Trending Games | Elder Scrolls Online | Albion Online | World of Warcraft | Final Fantasy XIV: A Realm Reborn

  Network:  FPSguru RTSguru
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Members:2,737,123 Users Online:0
Games:714  Posts:6,176,413
Recent forum postsRSS
Active threads
Cloud view
List all forums
General Forums
Developers Corner General Discussion
Popular Game Forums
Click a status to find game forum
Game Forums
Click a letter to find game forum
A-C
2029 Online 2112: Revolution 2Moons 4Story 8BitMMO 9 Dragons A Mystical Land A Tale in the Desert III A3 ACE Online ARGO Online Aberoth Absolute Force Online Absolute Terror Achaea Adellion Aerrevan Aetolia, the Midnight Age Age of Armor Age of Conan Age of Empires Online Age of Mourning Age of Wulin Age of Wushu Aida Arenas Aika Aion Albion Online Alganon All Points Bulletin (APB) Allods Online Altis Gates Amazing World Anarchy Online Ancients of Fasaria Andromeda 5 Angels Online Anime Trumps Anmynor Anno Online Applo Arcane Hearts Arcane Legends ArchLord ArcheAge Archeblade Archlord X Asda 2 Asda Story Ashen Empires Asheron's Call Asheron's Call 2 Astera Online Astonia III Astro Empires Astro Lords: Oort CLoud Asura Force Atlantica Online Atriarch Aura Kingdom Aurora Blade Auto Assault Avatar Star Battle Dawn Battle Dawn Galaxies Battle for Graxia Battle of 3 Kingdoms Battle of the Immortals Battlecruiser Online Battlestar Galactica Online Battlestar Reloaded Beyond Protocol Black Aftermath Black Desert Black Gold Black Prophecy Black Prophecy Tactics: Nexus Conflict Blacklight Retribution Blade & Soul Blade Hunter Blade Wars Blazing Throne Bless Blitz 1941 Blood and Jade Bloodlines Champions Bounty Bay Online Brain Storm Brawl Busters. Brick-Force Bright Shadow Bullet Run Business Tycoon Online CTRacer Cabal Online Caesary Call of Camelot Call of Gods Call of Thrones Camelot Unchained Canaan Online Cardmon Hero Cartoon Universe CasinoRPG Castle Empire Castlot Celtic Heroes Champions Online Champions of Regnum Chaos Online Chrono Tales Citadel of Sorcery CitiesXL Citizen Zero City of Decay City of Heroes City of Steam City of Transformers City of Villains Civilization Online Clan Lord Clash of Clans Cloud Nine Club Penguin Colony of War Command & Conquer: Tiberium Alliances Company of Heroes Online Conquer Online Conquer Online 3 Continent of the Ninth (C9) Core Blaze Core Exiles Corum Online Craft of Gods Crimecraft Crimelife 2 Cronous Crota II Crusaders of Solaris Cultures Online Cyber Monster 2 Céiron Wars
D-F
D&D Online DC Universe DK Online DOTA DOTA 2 DUST 514 DV8: Exile Dalethaan Dance Groove Online Dark Age of Camelot Dark Ages Dark Legends Dark Orbit Dark Relic: Prelude Dark Solstice Dark and Light DarkEden Online DarkSpace Darkblood Online Darkest Dungeon Darkfall Darkfall: Unholy Wars Darkwind: War on Wheels Das Tal Dawn of Fantasy Dawntide DayZ Dead Earth Dead Frontier Deco Online Deepworld Defiance Deicide Online Dekaron Demons at the Horizon Desert Operations Destiny Diablo 3 Diamonin Digimon Battle Dino Storm Disciple Divergence Divina Divine Souls Dofus Dominus Online Dragon Ball Online Dragon Born Online Dragon Crusade Dragon Empires Dragon Eternity Dragon Nest Dragon Oath Dragon Pals Dragon Raja Dragon's Call Dragon's Call II Dragon's Prophet DragonSky DragonSoul Dragona Dragonica Dragons and Titans Dream of Mirror Online Dreamland Online Dreamlords: The Reawakening Drift City Duels Dungeon Blitz Dungeon Fighter Online Dungeon Overlord Dungeon Party Dungeon Rampage Dungeon Runners Dynastica Dynasty Warriors Online Dynasty of the Magi EIN (Epicus Incognitus) EVE Online Earth Eternal Earth and Beyond Earthrise Eclipse War Ecol Tactics Online Eden Eternal Edge of Space Einherjar - The Viking's Blood Elder Scrolls Online Eldevin Elf Online Elite: Dangerous Embers of Caerus Emil Chronicle Online Empire Empire & State Empire Craft Empire Universe 3 EmpireQuest Empires of Galldon End of Nations Endless Ages Endless Blue Moon Online Endless Online Entropia Universe EpicDuel Erebus: Travia Reborn Eredan Eternal Blade Eternal Lands Eternal Saga Ether Fields Ether Saga Online Eudemons Online EuroGangster EverEmber Online EverQuest Next EverQuest Online Adventures Evernight Everquest Everquest II Evony Exarch Exorace F.E.A.R. Online Face of Mankind Fairyland Online Fall of Rome Fallen Earth Fallen Sword Fallout Online Family Guy Online Fantage Fantasy Earth Zero Fantasy Realm Online Fantasy Tales Online Fantasy Worlds: Rhynn Faunasphere Faxion Online Ferentus Ferion Fiesta Online Final Fantasy XI Final Fantasy XIV: A Realm Reborn Firefall Fists of Fu Florensia Flyff Football Manager Live Football Superstars Force of Arms Forge Forsaken World Fortnite Fortuna Forum for Discussion of Everlight Freaky Creatures Free Realms Freesky Online Freeworld Fung Wan Online Furcadia Fury Fusion Fall
