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Housing as described here is HIGHLY unlikely. In multiple interviews Hartsman has stated that if it ever comes it will not be easy to get and also have very few if any amenities. He launched guild housing in EQ2 and saw Qeynos and Freeport die virtually over night. He sees functional housing as a detriment to the over all server community. It is also why there are not bankers and AH in every major zone as well (another interview). He wants to basically force people into the cities to keep them feeling "alive".I saw this discussion over on Rift, when the topic on Player/Guild Housing came up. Logically it makes sense, that cities would become underpopulated if the player houses and guild halls are too useful and too enjoyable. Why go to a player city, when you can chill out in your Guild Hall or personal virtual house. this seems to be the main fear developers have against player housing now days, because in game cities would depopulate. What's the solution to this flaw, in MMORPGs? Until there a proper way to handle this issue, I don't expect most MMO to have this feature. Maybe a few indies and sandboxes, but I would like this to be a feature found in the general population of MMORPGs. If some developers say they fear issues with this feature, I think it would be best if more minds could come up with the solution.
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1/07/12 5:53:10 AM#2
"What's the solution to this flaw, in MMORPGs? "
Rental property in NPC Cities. There, next unsolvable complicated problem please.
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Originally posted by PyscoJuggalo Wouodnt that lead to the same issue?
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1/07/12 5:55:32 AM#4
No surprise really. Instancing kills main world activity. |
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1/07/12 6:00:01 AM#5
I think Anarchy Online (AO) and to an extent Puzzle Pirates has solved or at least worked around this with instanced housing hubs. In AO, there would be an apartment block present where you could go to your particular house. In Puzzle Pirates, each type of shop (Smith, Tailor, Shipwright, etc..) would show a list of different shops run by various players that you could enter. To extend this to a game where you have player controlled cities, you could have specially designated buildings that allow you to traverse various instances of the same physical location. Perhaps even offer a service where someone pays to have their shop being the default instance. |
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Robokapp
Elite Member
Joined: 11/15/09
The only luck I had today was to have you as my opponent. |
1/07/12 6:02:38 AM#6
solution is to give space in or near cities to build non-instanced houses.
TEAM SUBSCRIPTION. P2P > P2W. |
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1/07/12 6:06:41 AM#7
Personally, I think the solution is fairly simple. Make your Guild Housing so that it has a "Guild Bank" terminal (or Player Housing with a "Personal Bank" terminal), but pretty much nothing else except cosmetics. Also allow players to bring other players in so you can show it off. "If half of what you tell me is a lie, how can I believe any of it?" |
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1/07/12 6:12:58 AM#8
Originally posted by Robokapp
This. Non-instanced housing kills this problem dead. <3 |
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1/07/12 6:14:19 AM#9
Originally posted by Robokapp
I agree. Personally I favor purchase rather than build, but only because it's easier to program. |
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1/07/12 6:34:09 AM#10
Originally posted by Robokapp Well said. It was instancing that killed Q and Freep, not guildhouses. |
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Robokapp
Elite Member
Joined: 11/15/09
The only luck I had today was to have you as my opponent. |
1/07/12 6:48:20 AM#11
build...buy...you get the idea. the house is just a house. a pair of walls with an interior. not something behind a loading screen.
not something where people go into an vanish from the outside (virtual) world.
it's simple. they have to complicate it with instancing. it can be so simple...does every building have a loading screen when you get through the door? no. why would a player house need to?
edit: adding onto this idea. I looks at various "npc cities" like stormwind or the few towns I visited in lineage 2. big huge buildings...with one big room and 2 guys sitting in a corner. looking at stormwind for example, how many buildings and stores actually serve a prupose?
they're struggling to create cities of "city-like" sizes because they have nothing to fill the builings up with. This is where we can come in. We can make cities, make them grow, by expanding on outskirts, and they only need to give us a handful of key administrative structures like bank, action house, maybe a general goods store etc. We can settle the fields around and form the city. save them the task of figuring out what pointless npc to put in nameless building #23321. should he sell roasted rats or shoe strings?
