Procne wrote:Why would that be fun? We're trading the fun from developing your character and the attachment to it for... what exactly?
I imagine the game progression would go from individual to your village. human players are the most interesting part of the game and being able to attract and use them is fun. Its not like you wouldn't develop characters, its just that you have a better way to manage the characters that you and your group have developed, together.
Being able to put up things on a noticeboard as a village chieftain while players develop and share characters sounds interesting and fun to me. I like the idea of delegating tasks to village members in a village overview so that people have an idea of what needs to be done and what resources/characters they have available to them to achieve that task. More players, more coordination, more cooperation = more fun to me and if you would argue otherwise then why wouldn't you just be on a private server, alone?
Regardless, applying privileges to characters would mean that they would remain your private characters until you deemed otherwise. The gameplay is would be exactly the same if you were by yourself or if everyone had permissions set to private.
I think its also a way for people who don't have as much time to still be able to contribute to their village in useful ways. Someone might just want to hop on the communal miner character and put in 20 minutes after they get off of work. Maybe someone might just want to feed and study a bunch of spruce-caps and play it as a management game ( it would be cool/utility in the village overview to see a list of characters hunger% & simple study detail ). I think it would make it a more accessible game and I feel it would help build up the community and make village gameplay more richer
If someone wanted to retire or quit they could hand the character off to the village. It also would make it much more easier for that player to return to the village as well.
I think it is also further incentive to defend the village. If you don't have beds you don't have a villager pool, so they would be a target. The shift from development of character to village would have more impact, higher level game play , more end game type stuff.
I would also hope that it might lead to further village development. It seems obvious that core members of the group would have their private higher level characters within the keep structure, while more public characters would be outside of defenses. I think this would replicate the gathering of hovels outside a castle quite nicely, along with them being the peasants. thematically it would fit.
You could have two class of characters, servile or freeman. If you made the character yourself, you are a freeman and you aren't tied to land. You should be able to pledge to an oath to release some privileges. If you spawned off someones public village character, you are servile and are a serf and are tied to the land. you could get released by village chief or elder or someone with privilege to do so. You should be able to interchange between the two. It fits both history and the game well, imo.
if the devs wanted to make money and to protect against grief then they would make the permissions to use some village pools tied to accounts and you have to activate it by spending $1.00, $5.00, $10.00, that way anyone tries to grief they get like one shot to cause damage before getting blocked by the village. One village permission would let literally anyone spawn in so that you don't have to pay money but would likely be more grief. The other paid permissions would filter out the public. Then you get custom permissions as well.