stop working on half-assed mechanics like "mage-killer" and use that time to implement local banking in a way that is actually meaningful instead of a pussified non-implementation that won't even be noticed.
this but dont stop working on things like mage killer :sly:
I would like to see banks in hamlets follow the same rules as the clanstones. Let the owning clan and their allies bank, everyone else is SOL and must find a wilderness bank nearby. It would add the the "control point" aspect of the territorial pvp.
and this with lokal banking!
And the Idea to build a special building in towns and hamlets which allows a ally/Clan to connect their banks in there cities is also good.
Just build that building in each city you like to connect to your banksystem. You can only do this if you own the city/hamlet but it works for the whole clan/ally.
Urme the Legend
10-06-2009, 09:33 AM
All I want is that people that are not allied with the guild that owns a city/hamlet can't use the bank in that holding. Or at least make it an option for the guild, which clans that can bank in your holding.
Corpsepoker
10-06-2009, 09:35 AM
Those that promote local banking will come screaming back to forums once they get it cuz they will really feel stupid when they have to remember where they bank their shit and running halfway accross the world juz to bank is very productive to them.
To prevent hostile from banking in your city, juz make it that they cant bank if they are in combat. So if your city has a zap tower near the bank, there is no way anyone red in the city can ever use the bank in your city.
Local banking opens up a whole heap of shit and logistics that alot of ppl dont even think about. Jumping in and saying that local banking is the holy grail that will make Darkfall great is really shortsighted. Claus is rite and I think he is going the right direction doing it in small stages so that impact if any can be adjusted if necessary.
You have the right idea. Nice to take really slow steps, to work everyone into the system. Rather than force it on them all at once. They are Pretty much to a point doing what want and learning how we react to it, and changing it accordingly.
Tiran Kenja
10-06-2009, 09:48 AM
It seems completely pointless to introduce localized banking in villages. Most people just use their house as a bind spot right now. And anything else is done in cities, where the risk of loosing your stuff is much smaller.
So as I see it the only reason people would put their stuff in a local storage, in their house, would be if there is a merchant that can sell it. But I'd also guess that most people will look at the option of going shopping in villages as too risky. So trades are likely to mostly stay where they are now: In cities where they can be done next to a bank and with protection of towers and/or alliance members.
I guess there could be additional incentives to bank there. But as long as the normal banking is not changed. I doubt it will be worth the risk.
JCatano
10-06-2009, 09:49 AM
You have the right idea. Nice to take really slow steps, to work everyone into the system. Rather than force it on them all at once. They are Pretty much to a point doing what want and learning how we react to it, and changing it accordingly.
Which is what a public test server is for in order to make the changes more efficient for live servers.
Hi, DAoC.
DwellerBelow
10-06-2009, 09:50 AM
I would like to see banks in hamlets follow the same rules as the clanstones. Let the owning clan and their allies bank, everyone else is SOL and must find a wilderness bank nearby. It would add the the "control point" aspect of the territorial pvp.
Allied Only Banking
Corpsepoker
10-06-2009, 10:00 AM
Which is what a public test server is for in order to make the changes more efficient for live servers.
Hi, DAoC.
Yeah, that too, Didn't cross my mind.
argast
10-06-2009, 10:03 AM
All I want is that people that are not allied with the guild that owns a city/hamlet can't use the bank in that holding. Or at least make it an option for the guild, which clans that can bank in your holding.
This
foggen
10-06-2009, 10:08 AM
Local banking should concern playercities as well.. The only real global banking should be from startertowns.
This would actually greatly affect siegemechanics as well. If you can not bank at enemy banks you would have to bring all those siegehammers to the battle and this would also make warhulks more viable since they are then actually useful to not encumber all of your players so they are not limited to 10 regs each.
(I belive cairn allready belive local banking is in since they always only have 10 regs)
Also this would bring out more loot in the world and more interesting pvp, people would actually have to transfer loot to their cities and spread out their stuff around the world. (all would be accessable trough startercities though where u can withdraw it all but not deposit)
If your clanbank get destroyed you can access it from startertown.
brainiak
10-06-2009, 10:18 AM
good, but small step in the right direction.
Valroth
10-06-2009, 10:18 AM
Local banking should concern playercities as well.. The only real global banking should be from startertowns.
This would actually greatly affect siegemechanics as well. If you can not bank at enemy banks you would have to bring all those siegehammers to the battle and this would also make warhulks more viable since they are then actually useful to not encumber all of your players so they are not limited to 10 regs each.
(I belive cairn allready belive local banking is in since they always only have 10 regs)
Also this would bring out more loot in the world and more interesting pvp, people would actually have to transfer loot to their cities and spread out their stuff around the world. (all would be accessable trough startercities though where u can withdraw it all but not deposit)
If your clanbank get destroyed you can access it from startertown.
I like this system, though more emphasis would be put on the alignment system which isn't cutting it in its current state.
I actually will be very disappointed if player city banks don't get limited access rights in this expansion. Its something that people have been bringing up since beta and would benefit the game is a lot of ways.
boxfetish
10-06-2009, 10:37 AM
All you pretenders saying that this is exactly the right move and AV is making the correct amount of changes towards local banking are being intellectually dishonest at best.
This change is a complete non-change that will not impact the game in the slightest.
If you are in favor of this housing-only farce then you are either an AV nutmuncher or you don't really want any local banking in the game and are just being disingenuous.
And quit trying to characterize the 95% of posts that support honest, real changes toward local banking as wanting everything to be local in the next patch. The vast majority are only asking for local banking to be extended to clan banks. It is an obvious small step which would be welcomed by almost everyone. It is disgraceful that clan banks weren't made local before this game was even released.
Alberton
10-06-2009, 10:38 AM
My questions
1. Why will people risk carrying around cash to browse vendors at villages?
2. If local banking is introduced will we be able to see everything thats banked in all locations from any bank and then order goods stored in distant banks to be caravaned to the bank I am at.
If so, would it take hours to do so?
Would the caravans be attackable?
Would they be full loot?
Would caravans move between cities if no goods are being carried (i.e. kill the caravan to find out its carrying nothing)?
Would caravans be able to defend themselves to any extent?
Will players be able to purchase extra caravan defense to make it less likely their goods will be ransacked?
Aristos
10-06-2009, 10:43 AM
Some suggestions for those who think it would be a hassle to remember where you've banked what items:
- Ability to give bags "descriptions". In other words, you would be able to write a bag's contents into the window that appears when you hover over it.
- Bank 'search' bar. Simply lets you know if the item you're looking for is in that bank. It would tell you the quantity of the item, and what bag it's located in.
- Larger variety of colors for bags.