G-L
GalaXseeds Galactic Command Online Game of Thrones: Seven Kingdoms Gameglobe Gate To Heavens Gates of Andaron Gatheryn Gauntlet Gekkeiju Online Ghost Online Ghost Recon Online Gladiatus Glitch Global Agenda Global Soccer Gloria Victis Glory of Gods GoGoRacer Goal Line Blitz Gods and Heroes GodsWar Online Golemizer Golf Star GoonZu Online Graal Kingdoms Granado Espada Online Grand Chase Grand Fantasia Grepolis Grimlands Guild Wars Guild Wars 2 Guild Wars Factions Guild Wars Nightfall H1Z1 Habbo Hotel Hailan Rising HaloSphere2 Haven & Hearth Hawken Hearthstone: Heroes of Warcraft Helbreath Hellgate Hellgate: London Hello Kitty Online Hero Online Hero Zero Hero's Journey Hero: 108 Online HeroSmash Heroes & Generals Heroes in the Sky Heroes of Bestia Heroes of Gaia Heroes of Might and Magic Online Heroes of Thessalonica Heroes of Three Kingdoms Heroes of the Storm Hex Holic Online Hostile Space Hunter Blade Huxley Illutia Illyriad Immortals USA Imperator Imperian Inferno Legend Infestation: Survivor Stories Infinite Crisis Infinity Infinity Iris Online Iron Grip: Marauders Irth Worlds Island Forge Islands of War Istaria: Chronicles of the Gifted Jade Dynasty Jagged Alliance Online Juggernaut Jumpgate Jumpgate Evolution KAL Online Kakele Online Kaos War Karos Online Kartuga Kicks Online King of Kings 3 Kingdom Heroes Kingdom Under Fire II Kingdom of Drakkar Kingory Kings and Legends Kings of the Realm KingsRoad Kitsu Saga Kiwarriors Knight Age Knight Online Knights of Dream City Kothuria Kung Foo! Kunlun Online L.A.W. LEGO Universe La Tale Land of Chaos Online Landmark Lands of Hope: Phoenix Edition LastChaos League of Angels League of Legends - Clash of Fates Legend of Edda: Vengeance Legend of Golden Plume Legend of Katha Legend of Mir 2 Legend of Mir 3 Legendary Champions Lego Minifigures Online Life is Feudal Light of Nova Lime Odyssey Line of Defense Lineage Lineage Eternal: Twilight Resistance Lineage II Linkrealms Loong Online Lord of the Rings Online Lords Online Lost Saga Lucent Heart Lunia Lusternia: Age of Ascension Luvinia World
M-Q
MU Online Mabinogi Maestia: Rise of Keledus MagiKnights Magic Barrage Magic World Online Manga Fighter MapleStory Martial Heroes Marvel Heroes Marvel Super Hero Squad Online Marvel: Avengers Alliance MechWarrior Online Megaten Meridian 59 : Evolution Merlin MetalMercs Metaplace Metin 2 MicroVolts Midkemia Online Might & Magic Heroes: Kingdoms MilMo Minecraft Mini Fighter Minions of Mirth Ministry of War Monato Esprit Monkey King Online Monkey Quest Monster & Me Monster Madness Online MonsterMMORPG Moonlight Online: Tales of Eternal Blood Mordavia Mortal Online Mourning My Lands Myst Online: URU Live Myth Angels Online Myth War Myth War 2 Mytheon Mythic Saga Mythos N.E.O Online NIDA Online Nadirim Naviage: The Power of Capital Navy Field Need for Speed World Nemexia Neo's Land NeoSteam Neocron Nether Neverwinter Nexus: The Kingdom Of The Winds NinjaTrick NosTale Novus Aeterno Oberin Odin Quest Odyssey RPG Ogre Island Omerta 3 Online Boxing Manager Onverse Order & Chaos Online Order of Magic Original Blood Origins Return Origins of Malu Orion's Belt Otherland Forums OverSoul Overkings Oz Online Oz World Pandora Saga Pantheon: Rise of the Fallen Panzar Parabellum Parallel Kingdom Parfait Station Path of Exile Pathfinder Online Perfect World Perpetuum Online Phantasy Star Online 2 Phantasy Star Universe Phoenix Dynasty Online Phylon Pi Story Picaroon Pirate Galaxy Pirate Storm Pirate101 PirateKing Online Pirates of the Burning Sea Pirates of the Caribbean Online Pixie Hollow Planeshift Planet Arkadia Planet Calypso PlanetSide 2 Planetside Planets³ Playboy Manager Pocket Legends Pockie Ninja Pockie Pirates Pockie Saints PoxNora Prime World Prime: Battle for Dominus Priston Tale Priston Tale II Prius Online Project Blackout Project Powder Project Titan Forums Project Wiki Puzzle Pirates Quickhit Football
