Posted: Thu Jul 19, 2007 8:30 am
I assume to have caravans and such as good idea. But I can't see how this
will resolve the problems. If you slow down the travel possiblities, you will
get more stationary roleplay, because travel will be too dangerous and/or
too expensive for a certain kind of characters. If you invent and enforce
a transportation system, there have to be an economical basis to run this
new form of enterprise. Keep in mind that a civilisation have to have the
ability to survive. No dwarven kingdom could exist if they can't feed their
inhabitants. I prefer to have that for example halflings can make food better
than someone else, so that every race/town is interested in getting food from
them, but it can't be the only reasonable way. If you are dependent to
player merchants who organize the caravans, you will get the problem of
"possibility". We have RL restrictions of online times, but the crafters are
dependant on the merchants to get money for their essentials. If you can't
meet a merchant because you have not enough players online to have a
merchant and his caravan guards in time when you need them, you will
loose.
Be aware that the players of a MMORPG are the minority of the supposed
to be inhabitants. So far Illarion seem to try to ignore this. But it is
beneficial to think of it. For example: yesterday there were a lot of
robbery attempts in Trolls Bane, some of them with no RP at all and with
log-out fleeing, when the present citizens fight back. There is a group of
players called "Trolls Bane Town Guard" and a group "Silver Arm" who
is paid to patrol Trolls Bane afaik. But every char I talked about the
situation there, said that neither were present.
A town guard or a mercenary group offers security and should have
a demand of weapons, armor and food. But at current state of players
online and economical situation the crafters produce with a weapon in
their other hand or belt. If a citizen cries for the town guard, which
supposed to be a handful in a city like Trolls Bane and nobody is online
(OOC reason) why should this citizen want to pay taxes IC for the
assumed to be there but never present security?
We need solutions that will function with the few players active we have
but which also grants benefits if a task is done by a player instead of
an NPC. It has to be attractive to let things to be done by players! But
the supply has to be possible with struggling player numbers or the whole
system will collapse or it is upheld by totally unreasonable game
mechanics.
For example: A player present in game for one Illarion day should get
hungry even if he only sits on a chair and chats or watches the
surrounding. It is unreasonable at all that you can live in Illarion without
any problems by not working at all for your essentials.
So every player should have demands to be filled based on his situation.
A town guard needs weapons, armor and food regularly and should get
this from the town or get enough money as salary to supply himself.
A town mayor should need fine tailor goods/dishes and so on to
represent a living standard he is supposed to have.
Do not forget the simple profit thinking: if I buy X to make Y from it, then
it should be possible to sell Y for more than I did by X. If this is not
possible, basic economy laws say that you won't make profit by doing it.
Stop thinking in macro-economy terms if the micro-economy is totally
broke and can't function. There is no macro-economy without micro-economy.
Imho there are mainly three kinds of actions at present gameplay state:
1. producing something to sell to a NPC - insulted as powergaming
2. producing something to gain skill but for no profit
because it can't be sold at a reasonable price - insulted as powergaming
3. Avoid any action which drive demands - labelled as good RP
avoiding any bare necessities by benefiting from the non-existence of
necessary restrictions or benefiting from unreasonable gifts granted
by Illarion like living months from only eating apples if you get hungry at
all.
True roleplay would be in my eyes if these things weren't dividable.
If you want to be somebody on top of the social ladder, you should
have to have a way to earn the necessary money for it. On the other
hand you should be able to earn that money reasonably.
At current state we will get "magic merchants" who teleport with the
goods to their destination because they gain the mana for free in a bit
of time. No "travelling merchant" will be able to bet this by risking live
and goods while travelling with caravans and paying the guards for
accompanying him. The other possible exploit of the upcoming situation is
a good transport runner, created with max speed and strength to carry
the goods, so he can run away from any robbery attempt.
Without the ability to travel save to another place
(without loads of goods in your belt) the roleplay will die a slow death, because you will normally have only the handful of players present in
your town and no possibility to meet others unless you play a
fighter-type char who is able to protect himself.
will resolve the problems. If you slow down the travel possiblities, you will
get more stationary roleplay, because travel will be too dangerous and/or
too expensive for a certain kind of characters. If you invent and enforce
a transportation system, there have to be an economical basis to run this
new form of enterprise. Keep in mind that a civilisation have to have the
ability to survive. No dwarven kingdom could exist if they can't feed their
inhabitants. I prefer to have that for example halflings can make food better
than someone else, so that every race/town is interested in getting food from
them, but it can't be the only reasonable way. If you are dependent to
player merchants who organize the caravans, you will get the problem of
"possibility". We have RL restrictions of online times, but the crafters are
dependant on the merchants to get money for their essentials. If you can't
meet a merchant because you have not enough players online to have a
merchant and his caravan guards in time when you need them, you will
loose.
Be aware that the players of a MMORPG are the minority of the supposed
to be inhabitants. So far Illarion seem to try to ignore this. But it is
beneficial to think of it. For example: yesterday there were a lot of
robbery attempts in Trolls Bane, some of them with no RP at all and with
log-out fleeing, when the present citizens fight back. There is a group of
players called "Trolls Bane Town Guard" and a group "Silver Arm" who
is paid to patrol Trolls Bane afaik. But every char I talked about the
situation there, said that neither were present.
A town guard or a mercenary group offers security and should have
a demand of weapons, armor and food. But at current state of players
online and economical situation the crafters produce with a weapon in
their other hand or belt. If a citizen cries for the town guard, which
supposed to be a handful in a city like Trolls Bane and nobody is online
(OOC reason) why should this citizen want to pay taxes IC for the
assumed to be there but never present security?
We need solutions that will function with the few players active we have
but which also grants benefits if a task is done by a player instead of
an NPC. It has to be attractive to let things to be done by players! But
the supply has to be possible with struggling player numbers or the whole
system will collapse or it is upheld by totally unreasonable game
mechanics.
For example: A player present in game for one Illarion day should get
hungry even if he only sits on a chair and chats or watches the
surrounding. It is unreasonable at all that you can live in Illarion without
any problems by not working at all for your essentials.
So every player should have demands to be filled based on his situation.
A town guard needs weapons, armor and food regularly and should get
this from the town or get enough money as salary to supply himself.
A town mayor should need fine tailor goods/dishes and so on to
represent a living standard he is supposed to have.
Do not forget the simple profit thinking: if I buy X to make Y from it, then
it should be possible to sell Y for more than I did by X. If this is not
possible, basic economy laws say that you won't make profit by doing it.
Stop thinking in macro-economy terms if the micro-economy is totally
broke and can't function. There is no macro-economy without micro-economy.
Imho there are mainly three kinds of actions at present gameplay state:
1. producing something to sell to a NPC - insulted as powergaming
2. producing something to gain skill but for no profit
because it can't be sold at a reasonable price - insulted as powergaming
3. Avoid any action which drive demands - labelled as good RP
avoiding any bare necessities by benefiting from the non-existence of
necessary restrictions or benefiting from unreasonable gifts granted
by Illarion like living months from only eating apples if you get hungry at
all.
True roleplay would be in my eyes if these things weren't dividable.
If you want to be somebody on top of the social ladder, you should
have to have a way to earn the necessary money for it. On the other
hand you should be able to earn that money reasonably.
At current state we will get "magic merchants" who teleport with the
goods to their destination because they gain the mana for free in a bit
of time. No "travelling merchant" will be able to bet this by risking live
and goods while travelling with caravans and paying the guards for
accompanying him. The other possible exploit of the upcoming situation is
a good transport runner, created with max speed and strength to carry
the goods, so he can run away from any robbery attempt.
Without the ability to travel save to another place
(without loads of goods in your belt) the roleplay will die a slow death, because you will normally have only the handful of players present in
your town and no possibility to meet others unless you play a
fighter-type char who is able to protect himself.