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Posted: Sat Nov 17, 2007 2:40 pm
by Rosendil
1) Zu den Handwerken:

Grundsätlich:
-Alles Handwerke in Trolls Bane
-Monopole in den anderen Städten sind spielfördernd.

Trolls Bane:
-Zentrale Stadt
-Unterstützung für alle "normalen" Handwerke (Schmied, Schneider, Schreiner, Köche, etc.)

Greenbriar:
-Unterstützung für Farmer, Köche, Fischer
-Monopol: Kräuter

Varshikar:
-Wüstenstadt (deswegen auch nicht Fischen)
-Unterstützung: Schmieden, Edelsteinschleifen
-Monopol: Glasherstellung und Ziegelbrennen

Silberbrand:
-Unterstützung Schmiede, Goldschmiede, Edelsteinschleifen
-Monopol: nicht notwendig

Tol Vanima:
-Unterstützung: fällt mir schwer hier was besonderes zu finden ...
-Monopol: evtl. Alchemie


2) Vorschlag zu den NPC's

NPC's verkaufen nichts mehr. (oder nur noch zu SEHR hohen Preisen). Grund: Spieler sollen bei Spielern kaufen. Wozu soll man denn einen Handwerker spielen, wenn alle Gegenstände/Werkzeuge/Ausrüstung irgendwo günstig gekauft werden können?

NPC's kaufen zu fairen Preisen die Produkte der Handwerker.

Posted: Sat Nov 17, 2007 4:12 pm
by Korm Kormsen
NPC's verkaufen nichts mehr. (oder nur noch zu SEHR hohen Preisen). Grund: Spieler sollen bei Spielern kaufen. Wozu soll man denn einen Handwerker spielen, wenn alle Gegenstände/Werkzeuge/Ausrüstung irgendwo günstig gekauft werden können?
da bin ich anderer meinung.

1) bei der recht niedrigen spielerzahl koennen die spieler chars keine komplette versorgung rund um die uhr sicherstellen.
daher sollte die moeglichkeit bestehen, (teurer) bei NPCs zu kaufen.

2) durch an- und verkaufende NPCs kann man einen preisrahmen* vorgeben. damit kann verhindert werden, dass spieler chars eine monopolstellung zu sehr ausnutzen.
(wobei mir klar ist, dass die passende einstellung der ver- und ankaufspreise der NPCs eine schwiereige sache sein wird)

(*) preisrahmen = ein ankaufspreis, der nur einen geringen verlust zum material- und arbeitswert ausmacht, sowie ein verkaufspreis, der von spielercraftern mit gewinn unterboten werden kann.
.

Posted: Sat Nov 17, 2007 4:32 pm
by Taliss Kazzxs
Korm Kormsen wrote:
pharse wrote:

Code: Select all

              | Troll's Bane | Greenbriar | Silverbrand | Varshikar | Tol Vanima
________________________________________________________________________________
Alchemist     |       X      |      O     |      O      |     X     |     X
________________________________________________________________________________
Blacksmith    |       O      |      O     |      X      |     O     |     O
________________________________________________________________________________
Brewer        |       O      |      O     |      O      |     O     |     O
________________________________________________________________________________
Candle maker  |       O      |      X     |      O      |     X     |     X
________________________________________________________________________________
Carpenter     |       O      |      O     |      O      |     O     |     O
________________________________________________________________________________
Cook          |       O      |      X     |      O      |     O     |     O
________________________________________________________________________________
Farmer        |       O      |      X     |      O      |     O     |     X
________________________________________________________________________________
Fisher        |       O      |      O     |      O      |     O     |     O
________________________________________________________________________________
Gem cutter    |       O      |      O     |     X      |     O     |     X
________________________________________________________________________________
Glassblower   |       X      |      O     |      O      |     X     |     X
________________________________________________________________________________
Goldsmith     |       O      |      O     |      X      |     O     |     X
________________________________________________________________________________
Lumberjack    |       O      |      O     |      O      |     O     |     O
________________________________________________________________________________
Mason         |       O      |      O     |      X      |     X     |     O
________________________________________________________________________________
Miner         |       O      |      O     |      X      |     O     |     O
________________________________________________________________________________
Tailor        |       X      |      O     |      O      |     X     |     X
________________________________________________________________________________ 
sorry, estralis, but your rule excludes explanations for ideas.
therefore i will ignore it.

