Results 1 to 8 of 8
  1. #1
    Normal User EU1 Player
    Join Date
    Aug 2008
    Posts
    27

    Default Suggestion: Darkfall spark the conflict!

    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 Illustration 2

    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

    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

    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.
    Last edited by evilness; 11-06-2009 at 09:37.

  2. #2
    Normal User
    Join Date
    Jan 2009
    Posts
    2

    Default

    Id like to see somthing like the above get implemented.

    Id like to play a trader.

  3. #3
    Normal User
    Join Date
    Feb 2009
    Location
    in the middle
    Posts
    153

    Default

    Yes yes and yes except the name coloring (or I haven't though much about it in Darkfall terms) I used to have lots of fun in Face of Mankind because you had to actually come up close to the character (would also need sometimes to shine a flashlight on them when in dark areas to make out the details quickly) and identify them by their badge or pay extreme attention to their clothing. Civilian clothes wore on top of armor was a problem though.
    I would like to see something similar and a slower or less jerkier and smoother avatar movement. They this last one right in FoM and also a clever design of the third person first person transitions and feel. Darkfall could learn from this one. It's too an MMOG in a continuous closed beta phase without levels and is sandbox styled but with limited closed maps. (I am not breaking their NDA now all those features used to be in their open beta season too)
    They also had a "firing cone" a game mechanics feature thing which dictated accuracy versus player speed. When you were running it was enlarging making your accuracy worst and and was getting smaller when standing or crouched or walking with normal speed making your accuracy better. All that according to weapon types etc.

    Regional banking can make things really interesting.
    For travelers, I would suggest extra carriage bags that are can appear on the avatar when in third person (for the immersion) and also on the mount (mount bags) and also maybe carriages for more loads to be carried. Carriage trains (mount pulled) slow or fast for either large or small distances (if it suits the economy/regional design of a given area) or caravans or even both.

    Bags can be dropped to the ground for the avatar to be able to use its full combat benefits and fastened with a lock that if the player dies the key can be found in his inventory, so if he win or manages to escape he/she can pick up the bags later on and either find the key and else it wont be able to open them or the lock can be picked up later or destroyed if x amount of time has passed (even days) Also introduce wooden or iron (heavier) crates that can work pretty much like the space containers are designed to work in EVE online or anything suitable for Darkfall.

    and also expand the map

    The ability to burn things.

    ah..and also we need torches!!!!
    Give us torches! Imagine the sight of a caravan alight (with torches, not when in fire) passing through the night. Or the same seeing the carrying mounts fleeing in terror dragging their burning carriages along. Can also add the option "burn the vehicle" later which would be the only way a vehicle should be destroyed IMO. Not steal able.

    To summarize crates, keys, torches, ability to burn things, firing cones, ability of different variations of carts and different methods for assembling them in a caravan or mount freight train.

    [edit]

    Player made content

    Oh and they don't need to actually have people to make all this. Aventurine could sponsor competitions with player created content and even special effects and later Aventurine could implement anything in game by popular player vote or Aventurine's decision or both. Like what they used to do in Pirates of the Burning Sea MMOG which I learned to design full 3d ships of the 1700's in 3ds max in order to get a spot in the beta.
    They should also be able to buy extra time enough time until final implementation of a feature through the art contests. Imagine how many different items and properties can be created like this.
    Last edited by leone2nd; 11-05-2009 at 18:41.

  4. #4
    2000+
    Join Date
    Oct 2006
    Location
    Texas
    Posts
    2,297

    Default

    Quote Originally Posted by evilness View Post

    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 Illustration 2
    This might be a good idea after this first implementation as another trasition to absolute localized banking.

    Quote Originally Posted by evilness View Post
    Create regional auction houses
    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.
    No. Auction houses would discourage the traveling that trade requires. Why implement those bad ass bag ideas you had and auction houses at same time, the auction houses kill the bad ass bag idea.
    Quote Originally Posted by evilness View Post
    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
    Fucking brilliant bad ass bag idea. I LOVE it.

    Quote Originally Posted by evilness View Post
    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 laded 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
    Pretty good ideas here, Ships need some love. I'd wait to see what expansion has to offer, it is suposed to be big on the naval battles.

    Quote Originally Posted by evilness View Post
    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.
    • 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
    I think the colors would be gay, rainbow of people all over. Meh, I just don't like the idea but I see what you are getting at and agree.
    "Resource Quote"
    I deleted the resource part, didn't see a need for it yet. YET.

  5. #5

    Default

    "Increase carry capacity and change recall"

    - why not just make bank notes like the system in runescape? (Yes, i said it..)

  6. #6
    Normal User
    Join Date
    Oct 2008
    Location
    USA
    Posts
    466

    Default

    only read alil bit but i like it so i'll go back and read more.

    the regional idea is very good in my opinion and should have been implemented with the first expansion, personally i would love to see the regional idea to a higher degree like flowing along rivers and covering only a handful of cities and regions at a time. this idea could to the idea of trade caravans and thus guards needed to protect them ...etc, the possibilities of added game play could be huge.

    i also agree with the cargo ships idea then again who doesn't. regular ships should also have storage based on their size.

    i love that you went through the effort to explain this all in great detail and present it well, this will hopefully make devs and such notice faster.
    Last edited by mechsword; 11-06-2009 at 06:18.
    fo shizzle my nizzle

  7. #7
    Normal User EU1 Player
    Join Date
    Aug 2008
    Posts
    27

    Default Edited slightly

    Edited slightly to show that i believe personal vendors can serve just as well as an auction house, I simply suggested the auction house because i felt i was a more simple solution to implement development wise. Furthermore edited the colour suggestion part to show I mean the colour primarily as a means to identify those who have purchased services from your clan / alliance and by colour i mean peoples names / clan names.

  8. #8
    Normal User EU1 Player
    Join Date
    Aug 2008
    Posts
    27

    Default

    Bump, as a shameless display of how much i like my own suggestion.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •