evilness
11-05-2009, 03:25 PM
I played Darkfall from launch and stuck with it for a few months but eventually the lack of diversity drove me away. I have recently started to consider playing again and started pondering what would really spark the player controlled sandbox feel I am looking for.
I know i touch on some controversial subjects, so I would ask you fine gentlemen to withhold judgement until you have read my proposition in it’s entirety.
If anything I am suggesting seems unclear or poorly explained please do not hesitate to demand clarification.
Split Universal banking
Create banking regions meaning you can only access the goods you have stored in a region, I propose doing one of the following:
Carve Agon mainland up into four arbitrary chunks and create four island banking regions.
Split Agon up into six race regional banking area’s and four sub island banking regions.
Carve Agon up into four arbitrary chunks as banking regions.
Illustration 1 (http://img11.imageshack.us/img11/5562/bankingx.jpg) Illustration 2 (http://img214.imageshack.us/img214/3037/banking2.jpg)
Create regional auction houses(could be achieved by personal vendors)[edit]
Create an auction a regional auction house for every banking region, currently in Darkfall there is a major barrier in effective crafting it is the lack of an easy and effective way to facilitate the purchasing and sale of goods.
Add a region bound auction house for every banking region
o Add 1 auction house to each of the major racial cities
o Allow clans to build auction houses in their cities
o Allow clans to charge a fee for use of the auction house facilities percentage or otherwise.
Increase carry capacity and change recall
Create possibilities for players to carry increased amounts of goods on them, I would suggest doing this by one of the following ways:
Make tailors be able to craft special cargo sacks / bags / packs
o Would vary in carry capacity and crafting cost
o Can only open remove items while in a bank
o Can’t use recall-type spells while carrying such an item
Disable using recall-type spells while over maximum carry weight
Add in some kind of special cargo mount
o Craftable by using the regular mount crafting skill
Naval transport
Add ships specifically designed to carry cargo to allow for the transport of goods to island banking zones.
Add in a range of ships to carry cargo
o Cannons would be on the more expensive versions
o Can’t be despawned while loaded with cargo
o Cargo ships would be slightly slower than combat ships but faster than a raft
Disallow ships from being despawned while in combat and for 15 minutes after
Reduce the cost of ships in general
Expand town use rights
Increasing the possibilities for owners of city’s and hamlets to dispense rights of usage to their city’s amenities such as their bank. I suggest:
Allowing people to apply for a specific right such as use of bank in the same way you apply to join a clan.
Allowing clans to charge a fee for the right to use a facility like the bank.
o The revoking of access can only be done when the fee is refunded
Update colour coding
Fashion colour coding of player names in such a way that its possible for everyone in an alliance to see who are not to be harmed. I mean this as an example i primarily want to bring across the point that there should be a way to identify those who have purchased services from your clan or someone in your alliance.
Enemies seperate colour
Clan mates seperate colour
Alliance members seperate colour
Friendly status seperate colour
o Dark colour for direct friends as in people your clan has set to friendly
o Light colour for indirect friends as in people your alliance has set to friendly
Costumer status yellow
o Costumer status would mean that this person has been accepted to be allowed to use certain amenities by your clan or an allied clan.
Neutral seperate colour
Split resource gathering
Resource gathering should be split geographically at the moment you can pretty much attain any type of material anywhere. This should be split up for instance at the moment the primary resource is Iron, split this up in to four metal types make these metal types available at different geographical locations. Do a similar split for wood create four types of wood and make it available at different locations.
Split the material currently named iron into “metal 1”, “metal 2”, “metal 3” and “metal 4” spread the metals to each be abundant in separate banking regions.
Illustration 3 (http://img36.imageshack.us/img36/3893/metaldj.jpg)
Split crafting
As a logical next step if the resources are to be split so should the crafting be diversified to encourage collection of multiple base materials for the creation of items that previously only required “iron” and “lumber”.
The goal
The goal of the suggestions I have outlined here is to create conflict, encourage trading, increase the possibility player made / enforced order and add strategic value to area’s. Implementing the above outlined plan will create the following conflict zones. Conflict zones will come into existence due to the basic premise of greed, people will want to trade exploiting the price differences in banking regions others will want to steal from those who want to trade and again others will want to be hired for their services of providing protection for those who want to trade.
Illustration 4 (http://img230.imageshack.us/img230/4665/conflict.jpg)
Examples
Clan/alliance
Alliances/clans are often only present in certain parts of Agon which will have only one primary resource available, so in order to keep their resource expenditure at its current levels will have to:
Conquer cities with easy access to other types of minerals
Actively engage in trade treaties with other alliances/clans
Organise the procurement of base metals from the open market.
Trading
If introduced regional banking / auction houses will create price differences that can be exploited but due to the regions being separated, there will have to a period of “physical” transport of the goods trough one of more of the conflict zones.
Protection
If done properly the implementation will spark a lively mercenary market to provide protection for the transport of goods trough conflict zones. Clans will form specifically for the purpose of trading and protecting traders.
Trading Hubs
With the implementation of banking regions comes an increased importance for those hamlets and city’s on the borderlines of the banking regions. These cities if allowed to profit from visitors via sale of usage rights would become valuable targets for alliances or clans to conquer.
Player made / enforced order
If cities become profitable to clans they might consider patrolling the routes between two trading hubs that link banking regions together in order to make their city a more attractive city to use for trade. Introducing a customer status for people who have paid for use of city amenities would allow people to effectively police their own cities beyond “if he is not in the alliance he is dead”.