TEAM SUBSCRIPTION. P2P > P2W. |
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1/07/12 6:53:43 AM#12
Originally posted by Robokapp Something that I thought worked rather well in Vanguard. |
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1/07/12 6:53:48 AM#13
Originally posted by Robokapp Because every town just have about 6 -25 houses for players in them. But yeah, it is mainly lazy devs that is behind the whole problem. Let player rent uninstanced houses, and if they don't pay the rent they would eventually get evicted, like IRL so noone who has quit hogs all the good houses. |
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1/07/12 7:04:43 AM#14
Tibia did something similar, rentable houses. It worked so well in that game, but not sure if its gonna work in mainstream themepark games. In tibia you had full loot pvp, open world, and people were actually fighting over some of better houses (some with terraces and stuff :p). Its basically UO-lite (with just fighting and housing :p), but its isometric view really works the best with said rentable houses, as you could place stuff on the floor for people to look at it when passing by (thru the window or doors). And that game still has like 50-60k players online at any given time, i believe? Despite having worse graphics than UO :P My point being, if implemented well, out of those 60k people, you couldnt find a single person who wouldnt want one of houses in that game, because it was well worth it. And it wasnt instanced. And also, no city only had 10-20 spots each, some had 100's and you had to pay rent every 2 weeks or so, or your house goes back to auction. Im sure how adding a few houses to each town in any mmo couldnt be such a huge problem? Instanced housing usually just ends up as glorified warehouse, so i actually prefer no housing at all than some crappy instance nobody but its owner gets to see. |
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1/07/12 7:05:01 AM#15
Originally posted by dreamscaper That doesn't solve the problem at all though, The issue being brought up is redundancy, having two things that perform the same function means players will find the one that is the most fun or efficient and largely ignore the other. It doesn't matter if it is instanced or not, if you can do the same things in your house and cities then there is little reason for players to use both. The only way to solve redundancy is remove one of the options or give the options totally different functionalities. All men think they're fascinating. In my case, it's justified |
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Robokapp
Elite Member
Joined: 11/15/09
The only luck I had today was to have you as my opponent. |
1/07/12 7:09:46 AM#16
naturally a capital city will be
1) on a large river or lake, usually river. 2) in a large open field for room for future development.
this is true hystorically. well a big open field would easily give room for many houses to be installed. they can have 'upkeep'...with gradual decay if not payed until they stop existing. just so the area isnt littered with crap. can have weekly upkeep and maybe 5 stages of deterioriation (1 per week) and on 6th week full removal.
it's...to me its simple. and a town in an open field gives ample space for beginner quests and professions and whatnot to be exercised. the "field" itself could be the hub - not the city. right? space as he asset of value in this context. Maybe as population (measured in numbr of houses) grows, stuff can randomly spawn around the town like ...I'm thinking Majesty here where graveyards, sewers and other monster-spewing things appear naturally as the town grows...
there's potential for some great sand here imo. without taking away from the normal gameplay.
TEAM SUBSCRIPTION. P2P > P2W. |
Originally posted by Robokapp Problem: how would a city like in the WoW example you listed, support persistent player housing for the entire server population? yeah even with instances inside the persistent player house, wouldn't that still lead to the same issues of Instanced player housing, in that players would go there rather than hang out in the cities?
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Originally posted by Robokapp Well what about the city that's inside a mountain volcano? what about a city that's inside a sewer? What about a city that's on a tall Clift? What about a city that's in a pyramid? What about a city build onto a giant boat or a giant floating turtle? well how you suggest these persistent player houses work in a city designed to be unique like the list above?
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Originally posted by JimyHumuHumu Did that game even have NPC cities? If so, were they only buildings? If a game has NPC cities, I would like them to be interesting in design, such as Ironforge in WoW which is built into a mountain/volcano .can something like that be built into a MMO by players? What about some of the cities seen in GW2, can that be built by players in any sort of MMO?
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1/07/12 7:45:42 AM#20
Houseing dosn't make sense with cities If you want people to live in the cities they would need apartments, houses are usually far away from cities and built around smaller communities best thing is for instanced apartments something like FFXI where you have your mog house Other than that there is simply no room in a city for houseing it takes up way to much space. Unless you do what GW2 is doing and gives everyone a whole district where they could have their house but that seems a bit much really. ------------------------------------------------- EKSA |
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