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Proper Farming Fields near playercities & proper Caravans
Proper economy and long term meaningful play
This is a suggestion which aims to create actual sandbox content for Darkfall and save the game from dieing. Description: There should be proper farming fields in Darkfall near playercities. These fields are not inside the city, but are placed in a spot next to the city and there are different kinds depending on the climate/area. Yssam is the place to grow exotic fruits, whereas human lands is a good place for wheat. Darkfall becomes a resources game with travelling and profitmaking all over the globe because the harvest is transported/protected and attacked in real time while they travel to their destination. This is the sandbox long term content that will make Kingdoms rise and rule. It is time the era of meaningless shit pvp and griefing ends and we start playing Darkfall because we want to build and grow. Not only because we want to bash others and feel good about ourselves and our pitiful grinded stats. Enough talk. Here are the raw ideas.
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THE FARMS IN DETAIL
- You build a farm next to your city. - You can choose from a small variety the type of the farm. Vegetables, wheat, fruit, flax, hemp, sunflowers, rasp, ice cubes, salt, spices, tea, coffee, bone, slaves?? etc.. - There are many different types of goods, but each playercity is unique in what is available to them. Areas in the world with the same climate and terrain share similarities, but there is still room for diversity so you will want to conquer particular cities for what they can produce. - You have to sow things in the farm and that can take up to several hours in real time, as you build your way through the tiles. - You have to upkeep the farm for almost 2 weeks before you can harvest it. This is a long term investment with the potential of a great, great reward of hundreds of thousands of coin. - Upkeeping a farm (or fruit plantage) consists of mowing plants that grow up, keeping the farm clean. You have to attend to the little trees by cutting away unwanted branches, binding white cloth pieces onto them to make them grow better and give more fruit and finally you have to water them. - Farms and plantages cannot be harvested by other clans. It is reserved for the city owner. The clan owning the city will have to harvest it and transport all the goods to their silo in town. - Towns will have silos that provide storage for the harvest. You can take out from this silo in portions and then begin transporting it on your caravan. When a city is sieged successfully the new owners will get the contents of the silo. - Harvesting is a big process just like sowing. You have to have a group of people doing it or it will take a very long time. And you have to keep at it for a while. It's possible to lose a portion of a harvest if you don't finish harvesting in the time you have available. This will eliminate massive profits from guilds that own too many cities and can't really produce enough manpower to man them properly. There will be no travelling around between ur cities with a few ppl and profit from the ghost cities you made like now with mines. - Optional ADD-ON: The weather system in Darkfall should be more advanced and influence farms and plantages directly. Rain is good, sun is good, storms are bad. This is optional, but it would be amazing to experience people in Darkfall talk and curse about the poor weather and what shit harvest we could get.. .. Areas that had good weather will be able to sell their goods for more. Perhaps we can even create a new magic school that will allow an illusionist to create storms by standing for 20 minutes casting a spell. That's optional too. - Farms cannot be destroyed. Only vandalized by battlespikes, ships or warhulks. This will not affect the outcome of the harvest directly. The owners of the farm will have some hours to reverse the damage done to their farm. If they do not reverse this damage by "healing" their farm then their harvest WILL be affected. This is to help people that actually care about their farms, but can't defend it vs. sick pvp armies. The farms are here to help create a good experience for casual players and weak guilds/kingdoms. Not to be another way of griefing. We got enough of that, thank you very much.
CARAVANS AND ADVANCED TRADING!
