Claims are not mutually exclusive to civilization, in fact, I'd be more likely to invest in a claim if I'm living near lots of people than if I were on my own.
farmchamp wrote:Also, make it so newbs can go into mordor, just they get a warning. I want to find a secluded place
I don't think it's been implied anywhere by anyone that mordor is blocked off to anyone by anything but high level wild-life that will eat you.
Brosephine wrote:As weird as it may sound, I would consider weighting the civilisation levels on the repair levels like walls, ovens, kilns, etc
Since these things decay, inactive settlements would eventually become wilderness, leaving crumbling ghost towns stalked by hungry foxes - rather than a bunch of hearth fires keeping the place safe.
Would it be at all possible to make the weight of hearth fires based off of how often the owner logs in? As time passes and it's not used it eventually becomes null. That's what I'd prefer.
"When I grow up, I want to be just like Kaka" -James Floyd, on growing up.
I also think Brosephine's idea is quite good. I also support the decay of hearth fires due to inactivity.
Perhaps another way to encourage civilization would be to make some structures that are necessary for some kind of production, but the material and effort requirements are so high that a group of people are needed to create it. I remember that one of the big perks of living in a village was access to a meat grinder. These structures could indirectly create the situations Jorb mentioned: higher quality items can only be made in civilized areas.
Mills have been mentioned, foundries, carpenters, and shipbuilders could be included.
Onionfighter wrote:I also think Brosephine's idea is quite good. I also support the decay of hearth fires due to inactivity.
Perhaps another way to encourage civilization would be to make some structures that are necessary for some kind of production, but the material and effort requirements are so high that a group of people are needed to create it. I remember that one of the big perks of living in a village was access to a meat grinder. These structures could indirectly create the situations Jorb mentioned: higher quality items can only be made in civilized areas.
Mills have been mentioned, foundries, carpenters, and shipbuilders could be included.
Kind of like what I was mentioning above. I didn't see the discussion regarding foundries, carpenters, mills, etc.
Brosephine wrote:As weird as it may sound, I would consider weighting the civilisation levels on the repair levels like walls, ovens, kilns, etc
Since these things decay, inactive settlements would eventually become wilderness, leaving crumbling ghost towns stalked by hungry foxes - rather than a bunch of hearth fires keeping the place safe.
jorb wrote:We are a bit undecided on which mechanic should bring this about -- I'm in favor of a direct civilization modifier on item quality, loftar favors a more indirect method of increased object/item decay in Mordor, calling my suggestion arbitrary in terms of realism -- but are we on the right track to begin with? Would this work? Why? Why not?
Do both of these! Also maybe hearth fires should decay quickly - they're easy to build, and if you are part of a civilisation there is a village idol to alternately spawn at. That would re-absorb the small dead settlements quicker. It doesn't even need a time-since-logged-on mechanic, just make them need some branches for repair to keep it from dying in a week or something.
I'd prefer if item quality would depend on some (upgradable) skill and the quality of items you work it (i guess thats rather obvious).
About the ghost towns/civ levels, i would agree with hearth fires/ cabins losing their influence in the time theyre inactive till no influence at all.
I think claims should stay forever, but be destroyable and have health depending on their size and probably civ level around it (claims in the wilderness would be far easier to declaim)