R-S
R2 Online RAN Online RF Online ROSE Online Rage of 3 Kingdoms Ragnarok Online Ragnarok Online II RaiderZ Rakion Rappelz RappelzSEA Ravenmarch Realm Fighter Realm of the Mad God Realm of the Titans Realms Online Reclamation Red Stone Red War: Edem's Curse Regnum Online Remnant Knights Renaissance Repulse Requiem: Memento Mori Rift RiotZone Rise Rise of Dragonian Era Rise of Empire Rise of the Tycoon Rising of King Risk Your Life Rivality Rockfree Rohan: Blood Feud Role Play Worlds Roll n Rock Roma Victor Romadoria Rosh Online Roto X Rubies of Eventide Ruin Online Rumble Fighter Runes of Magic Runescape Rust Rusty Hearts Ryzom S4 League SAGA SD Gundam Capsule Fighter Online SMITE SUN Sagramore Salem SaySayGirls Scarlet Blade Scions of Fate Seal Online: Evolution Second Life Secret of the Solstice Seed Serenia Fantasy Seven Seas Saga Seven Souls Online Sevencore Shadow of Legend Shadowbane Shadowrun Online Shaiya Shards Online Shattered Galaxy Sho Online Shot Online Shroud of the Avatar SideQuest Siege on Stars Sigonyth: Desert Eternity Silkroad Online Skyblade Skyforge SmashMuck Champions Smoo Online Soldier Front Soul Master Soul Order Online Soul of Guardian Space Heroes Universe Sparta: War of Empires Spellcasters Sphere Spiral Knights Spirit Tales Splash Fighters Squad Wars Star Citizen Star Sonata 2 Star Stable Star Supremacy Star Trek Online Star Trek: Infinite Space Star Wars Galaxies Star Wars: Clone Wars Adventures Star Wars: The Old Republic StarQuest Online Stargate Worlds Starlight Story Starpires State of Decay SteelWar Online Stone Age 2 Stormfall: Age of War Storybricks Stronghold Kingdoms Sudden Attack Supremacy 1914 Supreme Destiny Sword Girls Sword of Destiny: Rise of Aions SwordX Swords of Heavens Swordsman
T-Z
TERA TS Online Tabula Rasa Tactica Online Tales Runner Tales of Fantasy Tales of Pirates Tales of Pirates II Tales of Solaris Talisman Online Tamer Saga Tank Ace Tantra Online Tatsumaki: Land at War Terra Militaris TerraWorld Online Thang Online The 4th Coming The Agency The Aurora World The Black Watchmen The Chronicle The Chronicles of Spellborn The Crew The Division The Hammers End The Legend of Ares The Lost Titans The Matrix Online The Mighty Quest for Epic Loot The Missing Ink The Mummy Online The Myth of Soma The Pride of Taern The Realm Online The Repopulation The Secret World The Sims Online The Strategems The West Theralon There Therian Saga Thrones of Chaos Tibia Tibia Micro Edition Tiger Knight Titan Siege Titans of Time Toontown Online Top Speed Topia Online Torchlight Total Domination Transformers Universe Traveller AR Travia Online Travian Trials of Ascension Tribal Hero Tribal Wars Tribes Universe Trickster Online Trove Troy Online True Fantasy Live Online Turf Battles Twelve Sky Twelve Sky 2 Twilight War Tynon U.B. Funkeys UFO Online URDEAD Online Ultima Forever: Quest for the Avatar Ultima Online Ultima X: Odyssey Ultimate Naruto Ultimate Soccer Boss Uncharted Waters Online Undercover 2: Merc Wars Underlight Unification Wars Universe Online Utopia Valkyrie Sky Vampire Lord Online Vanguard: Saga of Heroes Vanquish Space Vector City Racers Vendetta Online Victory - Age of Racing Vindictus Virtonomics Vis Gladius Visions of Zosimos VoidExpanse Voyage Century Online W.E.L.L. Online WAR (Warhammer Online) WAR2 Glory WYD Global Wakfu War Thunder War of 2012 War of Angels War of Legends War of Mercenaries War of Thrones War of the Immortals WarFlow Waren Story Wargame1942 Warhammer 40,000: Eternal Crusade Warhammer 40K: Dark Millennium Online Warhammer Online: Wrath of Heroes Warkeepers Warrior Epic Wartune WebLords Wild West Online WildStar Wind of Luck WindSlayer 2 Wings of Destiny Wish Wizard101 Wizardry Online Wizards and Champions Wonder King Wonderland Online World Golf Tour World of Battles World of Darkness World of Heroes World of Kung Fu World of Pirates World of Speed World of Tanks World of Tanks Generals World of Warcraft World of Warplanes World of Warships World of the Living Dead WorldAlpha Wurm Online Xenocell Xiah Xsyon Xulu YS Online Yitien ZU Online Zentia Zero Online Zero Online: The Andromeda Crisis Zodiac Online Zombies Ate My Pizza eRepublik

MMORPG.com Discussion Forums

Camelot Unchained

Camelot Unchained 

General Discussion  » What's with the housing talk?

3 Pages « 1 2 3 » Search
48 posts found
  Galadourn

Hard Core Member

Joined: 2/06/08
Posts: 1050

2/19/13 8:52:10 AM#21
Originally posted by Satarious

Personally, I think housing should ONLY be implemented in Keeps.

in or AROUND keeps. just like the middle ages.

http://kck.st/Xo38HT

  Vorthanion

Elite Member

Joined: 7/02/11
Posts: 1882

2/19/13 8:57:49 AM#22
They seem so hellbent on not having PvE content in the game, it seems very odd to have housing and crafting.  PvPers don't strike me as the types to embrace this in a PvP only game.

  tom_gore

Apprentice Member

Joined: 2/27/09
Posts: 1803

2/19/13 9:31:34 AM#23
Originally posted by vonbose0

My guild had a house in UO, but it didn't really promote gameplay

Your guild did it wrong.

  Hokibukisa

Novice Member

Joined: 3/25/06
Posts: 190

2/19/13 11:30:54 AM#24
Originally posted by Galadourn
Originally posted by Satarious

Personally, I think housing should ONLY be implemented in Keeps.

in or AROUND keeps. just like the middle ages.

They'll get burned down on the daily.

  Eaderbreca

MMORPG.com Streamer

Joined: 4/04/12
Posts: 44

2/19/13 11:32:10 AM#25
If I remember right, there will be safer areas for houses, and even more contested areas. There your house will be burnt down non-stop. But it's been confirmed they'd not take time nor much resource to build up so it's not anything frustrating.

(¯`v´¯) Sophie Breca (¸.•´¯`•¸.•*¨¯`•*
`*.¸.*´ Streamer at MMORPG.com
(\__/)¸.•¸.•* DAoC PC Staff¨)¸.•*¨)
(="."=) (¸.•´ twitter.com/SophieBreca (¸.•´
(")_(")youtube.com/user/sophiebreca
facebook.com/user/eaderbreca

  Galadourn

Hard Core Member

Joined: 2/06/08
Posts: 1050

2/19/13 1:11:36 PM#26
Originally posted by Hokibukisa
Originally posted by Galadourn
Originally posted by Satarious

Personally, I think housing should ONLY be implemented in Keeps.

in or AROUND keeps. just like the middle ages.

They'll get burned down on the daily.

the keep doesn't necessarily have to be in the frontier, it could be a keep in the safer areas.

http://kck.st/Xo38HT

  Vargur

Novice Member

Joined: 1/15/10
Posts: 142

2/19/13 2:11:55 PM#27
Originally posted by Vorthanion
They seem so hellbent on not having PvE content in the game, it seems very odd to have housing and crafting.  PvPers don't strike me as the types to embrace this in a PvP only game.

If gear is designed right, crafting becomes vital for PvP. In DAoC the best gear templates was a combinations of some raid items, some quest items, and several crafted items. Designing templates became a competition of its own. This is why I think MJ recognizes the importance of crafting.

The problems with most games these days is that raiding is the end-game content, and having several pieces of a set adds more bonuses than the individual pieces. Players are therefore given the incentive to spend time raiding rather than crafting. DAoC had an excellent balance, and is why crafted items were always in demand.

As for the housing, I like housing when it is implemented as part of cities, and not a separate zone outside. In DAoC, I think the cities would be more bustling if housing was implemented. Some thing with LotRO; With most housing zones placed outside the cities, most are ghost towns except for special occasions like weddings etc. If they had implemented it as part of Bree, example, there would be even more activity in the town.

In DAoC terms, having a guild house in Jordheim/Avalon/Tir Na Noir would have avoided them looking like a ghost town. Another problem that arises is when people leave the game, and you have large areas of boarded up houses.

As for CU, I like the idea of housing in the frontiers. Implemented properly, they can be a lot of fun.

  Hokibukisa

Novice Member

Joined: 3/25/06
Posts: 190

2/19/13 3:00:51 PM#28

This entire discussion started off wrong starting with Mark's announcement of housing.

Should have started out with the goal of this housing feature and how it will enrich RvR and/or communities. As it stands, it feels more like a clumbsy bumbling into "THERES GONNA BE HOUSING" and then not figuring out why or what for until afterwards.

 

Lets start out with WHY you want to put a housing feature in the game. Why, for what purpose, what benefit, or what end?

Next, how will you make it both enriching to other pillars of the game without detracting from community building and RvR.

And lets not forget what housing did to DAoC, it might have been fun but it was horrible for the community.

  Stiler

Apprentice Member

Joined: 10/19/05
Posts: 592

2/19/13 3:23:00 PM#29
Originally posted by Hokibukisa

This entire discussion started off wrong starting with Mark's announcement of housing.

Should have started out with the goal of this housing feature and how it will enrich RvR and/or communities. As it stands, it feels more like a clumbsy bumbling into "THERES GONNA BE HOUSING" and then not figuring out why or what for until afterwards.