Okay, so out of 152 posts
Yea, we've got 25 posters who like to repeatedly post "wtf, AV you suck! Claus is an idiot!" and treat everybody not agreeing with them as mental retards. Cograts on your statistics data.
Just a friendly suggestion - when you are debating features with dev team, tone your voice down and try to speak out of your mouth, not ass. That helps.
boxfetish
10-06-2009, 12:09 PM
Yea, we've got 25 posters who like to repeatedly post "munch munch, AV you're dreamy! Claus is an sex symbol!" and treat everybody not agreeing with them as mental retards.
Fixed that for you. The loudest and shrillest are always the minority spammer crowd. Quite often, that's the mesmerized, fawning idiots like yourself. Thanks for continuing to play the irony game, though.
Hmmm...so, that's 25 posters to like 1 or 2 who keep spamming "AV is perfect and can do no wrong!", in these spotlight threads? So, what's your point exactly, that blind fanboy drones are outnumbered 25 to 1 by those who wish to discuss how game features are being implemented or asking why they aren't being rolled out more aggressively when such huge majority wanted them all along?
Maybe if you have opinions to post on local banking implementation you should do that? Otherwise, you're just assclowning around accusing other people of not posting constructively, when that's exactly what you're doing yourself.
stony23
10-06-2009, 12:34 PM
There were quite a few questions after the announced introduction of local banking in the upcoming Darkfall Expansion. We asked Claus Grovdal for some information on this that we could pass on to you:
Claus explained that this is the first step for local banking in Darkfall, something we refer to it internally as Limited Local Banking. It’s basically bank access in player owned houses. This will allow house owners to store crafting materials, loot, reagents etc in their house but it's stored locally only - meaning you do not have access to the content of this specific bank vault from other banks in the world. Claus is excited about the added dynamics local banking will bring to villages especially since player controlled vendors are also being introduced in the Expansion. These changes are designed to make player villages a lot more attractive to live in or raid.
Claus explained that the topic of local banking is very interesting, and something the developers are willing to explore further should this limited introduction be a success. They are specifically looking at various options for local banking in clan cities, possibly starting out by allowing players access to a second vault at first, giving a bonus maximum limit, but where the contents of the vault are local only. Claus doesn’t rule out the possibility of eventually allowing only local banking in clan cities through a process of gradual evolution.
“With any form of local banking, it's a fine line between cool feature and ridiculous annoyance, so we are trying to do this in steps, and work with our players to get it just right.”, Claus concluded on the topic.
The developers are very interested in the community’s feedback on this, so please feel free to post your comments within this thread.
thanks for listening
Sacra Luna
10-06-2009, 12:35 PM
Some suggestions for those who think it would be a hassle to remember where you've banked what items:
- Ability to give bags "descriptions". In other words, you would be able to write a bag's contents into the window that appears when you hover over it.
- Bank 'search' bar. Simply lets you know if the item you're looking for is in that bank. It would tell you the quantity of the item, and what bag it's located in.
- Larger variety of colors for bags.
I would say no to the search bar, the other 2 are really interesting and I would love to see them implemented.
Rivnen
10-06-2009, 12:40 PM
This form of local banking... is a retarded sham.
1) People can teleport to there house.
2) People can teleport to wherever they are bound. (Typically has a bank)
3) Not everyone has a house, therefore not everyone can access this feature
So, if I can teleport to my "local bank" then teleport to a non-local bank, I can easily exchange what is available in them.
Leg enD
10-06-2009, 01:05 PM
sorry, cant post in here.... the skill cap thread burnt me out for a while:bang:
local banking sux
local banking wins
there ya go
mickhazz
10-06-2009, 01:16 PM
local bank -> runestone to -> non local bank
local bank -> useless
Euvici
10-06-2009, 01:24 PM
Well in UO you could teleport everywhere at will. And buy safley in town. Player vendors and house storage was still pretty popular. *shrug*
Its just the first step I believe ya?
I will say if I find a vendor well stocked with what I need I will be visiting it often, even though yes someone in my guild could probably craft it when they get time etc etc.
I still stop at the gas station on the way home from work for milk even though its price is jacked up, because its on the way and always open.
Wrafe
10-06-2009, 01:49 PM
The ability to use another city's bank w/o permission is fucking stupid. Please add the proper mechanics to fix this. It doesn't even need to be local banking, but just a permissions deal.
On a side note, what the hell are caravans going be used for?? The only use I can see for them is if player-owned cities/hamlets/houses are local only. I do believe racial cities should all be tethered to the same bank account tho due to gameplay issues.
GRCPan
10-06-2009, 01:59 PM
The ability to use another city's bank w/o permission is fucking stupid. Please add the proper mechanics to fix this. It doesn't even need to be local banking, but just a permissions deal.
Well if you remember pre release player cities were supposed to be like npc cities, meaning they wouldn't just be clan hideouts but cities that every player could use. And depending on the policy of the clan it belonged to, the city would be more safe or less safe. So basically it makes sense that everyone can use the bank.
raffraff
10-06-2009, 02:07 PM
Would be simple enough to just give banks similar policy controls as guard towers. Gives clans the power to decide what kind of city they're hosting.
Mendrall
10-06-2009, 02:11 PM
AV, you better do it right or it will be the end of Darkfall.
BluesFunk
10-06-2009, 02:26 PM
This idea sucks. Local items + universal gold would have been far more interesting for villages, hamlets and cities. I was going to resub for the expansion just for this alone. Its not worth it. It will not significantly enhance the dynamics of warfare and politics (see: Eve). PVP will not progress with this "limited local banking" option, at all.
Would be simple enough to just give banks similar policy controls as guard towers. Gives clans the power to decide what kind of city they're hosting.
This.
Nex Vita
10-06-2009, 02:38 PM
support your economy by supporting complete local banking. local banking in player housing is a given as its not really banking but housing storage as it should be.
Sarphus
10-06-2009, 02:58 PM
I think local banking is a good thing, but should never be the only form of banking.
I think it makes sense to have local banking on houses, clan cities and ships but there is one area where I think local banking should definitely be implemented.
Chaos stones should have a local bank tied to them. As it stands now, there's almost no incentive to bind to most chaos stones because nakeds are mostly worthless in combat.
If we could bank locally at chaos stones, people could pk more boldly because they'd be able to restock again if they die. As it stands now, people primarily use houses to do this, but that only opens up this form of pvp to a small portion of community. Localized banks on chaos stones would open it up to everyone.
Also, a change as I'm suggesting would add tactical changes to large sieges. Some hamlets are near chaos stones, and the defenders of the hamlets would be able to bind their people at the chaos stones to adequately defend their hamlet in event of a siege. Attackers could do the same.
