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Hubiektyw
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Playing in team vs hermit
How would you distribute roles in a village with 6 players? What are the key differences between playing solo and playing as a group?
balls
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MadNomad
- Posts: 2158
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Re: Playing in team vs hermit
someone else will do things for you, they will make crafters, they will craft items, and you won't have to do everything yourself in all craftsHubiektyw wrote:What are the key differences between playing solo and playing as a group?
for example one person can be a blacksmith and make your weapons/armor/tools, but another can do whole farming or cooking or sewing, this way one person does not have to take care of all of this stuff
each person makes main character which is a warrior which is their own and there is a shared account with all necessary crafters for all craftsHubiektyw wrote:How would you distribute roles in a village with 6 players?
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MagicManICT
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Re: Playing in team vs hermit
This is going to depend on how well people trust each other, not just with account security, but with management of supplies in the village, and keeping any valuable characters out of harms way.MadNomad wrote: shared account with all necessary crafters for all crafts
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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MadNomad
- Posts: 2158
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Re: Playing in team vs hermit
if that is an issue then I would even question making a village with those people in the first placeMagicManICT wrote:This is going to depend on how well people trust each other.MadNomad wrote: shared account with all necessary crafters for all crafts
what stops them from grouping 5v1 on your characters and beating you?
of course we're assuming that the people you make a village with is someone you trust
we can, of course, have personal accounts with craftsmanship characters, and every village is free to do it as they want of course, but in this case you will have to craft more curios to feed more of them, also if one person quits without sharing his account info you pretty much lost a crafter, so you would need more people of the same craft to ensure you have it when it is needed, for which you would have to consume a lot more curios as I said
also if you share a farmer or miner someone can do farming or mining for you and you will not have to do it yourself, or you might decide to do it yourself when they are not able to do so, or if they are simply too lazy or don't want to do it
village is a thing based on trust to the group
it's not like someone can not have personal accounts with crafters, but sharing one simply gives some advantages
isn't that an issue regardless?MagicManICT wrote:with management of supplies in the village
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jasonc1982
- Posts: 6
- Joined: Mon Aug 31, 2015 2:31 am
Re: Playing in team vs hermit
I would say playing in a village gives you the chance to up skills in one job allowing you to get way higher production in that then would be posable as a hermit. due to every person holding there own job.
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SnuggleSnail
- Posts: 3616
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Re: Playing in team vs hermit
Formal roles in a village is an awful idea nobody should ever pursue. It's not as though you need some grand expertise to farm effectively, or herd animals effectively, or make one specific kind of curio effectively. There are very few activities where higher player skill will noticeably affect output.
It's mostly quality & industrial setups that differentiate the value of your time doing a certain activity. If 10 people are contributing to making an industrial scale cheese factory whoever ends up using it will produce more cheese/hour/effort than they would with some rinky-dinky hermit setup regardless of how """good""" they are at making cheese.
Ideally, everybody should have access to every relevant industry related account, and everybody should just do whatever necessary things they feel like. If the cows end up going unfed then clearly it wasn't important enough to justify the time spent. A far better solution than trying to force one gamer girl to feed the cows indefinitely, her quitting, then the cows dying anyway.
Your village should decide early and be very clear with how communal you want things to be. Oftentimes people will get upset at non-contributors using communal curios/food. Usually a minority of the group is going to do the majority of the communal work(building pepperfarms, cheese factories, raising the quality of the anvil), even if other players are more active, but spending their time on something non-communal like raising a fighting character.
Personally, I don't think you should ever try to force people who don't want to contribute to communal projects to do so. The options are to have communal access industries to industries without communal access to outputs (EX: anybody can use the garden pots, but the chantrelle belongs to whoever harvested/planted it), full communism with everybody having access to direct outputs(walk into house and take curios/food, then logout), or somewhere in-between with public low value food/ingredients/curios and things otherwise private.