 

Lets start out with WHY you want to put a housing feature in the game. Why, for what purpose, what benefit, or what end?

Next, how will you make it both enriching to other pillars of the game without detracting from community building and RvR.

And lets not forget what housing did to DAoC, it might have been fun but it was horrible for the community.

How is housing horrible? (I didn't play daoc when it was added so I didn't experience it there).

In open games with non-instanced housing, it added to the community a lot, never took away from it. SWG And UO both are examples of this that did it well. It helped build the communites more then any other housing.

As far as enriching other pillars, it depends on how it's designed.

 

If housing is vunerable, if other realms can come in, take over lands, capture houses/keeps, then it can add to RVR a lot, by making you have tangible reasons to fight for your homeland, protect it, or in one case, re-take it if the enemy realm captures it.

It will give reasons for players of a realm to "band together" to form communities, build their houseos/keeps close together (will need to have limits to this, so you don't have mega cities of eeryone in a realm together, but rather smaller towns/keeps by themselves) and make all the more important fighting for it.

 

Of  course if you have housing, there are things you can do to make people care more about them:

1. Provide the ability to decorate the houses (this is what makes them personal and unique, some people played SWG just to do this in the game)

2. Allow crafters to craft items in their houses and sell them on vendors at their house.

3. Give reasons for people to build up their keeps and cities. Allow people that own keeps (which should be quite expensive) to build certain things within his little town. Such as Stables that provide horses for people to buy, a market for non-crafters to sell goods they acquire, resources for crafters to buy to craft with, etc.

Basically keeps which give benefits to houses (thus people build near them , creating a small town) and then having a way for the leader of the keep to create an "RTS" like economy building system where they can place various buildings and build up their cities, providing reasons for people to be there and do things within the city, rather then it being a "ghost town" which can happen, you need VALID and real reasons that people should live in cities together and help provide reasons for them to stay there and do things.

If cities were build like RTS games, allowing players to build things like I mentioned, it could open teh way for some of the most advanced and meaningful housing in an mmo to date, and it will enrich the RVR combat when your city is capable of being destroyed or taken over by another realm.

  Hokibukisa

Novice Member

Joined: 3/25/06
Posts: 190

2/19/13 3:56:16 PM#30
Originally posted by Stiler
Originally posted by Hokibukisa

This entire discussion started off wrong starting with Mark's announcement of housing.

Should have started out with the goal of this housing feature and how it will enrich RvR and/or communities. As it stands, it feels more like a clumbsy bumbling into "THERES GONNA BE HOUSING" and then not figuring out why or what for until afterwards.

 

Lets start out with WHY you want to put a housing feature in the game. Why, for what purpose, what benefit, or what end?

Next, how will you make it both enriching to other pillars of the game without detracting from community building and RvR.

And lets not forget what housing did to DAoC, it might have been fun but it was horrible for the community.

How is housing horrible? (I didn't play daoc when it was added so I didn't experience it there).

In open games with non-instanced housing, it added to the community a lot, never took away from it. SWG And UO both are examples of this that did it well. It helped build the communites more then any other housing.

As far as enriching other pillars, it depends on how it's designed.

 

If housing is vunerable, if other realms can come in, take over lands, capture houses/keeps, then it can add to RVR a lot, by making you have tangible reasons to fight for your homeland, protect it, or in one case, re-take it if the enemy realm captures it.

It will give reasons for players of a realm to "band together" to form communities, build their houseos/keeps close together (will need to have limits to this, so you don't have mega cities of eeryone in a realm together, but rather smaller towns/keeps by themselves) and make all the more important fighting for it.

 

Of  course if you have housing, there are things you can do to make people care more about them:

1. Provide the ability to decorate the houses (this is what makes them personal and unique, some people played SWG just to do this in the game)

2. Allow crafters to craft items in their houses and sell them on vendors at their house.

3. Give reasons for people to build up their keeps and cities. Allow people that own keeps (which should be quite expensive) to build certain things within his little town. Such as Stables that provide horses for people to buy, a market for non-crafters to sell goods they acquire, resources for crafters to buy to craft with, etc.

Basically keeps which give benefits to houses (thus people build near them , creating a small town) and then having a way for the leader of the keep to create an "RTS" like economy building system where they can place various buildings and build up their cities, providing reasons for people to be there and do things within the city, rather then it being a "ghost town" which can happen, you need VALID and real reasons that people should live in cities together and help provide reasons for them to stay there and do things.

If cities were build like RTS games, allowing players to build things like I mentioned, it could open teh way for some of the most advanced and meaningful housing in an mmo to date, and it will enrich the RVR combat when your city is capable of being destroyed or taken over by another realm.

1) Decoration and stuff of something that is your is fine, but it if fluff and doesn't contribute to RvR or community. You're inside your house playing dolls.

2) For the love of god DO NOT allow crafters to craft inside of their houses. Unless you WANT to never develop a crafting community where people are in a busy city crafting together. This happened in daoc, it isn't theorycrafting. (hehe)

3) I heard this in his podcast too. Your RvR village will be burned down while you're asleep. The only game that has player owned structures that doesn't have this problem is eve online, and thats with very weird strontium timers and stagnant borders. So if the game wants a healthy exciting RvR experience, you'll be able to take over a lot of territory in a couple hours if nobody is there to defend. And you'll lose your house at night.