Nex Vita
10-06-2009, 03:14 PM
I think local banking is a good thing, but should never be the only form of banking.
I think it makes sense to have local banking on houses, clan cities and ships but there is one area where I think local banking should definitely be implemented.
Chaos stones should have a local bank tied to them. As it stands now, there's almost no incentive to bind to most chaos stones because nakeds are mostly worthless in combat.
If we could bank locally at chaos stones, people could pk more boldly because they'd be able to restock again if they die. As it stands now, people primarily use houses to do this, but that only opens up this form of pvp to a small portion of community. Localized banks on chaos stones would open it up to everyone.
Also, a change as I'm suggesting would add tactical changes to large sieges. Some hamlets are near chaos stones, and the defenders of the hamlets would be able to bind their people at the chaos stones to adequately defend their hamlet in event of a siege. Attackers could do the same.
would that just take risk away from pvp if all you had to do was run to the nearest stone bank your top gear and then go attack? One should have to take into accout supplies when attacking so far from home.
Another half arsed and relatively pointless new feature. The whole point of local banking is to set up a proper economy and make controlling areas of land actualy woth something but with the alrady rampant universal banking.
I will admit that at first i agreed with the devs on universal banking but since then i have changed my mind and the banking limits that the devs claimed existed simply dont.
DeathCorpse
10-06-2009, 03:36 PM
I think the best idea for local banking (which I have yet to see mentioned) would be to only allow banking at locations where you are bound. So if you are bound to a city you can only bank at that city. When you change bind spots all of your items will be accessible at your new bind location. Doing it this way will also keep items down as each player will only have one bank to fill up and not multiple ones. Thereby reducing server / database query times.
This limits when and where people can access banks, i.e. during city raids, and is also not overly annoying in my opinion.
Imagine having shit in 10 or 20 banks with no way to inform you of which banks you have items in. Eve had a similar thing as this with the vaults in stations. It was a pain in the ass, but you could at least see which stations you had items in.
driftwood81
10-06-2009, 03:48 PM
Why don't you donkeys wait to see the actual changes before you start to tear up their ideas?
Ever think they are trying to make villages (which were just added last big patch, or "expansion") more appealing?
Ever think there might be some other changes that just might make villages more useful and populated?
What's funny is the people crying that this sucks are claiming that fully rolling out Local banking is somehow going to make the game all better and is an awesome idea!
If it's not done right, it will just be a major annoyance. The devs (who actually have released a game unlike you backseat game developers) are taking the right route here implementing it slowly.
Kasmos
10-06-2009, 03:54 PM
Those that promote local banking will come screaming back to forums once they get it cuz they will really feel stupid when they have to remember where they bank their shit and running halfway accross the world juz to bank is very productive to them.
To prevent hostile from banking in your city, juz make it that they cant bank if they are in combat. So if your city has a zap tower near the bank, there is no way anyone red in the city can ever use the bank in your city.
Local banking opens up a whole heap of shit and logistics that alot of ppl dont even think about. Jumping in and saying that local banking is the holy grail that will make Darkfall great is really shortsighted. Claus is rite and I think he is going the right direction doing it in small stages so that impact if any can be adjusted if necessary.
No, you're wrong. The reason so many people want local banking is because it creates so many better, interesting aspects to the game.
- Regional economies will begin to form
- Sellers will travel to different regions to sell their goods for profit, allowing raiders to attack them on their journey and loot them
- In regards to the above, "defender" roles will come into play, allowing sellers to hire people to protect their shit
- Caravans might actually mean something and be worthwhile (who the fuck is going to use them now?)
- Ships become a great way to transport a lot of goods
- The above allows for pirates to be a viable lifestyle
- It would create open world PvP all over the place
Oh, and the most important thing?
- PEOPLE WON'T ALWAYS BE RUNNING AROUND FUCKING NAKED
Aventurine, listen to your god damn players who have been playing MMOs since UO and understand that this bullshit "first step" isn't going to do a god damn thing. We NEED local banking more widespread and meaningful.
Please, make this game as great as it can be, don't ruin it when you've come so far.....
Nex Vita
10-06-2009, 04:02 PM
Why don't you donkeys wait to see the actual changes before you start to tear up their ideas?
Ever think they are trying to make villages (which were just added last big patch, or "expansion") more appealing?
Ever think there might be some other changes that just might make villages more useful and populated?
What's funny is the people crying that this sucks are claiming that fully rolling out Local banking is somehow going to make the game all better and is an awesome idea!
If it's not done right, it will just be a major annoyance. The devs (who actually have released a game unlike you backseat game developers) are taking the right route here implementing it slowly.
why do you think they post these clip of info in the first place? They are looking for feedback. Good bad or indifferant, they want to know what players think. Maybe you should post your own ideas instead of telling people what to think.
Rekshop
10-06-2009, 04:03 PM
Would be simple enough to just give banks similar policy controls as guard towers. Gives clans the power to decide what kind of city they're hosting.
This option complements AV's vision of the game. Give the power to the players to decide what kind of banking system they want. I'm sure the strong crafting/trading clans could form an alliance and control an area of the map to promote local markets by setting all of their banks to local.
Kasmos
10-06-2009, 04:06 PM
Why don't you donkeys wait to see the actual changes before you start to tear up their ideas?
Ever think they are trying to make villages (which were just added last big patch, or "expansion") more appealing?
Ever think there might be some other changes that just might make villages more useful and populated?
What's funny is the people crying that this sucks are claiming that fully rolling out Local banking is somehow going to make the game all better and is an awesome idea!
If it's not done right, it will just be a major annoyance. The devs (who actually have released a game unlike you backseat game developers) are taking the right route here implementing it slowly.
How would local banking in villages make them more useful or appealing when all other banks are global?
I don't think little Johnny is going to thinking, "Oh boy! Now that Aventurine implemented local banking in villages, I'm going to store ALL my shit there so that I can only access it in that said village."
I think he's going to be thinking more along the lines of, "Fuck that shit, I'm just going to "insta-teleport" all of my gear all around the world by the countless global banks. Why would I want to store shit in my village?"
driftwood81
10-06-2009, 04:06 PM
why do you think they post these clip of info in the first place? They are looking for feedback. Good bad or indifferant, they want to know what players think. Maybe you should post your own ideas instead of telling people what to think.
Because the same whiners were crying bloody murder when they weren't getting communications from the devs? Now that they are, they are still whining?
The very least, I suggested people wait and see, or at least try to process the thought that they are goign to be making villages more useful and attractive, so local banking in villages may actually prove to be worthwhile.
ChubtoadSUN
10-06-2009, 04:09 PM
It sounds to me that "local" village banking for house owners are ONLY easy coding for introducing Player vendors as you can stock up your vendor as vendor and local house bank is the same. You then mark those items in local bank you want to sell and for how much.
