by Avu » Fri Dec 03, 2010 5:08 pm
Biggest problem with this masochistic idea is the utter torture and mind numbness that is resource finding. I suggested a while back a few things that will alleviate this problem:
-make mapping automatic (you might have noticed it already is and there is no reason why it shouldn't be); just record each players discovered areas and reveal parts of the world map on the site corresponding to those areas; ink and parchment are used to share and update map with people you meet
-make resource finding a prospecting like action with a slightly lower radius, add the resource spots found this way to the on site map
-have visual pointers that you are in a higher resource quality spot, special herbs that show only on high q soil, slightly different colored water, different colored mudflat whatever just something
Next is the problem of some resources needing retarded amounts of even moderate q natural resources. Take oven making unless you want to waste your whole day near one you need quite a few. We've got over 60 ovens in Sodom and the ammount of time it takes to build those even with 3 mediocre clay spots is retarded. What if my resource spots start to poof into thin air what then? Should I make q 10 ovens? What about good leather which eats a ridiculous amount of high q water, or simple tree planting that will eat 5-6 soil spots if done in large enough scale.
You mention trade? We got the current situation where you'd expect the big bad powers that be to be able to sell the shit they so evilly claim with villages to the poor opressed newbies at exorbitant prices but the truth is they rarely have enough for themselves. Why on earth would a noob be selling a clay he would find in your system knowing full well that it will disappear soon and it probably it will be far from enough for even his own needs?
Personally I want to move from this stupid system of ultra limited resources. Trees and crops for instance should depend on the soil q they are planted on and that would mean huge areas of good soil in some areas of the world, say closer to rivers for crops, close to mountains for trees (just give them bonuses depending on the type of tree and the location you plant them, coupled with quality bonuses for items depending on the usage of the optimal ingredients this should still have enough diversity to foster trade much more than now actually).
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."