I'm not looking to say it is the worst idea ever, just some good ideas for housing need to be thought of. Everything you listed is either a bad idea or just won't work.

 

Another thing I'm terrified of is if the team gets obsessive over this and becomes unwilling to let it go if they can't think of a good way to incorporate housing. How much time money and design time will go into a feature that assumes itself? Will they be unwilling to just say its a bad idea, or change the rest of the game to bend to the requirements of housing. (like putting in strontium timers)

  Satarious

Novice Member

Joined: 1/06/08
Posts: 1045

2/19/13 5:01:02 PM#31
Originally posted by Galadourn
Originally posted by Hokibukisa
Originally posted by Galadourn
Originally posted by Satarious

Personally, I think housing should ONLY be implemented in Keeps.

in or AROUND keeps. just like the middle ages.

They'll get burned down on the daily.

the keep doesn't necessarily have to be in the frontier, it could be a keep in the safer areas.

I'm thinking all housing needs to be put in the contested areas.  The keeps need to be much harder to take, when it comes down to it.  Hard enough to where a small group of 8-16 people can't take an empty Keep at 3am in the morning when everybody is asleep, and long enough to where it can't be blitzkrieged in a matter of minutes during peak times.  There needs to be time to allow the owner of the keep to rally his/her forces to defend it.

http://www.youtube.com/watch?v=pWdd6_ZxX8c

  vonbose0

Novice Member

Joined: 10/20/06
Posts: 23

 
OP  2/19/13 5:08:17 PM#32

Ok, so I'm starting to put together some thoughts on this topic and yes Raagnar, it's I'd me from MLF. 

In order to promote community, I see housing taking the place of a central NPC city. Have a land layout where houses can be bought for extreme prices (20 people saving for a month) to promote guilds working together and people joining guilds, instead of 100, 5 person guilds called "kewl gang dudes guild". Have the housing land seperate from RvR, but always directly under its influence. So like if your realm controls a portion of the rvr zone, crafters in your town get some sort of proportional bonus.

 

give the houses like levels, and perks for people to RVR to get money for. Maybe if one realm pulls off the ultimate score (relic keep) it delevels enemy houses or something? What are some other thoughts?

  Hokibukisa

Novice Member

Joined: 3/25/06
Posts: 190

2/19/13 5:10:05 PM#33
Originally posted by Satarious
Originally posted by Galadourn
Originally posted by Hokibukisa
Originally posted by Galadourn
Originally posted by Satarious

Personally, I think housing should ONLY be implemented in Keeps.

in or AROUND keeps. just like the middle ages.

They'll get burned down on the daily.

the keep doesn't necessarily have to be in the frontier, it could be a keep in the safer areas.

I'm thinking all housing needs to be put in the contested areas.  The keeps need to be much harder to take, when it comes down to it.  Hard enough to where a small group of 8-16 people can't take an empty Keep at 3am in the morning when everybody is asleep, and long enough to where it can't be blitzkrieged in a matter of minutes during peak times.  There needs to be time to allow the owner of the keep to rally his/her forces to defend it.

This is EXACTLY what I meant in my previous post:

Another thing I'm terrified of is if the team gets obsessive over this and becomes unwilling to let it go if they can't think of a good way to incorporate housing. How much time money and design time will go into a feature that assumes itself? Will they be unwilling to just say its a bad idea, or change the rest of the game to bend to the requirements of housing. (like putting in strontium timers)

This is exactly what I mean. A group should absolutely be able to take an empty, undefended keep. Theres no reason not to other than to justify a player losing their house, disregarding that the concept of building a destroyable house in frontier is greatly flawed because players have lifes outside of the game. We sleep, we have jobs, we can't dedicate every waking hour to defending a piece of ingame property from being destroyed.

I have a very reasonable proposal here in saying, just consider NOT doing housing until you can come up with a good idea for it, instead of fisting it into areas it doesn't belong. Thats all I'm saying.

 

Edit: I know when I write it seems like I'm screaming, I'm not, thats just how I write, I don't know how not to. LOUD NOISES

  Aethaeryn

Hard Core Member

Joined: 2/14/10
Posts: 1869

2/19/13 5:15:53 PM#34
Originally posted by vonbose0

MJ keeps mentioning housing. I left daoc before they added housing, so my question really is does housing promote social interaction, or rvr? Also does anyone really care? My guild had a house in UO, but it didn't really promote gameplay other than it was a storage closet and the idea of a universal bank in a game world seems forced and silly; where are they really storing everyone's stuff?

i would prefer housing that was more like a guild hall located within an existing city that is full of people.

For me housing was a HUGE part of the game (UO).  There were the PK houses at the crossroads by Brittain. . attacking PK guilds by their homes/towers etc.  Getteing attacked at ours by PK guilds.  I also had a little house on ice island where I did crafting away from all the mainland chaois.  Now housing in CU might not be in the world that way at wich point it is only something that anchors your character a iittle bit more (like LOTRO) but is pretty much, as you said, more storage space.  

For RPers it is more useful though.

