by niltrias » Sun May 31, 2009 12:26 pm
Various ideas, part 2' -
Last time I was posting my suggestions about wide-scale changes. This time Im mainly going to be talking about small tweaks that I think could make the game more enjoyable without really changing how it is played.
- Random job output -- for some jobs, especially, stone axes and wicker baskets, but also urns and teapots, there should be a failure rate. by failure rate, I mean that occasionally the resources are consumed but nothing is actually produced. Experience is gained as per normal, because sometimes mistakes can teach as much as successes. This would be a minor alteration, because the materials are freely available, but a failure rate of say 50 percent would cut by 50 ppercent the number of useless and unwanted basket and axes that currently litter the game world, without making it harder for new players to gain experience that they need. Also, a 50 percent failure rate is far less risky than the 90 percent failure rate on smelting ore that is currently in place....
- Dye -- Identifying friends is difficult now, and if and when this game really takes off, will become well-nigh impossible. Im sure there are plans in place down the line to make identification easier, and I know that pop-up names are right out. So, as a quick stopgap that would also work well down the line, how about introducing dye? 5 colors x 3 articles of clothing x commonly weilded tools equals a much easier to recognize avatar. Oh, and x the hat shapes as well. Yes, there will be some popular color choices, but many people picking that scheme will make them harder for their friends to identify...hence making them less popular. Also, groups could start creating uniforms to recognize each other on sight. Or to trick people into believing that they are someone that they actually are not....
- --Random Iron/stone dropping. Let me just take a moment, and say that this is a completely original idea and not one that I have stolen from one of my favorite games. And no amphibions of any type have been whispering in my ear. AHEM! The stone supply problem is going to do nothing but get worse, and they are already getting a bit hard to find. How about mining, instead of producing ore every time, produces it say 25 percent of the time, and rocks the rest? Rocks block movement, so they will have to be hauled out of the mine and eventually dispersed, giving the whole world a steady supply of rock. Eventually, ore veins could be introduced that reverse the percentage, giving iron or gold or what not 75 percent of the time and stone only 25 percent. Of course, if this were adapted, the smelter percentage should probably also be changed, but that shouldnt be too hard. I think.
-- Yeomanry -- Really, I strongly think there has to be some sort of allow list for this. Otherwise it does the opposite of creating social units.
-- Foxes - I dont know why, after being destroyed by carp in another game so many, many, times, this would rankle, but it does. recently a fox hunted down and killed me and two of my friends while we were on an innocent lamb baking quest. All of us were armed, but that meant nothing to the slavering horror that is a fox. Cant we at least change the name to wolf or something? I wouldnt mind being killed by a wolf. But when three grown armed men ar mowed down by a cute, cat-sized critter, it makes me ashamed to admit it. I realize about the game balance issue. This is not game balance. This is aethetics.
What do you guys think?
<Marcher Lord>
Dogs! Oh god, please give us DOGS!
There are those who press on with the ardor of beer, and those who are faint with thirst.