Navel warfare
At the moment there is very little reason to use a ship for anything but if ships for the purpose of trade ware introduced they would allow for people to be pirates or paid escort for a convoy.
I know i touch on some controversial subjects, so I would ask you fine gentlemen to withhold judgement until you have read my proposition in it’s entirety.
If anything I am suggesting seems unclear or poorly explained please do not hesitate to demand clarification.
Split Universal banking
Create banking regions meaning you can only access the goods you have stored in a region, I propose doing one of the following:
Carve Agon mainland up into four arbitrary chunks and create four island banking regions.
Split Agon up into six race regional banking area’s and four sub island banking regions.
Carve Agon up into four arbitrary chunks as banking regions.
Illustration 1 (http://img11.imageshack.us/img11/5562/bankingx.jpg) Illustration 2 (http://img214.imageshack.us/img214/3037/banking2.jpg)
Create regional auction houses(could be achieved by personal vendors)[edit]
Create an auction a regional auction house for every banking region, currently in Darkfall there is a major barrier in effective crafting it is the lack of an easy and effective way to facilitate the purchasing and sale of goods.
Add a region bound auction house for every banking region
o Add 1 auction house to each of the major racial cities
o Allow clans to build auction houses in their cities
o Allow clans to charge a fee for use of the auction house facilities percentage or otherwise.
Increase carry capacity and change recall
Create possibilities for players to carry increased amounts of goods on them, I would suggest doing this by one of the following ways:
Make tailors be able to craft special cargo sacks / bags / packs
o Would vary in carry capacity and crafting cost
o Can only open remove items while in a bank
o Can’t use recall-type spells while carrying such an item
Disable using recall-type spells while over maximum carry weight
Add in some kind of special cargo mount
o Craftable by using the regular mount crafting skill
Naval transport
Add ships specifically designed to carry cargo to allow for the transport of goods to island banking zones.
Add in a range of ships to carry cargo
o Cannons would be on the more expensive versions
o Can’t be despawned while loaded with cargo
o Cargo ships would be slightly slower than combat ships but faster than a raft
Disallow ships from being despawned while in combat and for 15 minutes after
Reduce the cost of ships in general
Expand town use rights
Increasing the possibilities for owners of city’s and hamlets to dispense rights of usage to their city’s amenities such as their bank. I suggest:
Allowing people to apply for a specific right such as use of bank in the same way you apply to join a clan.
Allowing clans to charge a fee for the right to use a facility like the bank.
o The revoking of access can only be done when the fee is refunded
Update colour coding
Fashion colour coding of player names in such a way that its possible for everyone in an alliance to see who are not to be harmed. I mean this as an example i primarily want to bring across the point that there should be a way to identify those who have purchased services from your clan or someone in your alliance.
Enemies seperate colour
Clan mates seperate colour
Alliance members seperate colour
Friendly status seperate colour
o Dark colour for direct friends as in people your clan has set to friendly
o Light colour for indirect friends as in people your alliance has set to friendly
Costumer status yellow
o Costumer status would mean that this person has been accepted to be allowed to use certain amenities by your clan or an allied clan.
Neutral seperate colour
Split resource gathering
Resource gathering should be split geographically at the moment you can pretty much attain any type of material anywhere. This should be split up for instance at the moment the primary resource is Iron, split this up in to four metal types make these metal types available at different geographical locations. Do a similar split for wood create four types of wood and make it available at different locations.
Split the material currently named iron into “metal 1”, “metal 2”, “metal 3” and “metal 4” spread the metals to each be abundant in separate banking regions.
Illustration 3 (http://img36.imageshack.us/img36/3893/metaldj.jpg)
Split crafting
As a logical next step if the resources are to be split so should the crafting be diversified to encourage collection of multiple base materials for the creation of items that previously only required “iron” and “lumber”.
The goal
The goal of the suggestions I have outlined here is to create conflict, encourage trading, increase the possibility player made / enforced order and add strategic value to area’s. Implementing the above outlined plan will create the following conflict zones. Conflict zones will come into existence due to the basic premise of greed, people will want to trade exploiting the price differences in banking regions others will want to steal from those who want to trade and again others will want to be hired for their services of providing protection for those who want to trade.
Illustration 4 (http://img230.imageshack.us/img230/4665/conflict.jpg)
Examples
Clan/alliance
Alliances/clans are often only present in certain parts of Agon which will have only one primary resource available, so in order to keep their resource expenditure at its current levels will have to:
Conquer cities with easy access to other types of minerals
Actively engage in trade treaties with other alliances/clans
Organise the procurement of base metals from the open market.
Trading
If introduced regional banking / auction houses will create price differences that can be exploited but due to the regions being separated, there will have to a period of “physical” transport of the goods trough one of more of the conflict zones.
Protection
If done properly the implementation will spark a lively mercenary market to provide protection for the transport of goods trough conflict zones. Clans will form specifically for the purpose of trading and protecting traders.
Trading Hubs
With the implementation of banking regions comes an increased importance for those hamlets and city’s on the borderlines of the banking regions. These cities if allowed to profit from visitors via sale of usage rights would become valuable targets for alliances or clans to conquer.
Player made / enforced order
If cities become profitable to clans they might consider patrolling the routes between two trading hubs that link banking regions together in order to make their city a more attractive city to use for trade. Introducing a customer status for people who have paid for use of city amenities would allow people to effectively police their own cities beyond “if he is not in the alliance he is dead”.
Navel warfare
At the moment there is very little reason to use a ship for anything but if ships for the purpose of trade ware introduced they would allow for people to be pirates or paid escort for a convoy.