This will do nothing, this wont do anything for village. No one will risk go to a village to buy stuff from a vendor unless its "safe" meaning it will not promote PvP. What stuff would you go out of the way to get compared to safe starter cities.
Start with.
1. Clan Cities/hamlets bank can be set to Clan only/alliance only or ALL
2. Players vendors avaiable at Hamlets/cities, where vendor can sell to Clan only/alliance only/ALL
Now THIS would make hamlets and some cities a freehold / trading hub. Especially Hamlets can be fun trading hubs. Also it would make alliance/clan cities interesting as now it will be easier to setup selling stuff to clan mates.
Dont push villages to something they aint. You need to rethink revamp village / hamlet /city issues.
driftwood81
10-06-2009, 04:12 PM
- Regional economies will begin to form
This already happens. It takes like an hour just to go from one end to the other mounted.
- Sellers will travel to different regions to sell their goods for profit, allowing raiders to attack them on their journey and loot them
Risk isn't worth the reward when crafters already sell their goods for a loss in most cases.
- In regards to the above, "defender" roles will come into play, allowing sellers to hire people to protect their shit
Yes, the crafters that are already losing money can waste their time and more money to higher some goons to protect them.
- It would create open world PvP all over the place
This game needs PvP hotspots... not spreading a low population "all over the place."
Oh, and the most important thing?
- PEOPLE WON'T ALWAYS BE RUNNING AROUND FUCKING NAKED
People who run around naked now, will run around naked no matter what happens unless they add no drop items. They are pansies and are afraid to lose their shit.
Aventurine, listen to your god damn players who have been playing MMOs since UO and understand that this bullshit "first step" isn't going to do a god damn thing. We NEED local banking more widespread and meaningful.
Please, make this game as great as it can be, don't ruin it when you've come so far.....
Oh god, where's the vomit emoticon?
Nex Vita
10-06-2009, 04:15 PM
Because the same whiners were crying bloody murder when they weren't getting communications from the devs? Now that they are, they are still whining?
The very least, I suggested people wait and see, or at least try to process the thought that they are goign to be making villages more useful and attractive, so local banking in villages may actually prove to be worthwhile.
its dangerous to always wait and see. At least among the bitching there might a problem overlooked by the devs, or even an idea the devs like better. There are no stupid ideas just stupid people.
driftwood81
10-06-2009, 04:16 PM
How would local banking in villages make them more useful or appealing when all other banks are global?
If they made villages more appealing and a place where people actually "lived" or operated out of because well you know... they have a HOUSE there, the only bank available at the village would be very appealing.
I don't think little Johnny is going to thinking, "Oh boy! Now that Aventurine implemented local banking in villages, I'm going to store ALL my shit there so that I can only access it in that said village."
Of course not. Now if you put on your thinking cap, you may guess that the devs have some other plans to go along with this change to villages to make them more appealing.
I think he's going to be thinking more along the lines of, "Fuck that shit, I'm just going to "insta-teleport" all of my gear all around the world by the countless global banks. Why would I want to store shit in my village?"
Now you are just making shit up, most likely because your arguments and ideas lack substance.
driftwood81
10-06-2009, 04:24 PM
its dangerous to always wait and see. At least among the bitching there might a problem overlooked by the devs, or even an idea the devs like better. There are no stupid ideas just stupid people.
Heh, that's what you tell a 1st grader so they learn to speak up instead of keeping to themselves and having it follow them as they get older and develop some kind of disorder.
There are plenty of stupid ideas, stupid questions, and of course, stupid people.
DEDjed
10-06-2009, 04:28 PM
my concern is that this 'first step' is actually a way of justifying a decision to completely abandon local banks ... maybe im being paranoid here but:
- they add 'local banks' in villages as well as vendors
- players dont use them as the risk of shopping in a village far exceeds that of trading in protected cities
- players continue to use the global banks in safe cities to transfer goods around the world, as a result the caravans arent used as it would mean risking the caravan itself along with its contents when the alternative is zero risk transfer
- popularity of trading does not increase, world pvp doesnt improve, ppl are still naked most of the time
after a few months of this AV would be able to 'truthfully' turn round and say:
"We implemented a local banking system and no-one wanted to use it, it had no positive effects on the economy or pvp and caravans were widely shunned"
at that point all chance of a decent banking system, economy, or pvp filled world gets thrown out the window!
ppl seem to be stating their own personal preferences here so i'll add mine:
- regional gold (universal between banks in cities of the same race, or guild in player cities)
- local items in ALL banks
- When a player city bank is broken it can be looted (thus an attacking clan could target the bank first and raid it to sway the battle .. alternatively if the bank is intact when the city is won the victors can break it at their leisure and enjoy the spoils)
- no wilderness towers
- page in the journal to list bank contents in all banks across the world
I would also, in the long term like the following:
- Remove towers from NPC cities and replace with tough but killable guards (have them spawn at an endless rate from a keep/barrack building)
- Allow NPC city banks to be broken ... this would allow an almighty haul if a squad could achieve the practical impossible task of fighting off the city defenses to raid the bank ... yes, the loot received should be the contents of actual player banks
- Allow players to invest time/resources improving the defenses of NPC cities to help protect their bank supplies
- Add skills/items to allow ppl to scratch together meagre equipment from the land such as
Krucial
10-06-2009, 04:29 PM
No, you're wrong. The reason so many people want local banking is because it creates so many better, interesting aspects to the game.
- Regional economies will begin to form
- Sellers will travel to different regions to sell their goods for profit, allowing raiders to attack them on their journey and loot them
- In regards to the above, "defender" roles will come into play, allowing sellers to hire people to protect their shit
- Caravans might actually mean something and be worthwhile (who the fuck is going to use them now?)
- Ships become a great way to transport a lot of goods
- The above allows for pirates to be a viable lifestyle
- It would create open world PvP all over the place
Oh, and the most important thing?
- PEOPLE WON'T ALWAYS BE RUNNING AROUND FUCKING NAKED
Aventurine, listen to your god damn players who have been playing MMOs since UO and understand that this bullshit "first step" isn't going to do a god damn thing. We NEED local banking more widespread and meaningful.
Please, make this game as great as it can be, don't ruin it when you've come so far.....