my above list is far from complete. it is a try to show, where a town could excell.
if, TB shall be the "center" of the isle, like most players assume, it should not have many simple crafts. it should have sience. and advanced crafts.
to keep interaction going, the price should be, that in TB and surrounding areas the simple crafts are penalized. (to further import of rawmaterials)
all other towns or settlements should have just one or two high quality endproducts, while they excell in different rawmaterial gathering.
lets take varshikar: they should be able, to mine and, because of their sand monopoly, they should make the best glassware. (closely followed by TB.) but, as desertdwellers, they definitely should be not very good fishermen.
following my LOTR-race concept, the halflings/greenbriar should not be excelling in fishing either.
very good farmers, good carpenters, excellent cooks and good brewers for the briar.
tol vanima should get the excellency in goldsmithing. that would be fitting for a longliving race, addicted to the beautyfull and, here i think distinct from most, they should be very good carpenters too. (maybe only for apple and cherry woodproducts?)definitely should their tailoring be even better, than in bane.
maybe even, if it can be realized, certain weapons and armours should be better made by them, than by the dwarves.
silberbrand is no question. mining, stonecarving, toolsmithing and weapons/armours should be excellent.
but they should be very bad at farming and fishing.
talking about fishing, the excellency in that should be clearly in the area around the lizzardswamps. as should be the best claygathering.
but a lizzard-smith, miner or cook should be just a big NoNo.
what about the grey rose? being knights, priests and wizards, they should not be good at simple lowerclass tasks.
they could make the best manapotions and the like. and produce high quality scrolls.(to be sold at the harbour for export)
the druids should logically gather the most herbs, and make the best, or only, healingpotions.
but dont let them be good cooks, farmers or miners.
famers union... well, the name says all.
the orcs should learn quickly to hunt and to fight, but nothing else.
knightsorders should have some kind of advantage, learning to fight. but as nobles they should not craft.

the fairies.... eh, the fairies.... - i haven't got the slightest idea, what they should or could do.

how to realize these things?
i think, there are two sensitive ways, that should give the best results, if combined.
for one, give different boni and mali according to the race of the chars.
(so a halfling would not become a mastersmith, only because he moves to silberbrand)
and, give the big tools in different towns different modifiers. (so, that an anvil in silberbrand furthers the quality more, than one in ziathis)

so, if you hoped, i would make an entire post, without mentioning the nordmark, i must decept you.
for the whole northwest/nordmark it would be adequate, to let them be good fishermen, and excellent lumberjacks, herders and hunters. (woolgathering, weaving) just following the Illa-background...

so, thats my bagfull of counterfeited three-cent coins.

korm
.
edit:

brewing, if possible should be split up. so that different places excell in different drinks.

if the whole thing is about NPC merchants, think a moment, if it would not be better, to place the merchants acordingly, that buy certain things, instead of those, that sell those things.

.
Reguarding this, would that mean all lizards would really have going for them is fishing? which is a skill that makes absolutly no income? well aside from the 1/50 chance to get an oil lamp and sell it for 10 coppers?

Posted: Sat Nov 17, 2007 4:56 pm
by nmaguire
Oh yeah. Let's forget treasure maps :roll: They are worth MUCH less than 10 copper :roll:

Posted: Sat Nov 17, 2007 5:04 pm
by AlexRose
rofl yeah.

(Psst.. Tally.. they implemented treasure maps now. The good ones give you a gold and a half and loads of rare items ;) )

Posted: Sat Nov 17, 2007 5:21 pm
by Korm Kormsen
taliss,

lizards are a twofold problem.
1) they nearly dont exist. so any monopoly or bonus given to lizards is de facto just taken out of the game.

2) do tell me, what would be fitting for amphibious creatures? using fire? farming and digging in the earth? (apart from hiding eggs)
tailoring to put some rags over their beautifull scales?

sorry, but i can think only of fishing, fighting and some water-magic for them.

you might have noticed, that i did not even mention the orcs. - for similar reasons.

edit: by my opinion a well-played lizard should not feel comfortable, if going too far from water.
i have seen lumberjacking lizards, farming lizards... - and they made me smile sadly.

Posted: Sat Nov 17, 2007 5:48 pm
by Taliss Kazzxs
>.> *looks into treasure maps