Note that the stats of certain industrial characters are public projects themselves. Your village's crafter is a tool just like any high quality axe/saw, and the person/s making it are helping with a public project.
It's mostly quality & industrial setups that differentiate the value of your time doing a certain activity. If 10 people are contributing to making an industrial scale cheese factory whoever ends up using it will produce more cheese/hour/effort than they would with some rinky-dinky hermit setup regardless of how """good""" they are at making cheese.
Ideally, everybody should have access to every relevant industry related account, and everybody should just do whatever necessary things they feel like. If the cows end up going unfed then clearly it wasn't important enough to justify the time spent. A far better solution than trying to force one gamer girl to feed the cows indefinitely, her quitting, then the cows dying anyway.
Your village should decide early and be very clear with how communal you want things to be. Oftentimes people will get upset at non-contributors using communal curios/food. Usually a minority of the group is going to do the majority of the communal work(building pepperfarms, cheese factories, raising the quality of the anvil), even if other players are more active, but spending their time on something non-communal like raising a fighting character.
Personally, I don't think you should ever try to force people who don't want to contribute to communal projects to do so. The options are to have communal access industries to industries without communal access to outputs (EX: anybody can use the garden pots, but the chantrelle belongs to whoever harvested/planted it), full communism with everybody having access to direct outputs(walk into house and take curios/food, then logout), or somewhere in-between with public low value food/ingredients/curios and things otherwise private.
Note that the stats of certain industrial characters are public projects themselves. Your village's crafter is a tool just like any high quality axe/saw, and the person/s making it are helping with a public project.
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MagicManICT
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Re: Playing in team vs hermit
Trust is like an ogre--it has layers.MadNomad wrote:if that is an issue then I would even question making a village with those people in the first place
what stops them from grouping 5v1 on your characters and beating you?
of course we're assuming that the people you make a village with is someone you trust
This is true, but one that can be managed if someone is being not as careful as others.MadNomad wrote:isn't that an issue regardless?MagicManICT wrote:with management of supplies in the village
The only advantage I see to shared accounts is in security management--unlocking gates, etc. However, it's not hard to have a character of your own with keyrings.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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MadNomad
- Posts: 2158
- Joined: Fri Mar 11, 2016 11:13 pm
Re: Playing in team vs hermit
yeah, let's use 2 times as much curios for 2 farmers instead of 1 time as much for 1 farmer, saving resources and time by making less curios and food is not an advantage XDMagicManICT wrote:The only advantage
or you can have one person control the account, but then everyone will be dependent on their ability to log on, rather than help the situation themselves
so yeah, counting on 1 out of 1 people is definitely the same as counting on 1 out of 10 people XD
tell them to be careful, I you trust each other I guess they should listenMagicManICT wrote:if someone is being not as careful as others
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AlexNT
- Posts: 115
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Re: Playing in team vs hermit
You have a weird perception of the concept.SnuggleSnail wrote:full communism with everybody having access to direct outputs(walk into house and take curios/food, then logout)
It's not about "everyone has the right to everything" (that's anarchy). It's "everyone has the right to a fair share" -- with the community as a whole deciding (by direct vote) what's "fair".
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telum12
- Posts: 430
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Re: Playing in team vs hermit
That is not how anarchy works.AlexNT wrote:You have a weird perception of the concept.SnuggleSnail wrote:full communism with everybody having access to direct outputs(walk into house and take curios/food, then logout)
It's not about "everyone has the right to everything" (that's anarchy). It's "everyone has the right to a fair share" -- with the community as a whole deciding (by direct vote) what's "fair".
You, in fact, seem to have a weird perception of the concept — direct democracy is not a necessary condition for a communist economic system.
What Snail describes is sufficiently close to the idea of distribution within a communist economy that you're either being a dumb-ass or a nit-picking asshat. Distribution only needs to occur such that those who need the produce receive it. Allowing village members access to the produce is sufficient.
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