This ^
DEDjed
10-06-2009, 04:30 PM
my concern is that this 'first step' is actually a way of justifying a decision to completely abandon local banks ... maybe im being paranoid here but:
- they add 'local banks' in villages as well as vendors
- players dont use them as the risk of shopping in a village far exceeds that of trading in protected cities
- players continue to use the global banks in safe cities to transfer goods around the world, as a result the caravans arent used as it would mean risking the caravan itself along with its contents when the alternative is zero risk transfer
- popularity of trading does not increase, world pvp doesnt improve, ppl are still naked most of the time
after a few months of this AV would be able to 'truthfully' turn round and say:
"We implemented a local banking system and no-one wanted to use it, it had no positive effects on the economy or pvp and caravans were widely shunned"
at that point all chance of a decent banking system, economy, or pvp filled world gets thrown out the window!
ppl seem to be stating their own personal preferences here so i'll add mine:
- regional gold (universal between banks in cities of the same race, or guild in player cities)
- local items in ALL banks
- When a player city bank is broken it can be looted (thus an attacking clan could target the bank first and raid it to sway the battle .. alternatively if the bank is intact when the city is won the victors can break it at their leisure and enjoy the spoils)
- no wilderness towers
- page in the journal to list bank contents in all banks across the world
I would also, in the long term like the following:
- Remove towers from NPC cities and replace with tough but killable guards (have them spawn at an endless rate from a keep/barrack building)
- Allow NPC city banks to be broken ... this would allow an almighty haul if a squad could achieve the practical impossible task of fighting off the city defenses to raid the bank ... yes, the loot received should be the contents of actual player banks
- Allow players to invest time/resources improving the defenses of NPC cities to help protect their bank supplies
- Add skills/items to allow ppl to scratch together meagre equipment from the land such as throwable rocks, sticks etc so that, should the worst case scenario happen where a player has stupidly stored all their stuff ina single bank and it has been completely looted they can still gather some basic gear from the wilds
Jonte912
10-06-2009, 04:39 PM
players arent running around naked anymore, where the F are you seeing nekkids?
Kasmos
10-06-2009, 04:54 PM
This already happens. It takes like an hour just to go from one end to the other mounted.
Do the prices change from region to region? I don't see a change in price. Regional economies mean that if the seller spends an hour traveling from point A to point B, he'll make a much higher profit at point B then if he stayed at point A. Why? Because there is regional differences in the worth of items. This is NOT the case now.
Risk isn't worth the reward when crafters already sell their goods for a loss in most cases.
Regional economies will help to increase profits for crafters. Plus, if banking becomes primarily local, people will be willing to pay higher prices for said goods.
Yes, the crafters that are already losing money can waste their time and more money to higher some goons to protect them.
See above.
This game needs PvP hotspots... not spreading a low population "all over the place."
This game does need more people playing, true, and marketing and fixing shit that's wrong (including the banking system) will certainly help that. But by making banks local, people are constantly having to carry things they are going to use/sell/trade/need, and you'd see people all over the world attacking caravans, pirating ships, ambushing groups near wilderness banks, etc etc.
People who run around naked now, will run around naked no matter what happens unless they add no drop items. They are pansies and are afraid to lose their shit.
People run around naked because they can go to any bank in the world (including enemy clan banks), and grab whatever the fuck they want. Do you really think people would be running around naked if they were trying to go from point A to point B, but all of their shit was at point A? No.... unless they were fucking retarded.
Oh god, where's the vomit emoticon?
Say what you want, but I don't think myself along with about 97% of this thread are wrong.
driftwood81
10-06-2009, 05:10 PM
Do the prices change from region to region? I don't see a change in price. Regional economies mean that if the seller spends an hour traveling from point A to point B, he'll make a much higher profit at point B then if he stayed at point A. Why? Because there is regional differences in the worth of items. This is NOT the case now.
Regional economies will help to increase profits for crafters. Plus, if banking becomes primarily local, people will be willing to pay higher prices for said goods.
How do you automatically assume this? It will be like it is now. Someone who lives on say... Cairn would prefer to buy goods local. However, the guy on Cairn he buys from keeps raising his prices, so the buyer gets a 400gp runestone and teleports to another seller, or travels the hour.
It won't be much different at all with local banking. At best you are going to get average price + cost of a runestone, just like now. When people raise their prices too much, people will go elsewhere no matter where it is.
This game does need more people playing, true, and marketing and fixing shit that's wrong (including the banking system) will certainly help that. But by making banks local, people are constantly having to carry things they are going to use/sell/trade/need, and you'd see people all over the world attacking caravans, pirating ships, ambushing groups near wilderness banks, etc etc.
Right now, it wouldn't do that due to population. Even 2-3X the population, it's going to be rare that someone just happens to find someone "moving" some gear between banks.
Also keep in mind the annoyance local banking will cause, which is going to hurt the population more than your ideas are going to help it.
"Local banking" isn't exactly a top reason why people are quitting.
People run around naked because they can go to any bank in the world (including enemy clan banks), and grab whatever the fuck they want. Do you really think people would be running around naked if they were trying to go from point A to point B, but all of their shit was at point A? No.... unless they were fucking retarded.
Hardly any people run around naked now. People who do, are scared to lose their pixels. Cut and dry, and they will always be afraid to lose their pixels.
Say what you want, but I don't think myself along with about 97% of this thread are wrong.
If this is a case of the squeaky wheel gets the grease, this game will be very short lived.
Signus
10-06-2009, 05:22 PM
my concern is that this 'first step' is actually a way of justifying a decision to completely abandon local banks ... maybe im being paranoid
You are being insanely paranoid. Local banks haven't even been mentioned by the developers in 4 years. They cut them in 2005 and said that's that, this is how our game is going to work. They could have just kept their silence, they don't need an excuse to disprove local banks, they obviously want them in, in some form, to add more depth to the world, and they are trying to do it gradually so that it doesn't become a chore, which is the reason they cut it in the first place.
Krucial
10-06-2009, 05:48 PM
You are being insanely paranoid. Local banks haven't even been mentioned by the developers in 4 years. They cut them in 2005 and said that's that, this is how our game is going to work. They could have just kept their silence, they don't need an excuse to disprove local banks, they obviously want them in, in some form, to add more depth to the world, and they are trying to do it gradually so that it doesn't become a chore, which is the reason they cut it in the first place.
so, the minimum expected is that AV say what is the complete plan for implement global bank.
Example, they say:
For make the fully local bank we will make it in steps, the first step is insert local bank in village house because this is needed for a good local bank system, in about 2 month after it we will change the hamlets and clan cities for local bank too, in about 5 month we will change the other banks for regional bank, bla bla bla.
If they said that will put a local bank system, let us know what is the complete plan, steps and way that this will be implemented
Abaratican
10-06-2009, 05:51 PM
Hopefully they just ignore you guys and leave it in its current, non-annoying state so it doesn't become a chore just to get your items.
driftwood81
10-06-2009, 05:53 PM
so, the minimum expected is that AV say what is the complete plan for implement global bank.