- You take your harvest from the silo and you load it onto a caravan, which is a figurine like anything. You then travel at warhulk/battle ark speed towards your end destination. The caravan can be attacked and stolen at any time. Your goods can be lost. You can fill up your caravan or fill it up with however much you want. Harvests are very heavy. You can carry it by hand, but you will be reduced to encumbrance/walking speed. - Ships and carriages (caravans) obviously have storage now. A gui with this and you can see it all. The weight is different for different ships/types of carriages. And it shows graphically when the ship/carriage is loaded, what it is loaded with and how much it is loaded. Obviously it will take too long to make it extremely detailed, but vegetables should fall in the same category, fruits in another, slaves in a third, cloth and goods in a fourth, tools in a fifth.. Like that. And the crates will spawn on the ship in corners on the deck and in the hull... - So.. You load up your caravan(s) and you travel to your destination. You can also go by ship. This is nice if you have a portcity, but if not, then you will have to travel with your caravan to water and get on your ship there. Of course travelling with this important load is more safe by using a ship than travelling in the open country with a caravan. - Your destination is an NPC city. You cannot sell these goods in playercities. Scream all you want, but you're gonna have to either travel to silvertown, tolenque, white view or whatever other chaos city.... Or go blue. So being a red actually is a greater penalty now. It limits you in a meaningful way. Chaos cities are kinda far in between and they are not as safe as npc cities that have deadly towers (should be npc guards, but yeah well....) - Finally.. Selling it to a new special designed NPC. This is a very, very advanced NPC. He is very nice. He looks rich... He's a trader.. He's got a MASSIVE booth and silo behind him. This is your destination and the GUI he gives is impressive. - This NPC will give you a price for your goods depending on how much he already has bought of this resources from other player caravans. His offer will also depend on what sort of goods you're carrying. A merchant from copperdale is not going to be all that excited about wheat, but he will buy tomatoes from Cairn or Ice cubes from Niflheim (old times refrigirator) or slaves (slaves can only be raised on the continents where law is slacking. Mercia does not allow breeding of slaves, only using them.. The merchant knows you travelled far with these commodities and he will pay you more for them by default. /Proposed by Celiah Ailey |
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Please post your opinion on my suggestion, but I would also like to hear your opinion on why you are not playing Darkfall. I want to collect your opinions and show it to the developers.
/Celiah |
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1/10/11 9:01:29 AM#3
Actually, I like the idea of moving assets OUTSIDE city walls alot. Not just farms, mines and groves too. These should be close to the castle but not inside. Would create an entirely new type of logistics and C&C for clans. PS: Might I also add, residential areas for player housing? These houses would be different from village houses, they would only be available to clan members and they would naturally be lost if the city is lost. |
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FreedomBlade
Novice Member
Joined: 3/03/06
Let put an end to the endless shitty EQ clones once and for all. Click on my Siggy! |
1/10/11 9:06:46 AM#4
Great ideas there. If only the developers wanted to add things like this to the game. Darkfall has been out for nearly 2 years and it is still all about PvP and PvE with no sand in the box. It is more a blood box than a sandbox. |
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1/10/11 9:19:20 AM#5
I really like your idea, would add alot of new depth to the game, so that i am not stuck at grinding skills or pvping, wich are the two things that put me off ; the forced grinding, we can all try to deny it, but it is there, at one time or another, all your actions will be related to grind a stat or skill. The pvp as it is now is ok, it could only get better with that feature. The problem i see with farming would be for cities with no land around suitable to farms, Zaghuroth for exemple, like maybe implent fishing boat type of feature (?) or fish traps that you could lay down, or player created mines (ala Wurm)....
Anyways, my two cents ! you CANNOT petition the lord with prayer... |
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1/16/11 8:47:19 AM#6
I really like the idea of farms outside of cities, but some of the rest of it seems too complicated to work well. Don't take me wrong, I'm behind the concept. I'd definitely try adding farms around cities everywhere, and I'm in favor of different farms in different areas. Especially I'd say I'm against forcing upkeep. I don't like them driving things down our throats, keep it sandbox-like. I'd like for there to be a harvest season where crops come in and there's open conflict, the people that are friendly with the close city have an advantage, but the towers would be out of range. Maybe a random "ripe" time every week or so, at dozens of farms so that you'd have to check and then jump at the chance to harvest. The harvesting taking a lot of people, well, that's an idea I like, but if anything I'd say the large clans are a problem, I hate the idea of giving them another advantage over the small groups. Caravans are cool, and I like the idea in concept, but I've never seen it in any game where I thought it worked. If they could make it work then I think it'd be a good thing. Good ideas though, even if I don't agree with the whole thing I do in parts Asdar |
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