Wa min God! Se æx on min heafod is!

  Satarious

Novice Member

Joined: 1/06/08
Posts: 1045

2/19/13 5:16:38 PM#35
Originally posted by Hokibukisa
Originally posted by Satarious
Originally posted by Galadourn
Originally posted by Hokibukisa
Originally posted by Galadourn
Originally posted by Satarious

 

 

 

http://www.youtube.com/watch?v=pWdd6_ZxX8c

  alexisevic

Novice Member

Joined: 3/24/11
Posts: 41

2/19/13 7:27:09 PM#36

Housing in CU is a lot more then just putting up a shack and hanging trophies on the wall.  Go listen to MJ talk about it in his latest massivly podcast. 

Personal houses will be in safe areas, eg 100% non attackable.  My guess is you will also be able to set up forges and sell goods there.  For RvR, housing takes on a much bigger role. You will be able to do things like construct mines, fortifcations, luber mills, ect.. Those player crafted buildings will help you generate resources and other things.  I don't think they have fully hashed out all of the ideas and mechanics yet, but thats the idea.  You will also be able to burn/loot/pillage said buildings. 

  Stiler

Apprentice Member

Joined: 10/19/05
Posts: 592

2/19/13 7:53:14 PM#37
Originally posted by Hokibukisa
 

1) Decoration and stuff of something that is your is fine, but it if fluff and doesn't contribute to RvR or community. You're inside your house playing dolls.

2) For the love of god DO NOT allow crafters to craft inside of their houses. Unless you WANT to never develop a crafting community where people are in a busy city crafting together. This happened in daoc, it isn't theorycrafting. (hehe)

3) I heard this in his podcast too. Your RvR village will be burned down while you're asleep. The only game that has player owned structures that doesn't have this problem is eve online, and thats with very weird strontium timers and stagnant borders. So if the game wants a healthy exciting RvR experience, you'll be able to take over a lot of territory in a couple hours if nobody is there to defend. And you'll lose your house at night.

I'm not looking to say it is the worst idea ever, just some good ideas for housing need to be thought of. Everything you listed is either a bad idea or just won't work.

 

Another thing I'm terrified of is if the team gets obsessive over this and becomes unwilling to let it go if they can't think of a good way to incorporate housing. How much time money and design time will go into a feature that assumes itself? Will they be unwilling to just say its a bad idea, or change the rest of the game to bend to the requirements of housing. (like putting in strontium timers)

 

1. It's not about playing with "dolls," There are plenty of people out there who like to make things personal and unique. Let me ask you a question, as an rpg player, do you care about your characters looks? Do you use the customization to pick something that you find appealing? Do you make use of a dye system to make your armor look more unique/how you like it? It's the same thing with housing, people enjoy it, you might not but plenty of others do. Not everything has to add directly to rvr/pvp to be rewarding for some players. In both UO and SWG decorating houses was something a ton of people loved to do an dit made the social aspect allt he better for it.

2. Did you play UO? Did you play SWG? I ask this because both of those games allowed people to have forges and other crafting tools placed in their homes. They could then craft their goods at their homes. This in no way "hurt" the community, rather it actually HELPED it. Because it gave them the abiltiy to craft at places other then cities, which allowed two good things:

-2a: It cut down on city-spam, you have to go the forge or things in games wher eit's in a city? It's SUPER CROWDED and people are constantly spamming crap, it's annoying.

-2b: It allowed people to interact more naturally. You could easily just wander around find a small city, browse peoples houses (and see how they've decorated them) find vendors and crafters making things. It gave them a place within this world that they made their own. You could find crafters at specific area's, other crafters could setup their shops nearby and it allowed for healthy competition against crafters.

-2c: This also becomes a huge moneysink. By requiring crafters (and people that wish to decorate their homes) to buy such things, it creates a lot of moneysinks to make the ecnomy more versatile and healthy. Crafters buy forges, you can have small forges, then bigger ones, etc. Then all the other things crafters and people can buy, it makes the economy keep rotating and provides a sense of accomplishment for crafters that make a name for themselves and their goods.

 

3. This is indeed a problem, it's something that would have to find a way to balance out. Perhaps have it set on timers, where citys/keeps can only be taken over at set times. Whily this is "Gamey" and not realistic, it allows at least for the people who are there to know when their towns/homes are "vunerable" toa ttacka nd allows them the ability to defend it. It would need testing and finding ithe right balance.

Perhaps they coudl also allow NPC based guards, outposts/guard towers, to help protect the city when palyers are gone, so it's not just a ghost town open for attacking at free will.

 

  Tierless

Apprentice Member

Joined: 7/01/08
Posts: 2090

joie de vivre

2/19/13 8:20:07 PM#38

I always get a laugh out of the amount of fear that housing brings to players who hate it, worst of all I was once one of them (when I first came from FPS's to MMOs). I thought it was lame, why decorate when you can kill right? Better question, why is it so threatening to you, because it's outside your gameplay norm? Guess what, MMOs where you kill each other are a dime a dozen. MMOs where you "play the game" are countless, but an online world where you form an actual attachment, that has become rare.