Example, they say:
For make the fully local bank we will make it in steps, the first step is insert local bank in village house because this is needed for a good local bank system, in about 2 month after it we will change the hamlets and clan cities for local bank too, in about 5 month we will change the other banks for regional bank, bla bla bla.
If they said that will put a local bank system, let us know what is the complete plan, steps and way that this will be implemented
What don't you understand about they are going to see how it goes?
You really want the to speculate what their next steps MAY be if this ends up working out, just so people can flood the forums with spam and tears when the speculation ends up changing?
Signus
10-06-2009, 05:56 PM
so, the minimum expected is that AV say what is the complete plan for implement global bank.
Example, they say:
For make the fully local bank we will make it in steps, the first step is insert local bank in village house because this is needed for a good local bank system, in about 2 month after it we will change the hamlets and clan cities for local bank too, in about 5 month we will change the other banks for regional bank, bla bla bla.
If they said that will put a local bank system, let us know what is the complete plan, steps and way that this will be implemented
All local banks would be a big change to the game. I think they just want to start as small as possible, work out the bugs and issues with it there, refine it, improve it, then move it to clan cities or something, then limit the universal banks to hold less items, or unlimited money and limited items, tie in the clan bank system with a pillage reward system. I don't know, seems like a logical progression if people like it.
But really, who knows. This is the type of thing you REALLY need to take in short steps.
Kasmos
10-06-2009, 06:03 PM
Hopefully they just ignore you guys and leave it in its current, non-annoying state so it doesn't become a chore just to get your items.
Yeah, because the current "insta-teleport items across the whole map" system fucking ROCKS :rolleyes:
We need local banking, and if they implement quicker ways to travel across land (i.e. faster mounts, ships cheaper and more common, etc) it won't be an issue at all. So what if you have to keep track of where you keep your shit? Why does the banking system have to be in super duper easy mode?
boxfetish
10-06-2009, 06:07 PM
You are being insanely paranoid. Local banks haven't even been mentioned by the developers in 4 years. They cut them in 2005 and said that's that, this is how our game is going to work. They could have just kept their silence, they don't need an excuse to disprove local banks, they obviously want them in, in some form, to add more depth to the world, and they are trying to do it gradually so that it doesn't become a chore, which is the reason they cut it in the first place.
I would expect a mod to know better. They cut them in late 2007, not 2005. Prior to that the latest word was that they "liked the idea" of local (item) banking. Also, they continued to claim from late 2007 up until release that they would be or had been beta testing the banking system and that there were putting quite a number of limits on universal banks. Both of which, of course, were complete lies. How many times in one thread does the evidence have to be posted?
Tasos lies about banking (http://www.warcry.com/articles/view/devjournals/darkfalljournals/2707-Darkfall-Dev-Journal-19-A-Round-Up)
Krucial
10-06-2009, 06:08 PM
All local banks would be a big change to the game. I think they just want to start as small as possible, work out the bugs and issues with it there, refine it, improve it, then move it to clan cities or something, then limit the universal banks to hold less items, or unlimited money and limited items, tie in the clan bank system with a pillage reward system. I don't know, seems like a logical progression if people like it.
But really, who knows. This is the type of thing you REALLY need to take in short steps.
I agree with you, but I think that the problem is that DEVs don't say the complete plan, your steps and way that this will be implemented.
Transparency is the solution IMO, transparency prevent alot of speculation.
Suppose that everyone know that now the local bank is for the village house and in more some month the clan cities and hamlet will be changed too, etc. This will prevent alot of speculation and the people will be more happy because I know the plan, I know what I can wait for the future.
sharpkris
10-06-2009, 06:14 PM
as a start local banking 0n my opinion will be ab immense improvement to the game. it will make traveling much more risky plus will increse the price on rune stones/nexus portals etc the result being traveling=$=trnasfer services and making house owners to be able to rent a spot in their house to another player dus increasing economy and making the game much more of a sand box as it is!
as a large villa owner i personally like this very much since my village is in a great location, renting a spot in it will make it a great spot for pvp AND make me some money. doh this will make it much better if there will also be player bought NPC vendors in villages making villages a place for ppl who want to make money an attractive location example: i have a personal vendor and i set him to buy bone,resin,ash for 4,3,5 and all those regs could be obtained from mobs in the area around my house in a spot where there are earth elements. i in this manner will save myself some unneeded grind for regs and said player will earn some money along with skill points
lanigav
10-06-2009, 06:16 PM
Personally I think banking should be full local. Everywhere. If your clan city gets taken over then you have to sneak back in get your stuff and get out. This adds some very good realism to the game and encourages more risky travel. Currently anyone out in the world is either farming (typically very close to home), pvping, or naked travelling to trade... that's it. If a bank is completely razed items should go to nearest red city bank.
This would add meaning to merchants, local economies, player vendors etc... if not then this is all fail.
driftwood81
10-06-2009, 06:25 PM
Why does the banking system have to be in super duper easy mode?
Because it's something so trivial that it shouldn't be interfering with the actual game in a negative way.
Damn, why is the walking so easy in this hardcore game? You should have to alternate between two keys just to walk. Screw this super duper easy mode.
extant1
10-06-2009, 06:31 PM
Global banking in major cities and wilderness banks.
Satellite npc cities, player cities and villages and hamlets localized systems with increased capacity.
So The global system is used to hold reagants, some armor and weapons. Than your home city is used for main storage, I.e. Armor and weapons in player city (where you meet for pvp/raid) maybe a npc city or village to tradeskill.
Keep some weapons and armor all over and you have no annoyance and your not just gank and banking on every raid..unless you leave it in the enemy base to get later.
sharpkris
10-06-2009, 06:35 PM
Because it's something so trivial that it shouldn't be interfering with the actual game in a negative way.
Damn, why is the walking so easy in this hardcore game? You should have to alternate between two keys just to walk. Screw this super duper easy mode.
things are broken as they are there's no risk in traveling because there's no real need to travel except from when u pvp thus making the game a bit empty.
adding loacal banking will create ambush partys around villages and roads, the only way to avoid them is to bring a party of your own or use a rune stone/nexus portal thus increasing rune stone price and making the wilderness more populated
if i kill someone and loot a bunch of shit, why would i spend 20-30 mins to run back to my house to bank stuff I can only get locally instead of spending 1 minute to recall or 15 sec to water log and put in my clan bank and then another 1 min to recall back to my house? The only thing this will help is harvesting around villages...not a bad thing I guess, but not really revolutionary.
