Parsalin
Iron
- Joined
- May 10, 2014
Hello guys trying to think up some ways to help the map last longer, Feel free to comment and add to it.
In my opinion, one of the main reasons a map becomes burnt out is due to a couple of things that are finite.
Plots
Ores
PVE
Plots,they offer a uniquely (unfairly) permanent way of storing loot for our non-grouping types. You know the like, the ones who would betray any group they got affiliated with. But because its semi permanent (map resets and getting PEd for inactivity), This creates a power dynamic that means those who were here first simply cant be raided at all. so they can raid without losing anything but some armor durability.
UltNachopony suggests the best way to balance [noble plots] is change it to both a high initial cost to buy one, and a high taxation rate and cannot stress how annoying it was to see the "top" PvPers hide all their loot in spawn.
Ores, Yup we have all seen it people mining simply to level not because they need/want resources. Id like to offer a few ideas on this:
Oh! and i just thought what if it was a cave world that could be pretty awesome. call it going deep under ground, where the plates of the worlds crust are always churning so the terrain changes regularly.
So to expand on the basic concept of wars in towns, Id like to also add in a town flag, meaning your town rack up neutral kills and over a certain theshold and your town loses peacful status becomes nuetral then murderous. this implys your killing peaceful types. also id like to remind that the war feature in 3.0 is a double edged sword, when you kill you lower the towns power when you die you lower your own towns power. Further, it is expensive. Finally the raider would have to actually be in a town. So them solo raiders still cant effect pve towns.
Have an opinion, something to add? Maybe you absolutely want a perfectly peaceful town. Comment here. Lets have a discussion about these points.
In my opinion, one of the main reasons a map becomes burnt out is due to a couple of things that are finite.
Plots
Ores
PVE
Plots,they offer a uniquely (unfairly) permanent way of storing loot for our non-grouping types. You know the like, the ones who would betray any group they got affiliated with. But because its semi permanent (map resets and getting PEd for inactivity), This creates a power dynamic that means those who were here first simply cant be raided at all. so they can raid without losing anything but some armor durability.
UltNachopony suggests the best way to balance [noble plots] is change it to both a high initial cost to buy one, and a high taxation rate and cannot stress how annoying it was to see the "top" PvPers hide all their loot in spawn.
Ores, Yup we have all seen it people mining simply to level not because they need/want resources. Id like to offer a few ideas on this:
A. Mines, either convert the mines in towns to burn power to replace ores (which can be mined up), or create pvp locations where ores can be mined, and pvpers can camp. the latter could respawn weekly or daily depending on your desire to balance. The point is resources are plenty, exp is desired and it ruins the map after a month or two.
B. Regen below 30, This seems the most server resource intensive, but there are ways around this. You could for instance only do a couple chunks a day. It should also ignore chunks associated with a town which could be buggy. but this option offers the smallest impact to balance. It can also be abused unless you can randomize the regeneration.
C. Change profession growth, Ultimately the issue is that people mine not for resources but for exp. This burns the map much faster then any other server would see it happen. So you could avoid the burn out by giving other ways to gain prof exp. most have something but few will deter just mining. (with the exception of farmer.)
A suggestion by TheTMTrainer is a mining world that resets every week or so.It could be small full pvp with strong mobs, and a mild spawn point.B. Regen below 30, This seems the most server resource intensive, but there are ways around this. You could for instance only do a couple chunks a day. It should also ignore chunks associated with a town which could be buggy. but this option offers the smallest impact to balance. It can also be abused unless you can randomize the regeneration.
C. Change profession growth, Ultimately the issue is that people mine not for resources but for exp. This burns the map much faster then any other server would see it happen. So you could avoid the burn out by giving other ways to gain prof exp. most have something but few will deter just mining. (with the exception of farmer.)
Oh! and i just thought what if it was a cave world that could be pretty awesome. call it going deep under ground, where the plates of the worlds crust are always churning so the terrain changes regularly.
PVE, I would also like to see a war system in pve. which allows for pve towns to be attacked and once war is declared town members are full pvp even in pve. this might be a tad tricky to work out but without it your going to see pvp being uninhabited except for what ever reason you create for people to visit and those fool hearty enough to want to be raided constantly. So far I have seen no reason to live in pvp. I know I am going to take the perfect safety of pve for storing my loot and only risk my reagents when i want to.So to expand on the basic concept of wars in towns, Id like to also add in a town flag, meaning your town rack up neutral kills and over a certain theshold and your town loses peacful status becomes nuetral then murderous. this implys your killing peaceful types. also id like to remind that the war feature in 3.0 is a double edged sword, when you kill you lower the towns power when you die you lower your own towns power. Further, it is expensive. Finally the raider would have to actually be in a town. So them solo raiders still cant effect pve towns.
Have an opinion, something to add? Maybe you absolutely want a perfectly peaceful town. Comment here. Lets have a discussion about these points.
Last edited: