factnfiction101 wrote:^I agree with this guy.
Lunarius_Haberdash wrote:Amanda44 wrote:And finally, - it's not possible for everyone to be able to play in a village. I've hermitted for three worlds now and I would love to either be part of a village or have my own villagers but rl makes it impossible, I don't have enough hrs in-game and sometimes i'm absent for days at a time, this wouldn't be fair on a village when I am unable to pull my wieght and not fair on villagers when I am not around consistently to encourage growth and direction. This shouldn't mean i'm then excluded from a cool game that I enjoy, there is a place for both types of players and all those imbetween.
Anyone who would exclude you based on the limited amount of assistance you're able to give is being remarkably short-sighted. One of the villages I put together (way back in World 3) was entirely based on the concept of individuals living in a community, while being able to pursue their own goals at their own pace. It wasn't a 'village' in the way most villages are in this game, it was a location of people living in proximity together with a ruling body that took care of any issues they couldn't take care of themselves.
There was no 'central village' to contribute to, other than certain civic projects that everyone pitched in on (Such as our weekly road-building gather). We had appointed guards, a lawspeaker, and another two villages we swore fealty to. Beyond that, everyone functioned as individuals, just like in a real community, a real city. Our time was our own, we traded what we had, both with each other and with other villages.
Not being able to play often does NOT exclude you from being part of a community.
Lunarius_Haberdash wrote:The 'MMO' aspect of 'MMO'? Giving the world a diversified feel? Making there be a point to building your home 'here' instead of 'there' for reasons other than safety or political reasons? Giving us an actual reason to negotiate trades or fight over territory that has some actual value, instead of everything being the same?
Removing teleportation again makes this less likely, raiders are less likely to go far far afield when there's nowhere safe to run back to at a moments notice. They will be forced to face their enemies toe-to-toe.. Running into the hearth is no longer an option, and if the hearth is no longer your 'safe haven', if you can be summoned wherever you logged out for the night?
That's because in most MMO's resources of all kinds are neigh on infinite, such is not the case here. Resources are the backbone of civilization and culture, so should it be here.
Tonkyhonk wrote:Lunarius_Haberdash wrote:That's because in most MMO's resources of all kinds are neigh on infinite, such is not the case here. Resources are the backbone of civilization and culture, so should it be here.
i beg to disagree.
MagicManICT wrote:Tonkyhonk wrote:Lunarius_Haberdash wrote:That's because in most MMO's resources of all kinds are neigh on infinite, such is not the case here. Resources are the backbone of civilization and culture, so should it be here.
i beg to disagree.
I'm not sure what you disagree about there. In most MMOs, resources are infinite. They pretty much are here, too, with a couple of exceptions. (That I think on it, I can't think of a single MMO with completely limited resources.)
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