Sin'jin
10-06-2009, 06:36 PM
Personally I think banking should be full local. Everywhere. If your clan city gets taken over then you have to sneak back in get your stuff and get out. This adds some very good realism to the game and encourages more risky travel. Currently anyone out in the world is either farming (typically very close to home), pvping, or naked travelling to trade... that's it. If a bank is completely razed items should go to nearest red city bank.
This would add meaning to merchants, local economies, player vendors etc... if not then this is all fail.
Fully local banks is zero fun and more agrivation is not what this game needs at this point. Its needs to be fun... not a job. Can you imagine a large clan losing a city and having to reclaim its guild bank? Ever read EU-1 Clan discussion? Think its bad now? Come on man, there would be nothing remotely fun in a system like that. It would be even more..."You zerged us in off hours, took our bank blah blah blah blah" bullshit. Thats not gaming fun... What we will end up with is less and less subs, which we cant afford.
Local banking as a whole will kill off this game even more imo. In homes... fine. Clan banks, tied to Clans/Allies.. fine. Having every region have a local bank gets beyond ridiculious. People will not travel, they will stay put, making the world that much smaller. Caravans are a joke. With insta teleportation spells (bindstone to home and bind point), nexus gates etc... its makes the entire idea of a full local banking system moot.
Local banking sounds fun to some but to me it sounds about as stupid as it gets. I game to enjoy myself. Some of you might have no life outside DF but the majority of us do. Having to keep banks spread out all over the world to even play is fucking stupid, plain and simple.
Kasmos
10-06-2009, 06:37 PM
How do you automatically assume this? It will be like it is now. Someone who lives on say... Cairn would prefer to buy goods local. However, the guy on Cairn he buys from keeps raising his prices, so the buyer gets a 400gp runestone and teleports to another seller, or travels the hour.
It won't be much different at all with local banking. At best you are going to get average price + cost of a runestone, just like now. When people raise their prices too much, people will go elsewhere no matter where it is.
I don't think you're getting the picture. Let me give you an example.
Let's say island A has a vast amount of metal nodes. Island B on the other hand has very few metal nodes. With global banking the way it is now, the price for metal ore will be the same on island A and island B. Why? Because anyone can farm metal ore on island A and "teleport" the ore back to island B.
Now, if the banking system was all or primarily local, what would be the difference? Well, on island B, metal ore would be going for a much higher rate since it's so much rarer while on island A it would be going for cheaper since it's much more common.
How does a trader make money then? Well, if he's smart he'd go to island A, farm up on metal ore, and then travel back (which includes a lot of risk mind you, hence hiring people to protect you), and then sell it for the "higher" price in bulk on island B. Thus, because of local banking a regional/localized economy forms allowing the trader on island A to make a killing in island B.
Apply this example to all materials, and you begin to understand that when banks become local, prices will begin to vary from region to region for various items, reagents, etc. People will begin having options as to where/how they're going to buy/sell items.
Someone can travel across the map to buy a bunch of reagents that are going for very cheap in that region, however, they risk losing the items on the road back (unless they locally bank them), creating a huge "risk" (losing the items while traveling back) and "reward" (buying a bunch of reagents for very cheap).
Traders can do the same. Do they risk losing their hard earned items traveling to another region where what they are selling goes for much higher then where they are at, ultimately making a greater profit if they succeed? Or do they sell for the lower price in their local market, avoiding the potential risk associated with traveling from one point to another.
I hope I'm explaining this well to you, because I think you need to understand the point.
players arent running around naked anymore, where the F are you seeing nekkids?
I think thye are NA players....
Kasmos
10-06-2009, 06:42 PM
Because it's something so trivial that it shouldn't be interfering with the actual game in a negative way.
Damn, why is the walking so easy in this hardcore game? You should have to alternate between two keys just to walk. Screw this super duper easy mode.
Are you new to MMOs? I'm sorry, but the banking system is not "something so trivial". It's trivial now because it's implemented so poorly it's pathetic.
People need to realize that localized banking creates so many more dynamics to a game like Darkfall than compared to global banking that it's not even funny. You can literally build upon local banking to create so many features and functions OUTSIDE of the banking system just because you have it localized.
This game is supposed to be about risk vs reward. With global banking, there is literally zero risk and all reward. This is NOT what Darkfall is about. If losing your items traveling from point A to point B makes you QQ and quit, this game was never for you in the first place.
driftwood81
10-06-2009, 06:43 PM
things are broken as they are there's no risk in traveling because there's no real need to travel except from when u pvp thus making the game a bit empty.
You need to learn how to prioritize if you consider the banking situation as "broken."
It actually works fine, in a game primarily for PvP, I bank my excess shit I don't need at the moment to PvP, and when I need to re-gear, hey guess what? It's at the bank!
adding loacal banking will create ambush partys around villages and roads, the only way to avoid them is to bring a party of your own or use a rune stone/nexus portal thus increasing rune stone price and making the wilderness more populated
There's thousands of ways to avoid people. There are very few choke points when traveling in this game. Hell all you need is a mount and the keep a look out for others in the distance.
You guys crack me up who think local banking will just instantly make for tons more PvP because at any one time there may be 2-5 people scattered across the gigantic world who are moving a decent size of loot to a new area.
Good thing the devs are approaching this in a sensible manner.
Lingxiaoyu
10-06-2009, 06:47 PM
It seems completely pointless to introduce localized banking in villages. Most people just use their house as a bind spot right now. And anything else is done in cities, where the risk of loosing your stuff is much smaller.
So as I see it the only reason people would put their stuff in a local storage, in their house, would be if there is a merchant that can sell it. But I'd also guess that most people will look at the option of going shopping in villages as too risky. So trades are likely to mostly stay where they are now: In cities where they can be done next to a bank and with protection of towers and/or alliance members.
I guess there could be additional incentives to bank there. But as long as the normal banking is not changed. I doubt it will be worth the risk.
This.
What's the point of a caravan system? There is none!
Kasmos
10-06-2009, 06:48 PM
Add fluff.
Localized banking is not that important. Sure village is fine, but you do not have enough banks around as it is to put in localized banking.
This game is a fucking grind.. The more you grind the better you get.
Certain characters are 5-6 times as strong as a single non-grinded character.
Yah.. Lets fucking make them wander around caravaning 17 carrots.
Fucking douchebags.. I swear. MORE CONTENT ASAP.
This game cant die dude.. I love it too much.. Dont fuck up by thinking these fat downies really give two shits about localized banking.
Add fluff?
Let's see here, the skill progressions system is FUCKED. The banking system is even more FUCKED. There is no diversity. There are no local/regional economies. There is no racial warfare because the alignment system is borked. And the list can go on and on and on. They need to fix some of the core aspects of this game before they start adding "fluff".