Personally I don't understand how we had more options in MMOs 10 years ago than today. People say the genre is struggling, obviously when you DEVOLVE for 8 years it tends to drive your client base away. The worst part is the same people that fear houses are the ones who talk about how quickly MMOs get repetitive. How quickly they get stale. How dead they are. Wanna know a secret, killing another player in an MMO is the repetition, it's the players that form an economy, that make products, that put up shops and decorate houses to have meetings in that keep the game rich, keep it SOCIAL, and keep it alive.

Strict PVPers come, fight leave, because they have invested nothing more than some time and armor. The players that create, they get attached, and become loyal. The people who think housing is pointless are the same people that think EVE has done so well for so long because it's an open PVP game lol. EVE succeeds because it retains, it retains because of the amount of investment it takes to play, which makes it dang hard just to unsub and move onto the next PVP fight. Houses and crafting that matters are the ultimate MMO investment.

mmorpg.com/blogs/Xobdnas

  Hokibukisa

Novice Member

Joined: 3/25/06
Posts: 190

2/19/13 8:37:53 PM#39
Originally posted by Stiler
Originally posted by Hokibukisa
 

2) For the love of god DO NOT allow crafters to craft inside of their houses. Unless you WANT to never develop a crafting community where people are in a busy city crafting together. This happened in daoc, it isn't theorycrafting. (hehe)

3) I heard this in his podcast too. Your RvR village will be burned down while you're asleep. The only game that has player owned structures that doesn't have this problem is eve online, and thats with very weird strontium timers and stagnant borders. So if the game wants a healthy exciting RvR experience, you'll be able to take over a lot of territory in a couple hours if nobody is there to defend. And you'll lose your house at night.

I'm not looking to say it is the worst idea ever, just some good ideas for housing need to be thought of. Everything you listed is either a bad idea or just won't work.

 

Another thing I'm terrified of is if the team gets obsessive over this and becomes unwilling to let it go if they can't think of a good way to incorporate housing. How much time money and design time will go into a feature that assumes itself? Will they be unwilling to just say its a bad idea, or change the rest of the game to bend to the requirements of housing. (like putting in strontium timers)

2. Did you play UO? Did you play SWG? I ask this because both of those games allowed people to have forges and other crafting tools placed in their homes. They could then craft their goods at their homes. This in no way "hurt" the community, rather it actually HELPED it. Because it gave them the abiltiy to craft at places other then cities, which allowed two good things:

-2a: It cut down on city-spam, you have to go the forge or things in games wher eit's in a city? It's SUPER CROWDED and people are constantly spamming crap, it's annoying.

-2b: It allowed people to interact more naturally. You could easily just wander around find a small city, browse peoples houses (and see how they've decorated them) find vendors and crafters making things. It gave them a place within this world that they made their own. You could find crafters at specific area's, other crafters could setup their shops nearby and it allowed for healthy competition against crafters.

-2c: This also becomes a huge moneysink. By requiring crafters (and people that wish to decorate their homes) to buy such things, it creates a lot of moneysinks to make the ecnomy more versatile and healthy. Crafters buy forges, you can have small forges, then bigger ones, etc. Then all the other things crafters and people can buy, it makes the economy keep rotating and provides a sense of accomplishment for crafters that make a name for themselves and their goods.

 

3. This is indeed a problem, it's something that would have to find a way to balance out. Perhaps have it set on timers, where citys/keeps can only be taken over at set times. Whily this is "Gamey" and not realistic, it allows at least for the people who are there to know when their towns/homes are "vunerable" toa ttacka nd allows them the ability to defend it. It would need testing and finding ithe right balance.

Perhaps they coudl also allow NPC based guards, outposts/guard towers, to help protect the city when palyers are gone, so it's not just a ghost town open for attacking at free will.

 

I played neither of those but I played daoc. In daoc when housing came out, everyone got their own house, put everything they needed to craft inside of it, and they were never seen again. I just don't think that's what mark had in mind as the ideal when he said he wanted to encourage community building.

Especially when you could put the forges and lathes inside or near keeps, and have them progressively get more powerful so that not all forges are equal.  Say you want to forge the hammer or Odin's Wrath, you don't do it at your house, you have to go forge it at a special spot in the frontiers, and people can fight over controlling that territory so they can forge the best stuff.

Or, you know, just craft alone in your house...

  McGamer

Novice Member

Joined: 7/24/05
Posts: 1035

"Fear leads to Anger, Anger leads to Hate, Hate leads to Suffering" -Master Yoda

2/19/13 8:41:07 PM#40
Originally posted by vonbose0

MJ keeps mentioning housing. I left daoc before they added housing, so my question really is does housing promote social interaction, or rvr? Also does anyone really care? My guild had a house in UO, but it didn't really promote gameplay other than it was a storage closet and the idea of a universal bank in a game world seems forced and silly; where are they really storing everyone's stuff?

i would prefer housing that was more like a guild hall located within an existing city that is full of people.

Am wondering if you are being serious or trying to start an arguement, lol. Because housing the level of realism and immersion a PC mmo has is what separates PC mmos from console single player games.

Not having housing in an MMO is like not having any kind of crosshairs in a FPS. 

3 Pages « 1 2 3 » Search