And you say having to travel with a caravan to transport goods is a bad thing? Do you know how much fun and nervewracking it would be to have a full load of items to sell in a caravan and get it raided? Better yet, what if you were on the other side doing the raiding yourself? This is just a glimpse of the kind of possibilities that open up with local banking.
Honestly, the fact that a full loot, FFA PvP game that boasts a harsh environment, unforgiving game mechanics, and such a huge risk vs. reward system has full, unrestricted global banking boggles my fucking mind.
Kasmos
10-06-2009, 06:50 PM
You need to learn how to prioritize if you consider the banking situation as "broken."
It actually works fine, in a game primarily for PvP, I bank my excess shit I don't need at the moment to PvP, and when I need to re-gear, hey guess what? It's at the bank!
For the record, this game isn't just PvP, there are many aspects of the game that don't involve PvP at all.
Christ, how many fucking FPS kids are in here?
"No! Don't implement local banking! I won't be able to instantly teleport my shit so I can instantly gear up and instantly engage in PvP!"
This game is not a fucking first person shooter. Counterstrike is that way ------->
driftwood81
10-06-2009, 06:52 PM
Are you new to MMOs? I'm sorry, but the banking system is not "something so trivial". It's trivial now because it's implemented so poorly it's pathetic.
Ya I'm fairly new to MMOs, only been playing them for around 15 years.
It is trivial. It's a place to keep your crap. You are trying to force them in to a game for reasons that are flat out wrong.
People need to realize that localized banking creates so many more dynamics to a game like Darkfall than compared to global banking that it's not even funny. You can literally build upon local banking to create so many features and functions OUTSIDE of the banking system just because you have it localized.
You mentioned a few neat ideas, but the majority of your ideas again, are flat out wrong, and can't possibly outweigh the annoyance factor. People are here for PvP and GvG, not keeping track of which bank did they keep their newly crafted armor in and having to travel for hours just to go get it.
This game is supposed to be about risk vs reward. With global banking, there is literally zero risk and all reward. This is NOT what Darkfall is about. If losing your items traveling from point A to point B makes you QQ and quit, this game was never for you in the first place.
Really? Weird, every time I leave my city, I'm risking all the gear I'm wearing.
This game is about meaningful PvP which means risk and reward among many other things. It's not about annoying trivial tasks trying to create scenarios you wish to play out like some WoW-like mini-game.
driftwood81
10-06-2009, 06:53 PM
For the record, this game isn't just PvP, there are many aspects of the game that don't involve PvP at all.
Christ, how many fucking FPS kids are in here?
"No! Don't implement local banking! I won't be able to instantly teleport my shit so I can instantly gear up and instantly engage in PvP!"
This game is not a fucking first person shooter. Counterstrike is that way ------->
This game is primarily a PvP game, just like I said. Hello Kitty's Sim-Life is -------> way.
This game is about meaningful PvP which means risk and reward among many other things. It's not about annoying trivial tasks trying to create scenarios you wish to play out like some WoW-like mini-game.
He means if you go naked in a city, kill some dude and bank his shit in his own bank... That's just fucking lame.
IMO Clan city banks should be like bindstones, if you're allied you can use it, otherwise you can't.
driftwood81
10-06-2009, 06:59 PM
He means if you go naked in a city, kill some dude and bank his shit in his own bank... That's just fucking lame.
IMO Clan city banks should be like bindstones, if you're allied you can use it, otherwise you can't.
Of course that change should be made. But that has nothing to do with local banking.
I have noticed with Kasmos he loves these extremely restrictive ideas to stop and encourage something from happening, when there is a far less restrictive and more sensible way of achieving the goal. If he isn't the guy who was diehard for a soft cap with decay just to promote diversity, then my bad.
Of course that change should be made. But that has nothing to do with local banking.
I have noticed with Kasmos he loves these extremely restrictive ideas to stop and encourage something from happening, when there is a far less restrictive and more sensible way of achieving the goal. If he isn't the guy who was diehard for a soft cap with decay just to promote diversity, then my bad.
I bet you thought the bank bag bug was really a cool new undocumented feature..?
And when it got fixed you were probably like... “Nooo not my freedomz!”
sharpkris
10-06-2009, 07:05 PM
Add fluff?
Let's see here, the skill progressions system is FUCKED. The banking system is even more FUCKED. There is no diversity. There are no local/regional economies. There is no racial warfare because the alignment system is borked. And the list can go on and on and on. They need to fix some of the core aspects of this game before they start adding "fluff".
And you say having to travel with a caravan to transport goods is a bad thing? Do you know how much fun and nervewracking it would be to have a full load of items to sell in a caravan and get it raided? Better yet, what if you were on the other side doing the raiding yourself? This is just a glimpse of the kind of possibilities that open up with local banking.
Honestly, the fact that a full loot, FFA PvP game that boasts a harsh environment, unforgiving game mechanics, and such a huge risk vs. reward system has full, unrestricted global banking boggles my fucking mind.
not to mention the transport ships :P this will be a nice function with the pirate hype
driftwood81
10-06-2009, 07:09 PM
I bet you thought the bank bag bug was really a cool new undocumented feature..?
And when it got fixed you were probably like... “Nooo not my freedomz!”
Not sure if the mods will clean this trash up or not? But, umm no. Not really sure how my post about me objecting to full local banking means I'm an exploiter.
I'd stay out of the Casinos, making crappy bets like that.
Junkaboy
10-06-2009, 07:16 PM
I like the idea of localized banking in player housing. Great addition to player housing scenario.
I think the best things that could be added in terms of banking is:
- Increase limit of player bank space
- Make clan city banks have permission settings (clan only, alliance, all)
I think its really ridiculous that enemy can surprise raid your city, bank everything and leave without any risk when the defenders arrive...
In my opinion it would add another dimension to raiding... you'd have to not only be able to get the kill and the loot, but also carry it to safety...
driftwood81
10-06-2009, 07:18 PM
I like the idea of localized banking in player housing. Great addition to player housing scenario.
I think the best things that could be added in terms of banking is:
- Increase limit of player bank space
- Make clan city banks have permission settings (clan only, alliance, all)
I think its really ridiculous that enemy can surprise raid your city, bank everything and leave without any risk when the defenders arrive...
In my opinion it would add another dimension to raiding... you'd have to not only be able to get the kill and the loot, but also carry it to safety...
I agree to this without a doubt. Even if the implement some kind of local banking for clan banks, enemies shouldn't be able to use them.
Zacko
10-06-2009, 07:20 PM
Just make it like in good old UO !
Add some chests to player houses where the owner/friends can stack theyr items and a placable vendor in front of it.
This would make me very happy:rolleyes:
See ya.
vBulletin® v3.8.4, Copyright ©2000-2012, Jelsoft Enterprises Ltd.