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House Upgrades
Posted: Mon Aug 27, 2007 1:16 pm
by Llama
Currently, there doesn't seem to be much purpose in buying a house, except for the mark of status and the bragging rights...
These following are suggestions to make buying a house more attractive.
(House means a private building where one person/family lives, a workshop doesn't count as a house for example)
House Chests
These should be free with every house of a certain size, and are pretty much a local depot JUST for that house. In addition, town depots should have a fixed size (not TOO small) to encourage the building (or even renting) of houses.
Stone oven
These are the equivalent of an internal campfire. Anything that could be cooked on a campfire can be cooked on a stone oven, and there is no risk of fire from it. Morever the cook using the oven gains a small bonus to quality/chance of success.
Mini work tables
Much Much cheaper versions of worktables, which give a slight penalty when they're used, but are otherwise identical to the usual work tables. Obviously glassmaking and smithing tables aren't allowed.
Beds and Seating
If you have a bed in your house, you heal 1.5 times faster...(when in the house)
If you have seating in your house you rest (against skillcap) 1.25 times faster
Pen
If you have a cow, you can 'store' your cow at your pen (just something which looks lyke the thing to tie ropes to), and then get it back from that location instead of having to get a new one again...
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I can't think of any more, feel free to add your ideas to the pile...
Posted: Mon Aug 27, 2007 1:18 pm
by AlexRose
I love the bed and seating idea. I think if you're actually ON a seat or ON a bed it should happen. These things seem pretty good in all, although the depot thing seems a little pointless.
Re: House Upgrades
Posted: Mon Aug 27, 2007 1:22 pm
by Jupiter
Hadrian_Abela wrote:Beds and Seating
If you have a bed in your house, you heal 1.5 times faster...(when in the house)
If you have seating in your house you rest (against skillcap) 1.25 times faster
This is really a good idea.

Re: House Upgrades
Posted: Mon Aug 27, 2007 2:29 pm
by Lennier
Free house chests:
Sounds good. I think about it.
Ovens:
Would be nice, but they are not my part. An animated chimney i would prefer.
Mini-Worktables:
I see no benefit. A cheap version of a normal worktable. Where are the disadvantages?
Beds:
Could be, yes. Also to heal new illnesses in future.
Pen:
Nice Idea. A function, in defined areas (pen), which protects the cow against the server, who would delete it after some time... But I do not know if it would be possible.
Posted: Mon Aug 27, 2007 3:07 pm
by Llama
Mini-Worktables:
I see no benefit. A cheap version of a normal worktable. Where are the disadvantages?
There would be a disadvantage to the quality of the produced good, not to mention you're at home alone and not near people who'd watch you work and might decide to buy from you.
And it'll be used for
a) Mostly Roleplayed reasons (imagine an old woman at home knitting)
b) if the town hasn't afforded a much more expensive one, you can still practice the skill there
c) Ties in with the house chest, you can get resources AND work them there, without needing to carry resources to point C (a town work table)
Posted: Mon Aug 27, 2007 4:58 pm
by Mr. Cromwell
@Hadrian
1. How many old women are there?
2. How many of them are property-owners?
(Edit: Just a rhetorical question to point out that these would be commonly used by actual craftsmen and whatever, not such groups of characters that are too marginal to be included into any consideration.)
I think, that if someone wants to have his own workshop, then he should pay for the actual workbenches. The 'own depot in the own house' should be attractive enough in itself.
Posted: Tue Aug 28, 2007 2:07 am
by Fianna Heneghan
I like the idea of the home owner's depot. It would be nice additionally for each person with access to the house to be able to share the depot. In other words, one person puts something in the depot and other residents with keys can get those items out making it possible to leave things for each other and share items.
Posted: Tue Aug 28, 2007 2:16 am
by pharse
Fianna Heneghan wrote:I like the idea of the home owner's depot. It would be nice additionally for each person with access to the house to be able to share the depot. In other words, one person puts something in the depot and other residents with keys can get those items out making it possible to leave things for each other and share items.
Wasn´t it said that this is currently impossible? Or has it changed? I think the idea was to provide an owner with a free depot - like any other depot, just for free.
Posted: Tue Aug 28, 2007 9:32 am
by Nitram
As it was said dozens of billions of times. Shared Depots are technically impossible.
Posted: Tue Aug 28, 2007 1:32 pm
by Korm Kormsen
would it be possible, to eliminate the rot cycle-influence for single tyles?
if yes, work around the impossibility.
make a "treasure-room in houses. (one exceptional tyle plus door, maybe in the cellar) put just a single dark brown box in that room....
Posted: Tue Aug 28, 2007 2:28 pm
by Llama
Korm Kormsen wrote:would it be possible, to eliminate the rot cycle-influence for single tyles?
if yes, work around the impossibility.
make a "treasure-room in houses. (one exceptional tyle plus door, maybe in the cellar) put just a single dark brown box in that room....
The only problem I could think of are server crashes....
Posted: Wed Aug 29, 2007 4:23 am
by Fianna Heneghan
Nitram wrote:As it was said dozens of billions of times. Shared Depots are technically impossible.
Psst...
Other games have it. Could we define "impossible"?
Posted: Wed Aug 29, 2007 10:52 am
by Llama
Fianna Heneghan wrote:Nitram wrote:As it was said dozens of billions of times. Shared Depots are technically impossible.
Psst...
Other games have it. Could we define "impossible"?
It probably means something on the line that in order to make it it'll need a complete re-write of the whole depot system which would take a lot of time and swearing.
Posted: Wed Aug 29, 2007 11:00 am
by Maximilian
Da mein Englisch zu schlecht is schreib ich das mal auf deutsch:
Könnte man Gruppendepots nich so machen wie man die Kuh stielt?
Das dort einfach ein NPC steht den man "benutzen" muss und dann kann man das depot verwenden?
will keiner was dazu sagen?
Posted: Wed Aug 29, 2007 12:16 pm
by Estralis Seborian
The suggestion was to let "cow depots" act as shared depots. This way, a member of a society could access items from other members by this shared depot.
Depots are bond to a specific character. This yields that the deletion of this character would result in the deletion of the items. Also, I am not quite sure how the cows work, but I assume a stolen cow depot is just a copy of a depot content, not the depot itself. Can't tell wether this copying can be restricted enough to prevent cloning of items.
Edit: But a dev could elaborate better. Nitram said it all, though.
And "impossible" means "too much effort, not even worth considering".
Posted: Thu Sep 20, 2007 9:47 am
by Llama
*digs up old thread and adds something to it*
Town buildings
These are ideas to increase the amount of 'roleplayed' buildings, by giving them a use mechanic-wise
Barracks/Training Yard
A barracks can be built in a town. What exactly constitutes a barracks (or any requisits for it [for example weapon decorations ect..]) is left up to the map designers.
A larger barracks, will be assumed to be better stocked with training weapons, training manuals, anatomy charts ect...
This means that fighters who are fighting in a barracks/combat arena will gain skill faster then if they were fighting outside.
I'm not 100% convinced about the skilling amount, but I think Skill*(1.00 + .01(amount of squares in barracks)) This means that a 5X5 barracks would allow a person to skill 25% faster, while a 10X10 barracks 100% faster. (Obviously there should be a cap)
Hospital
A hospital can be built in a town. There should be a few requisits before a building is a 'hospital' (for example 1 bed and 1 chest every so many squares).
A larger hospital will be assumed to be better stocked with medicine, bandages, ect..
This means that those injured, will be able to heal faster then if they were running around in the wilderness.
The heal speed = Normal Speed*(100 + .01(amount of squares in hospital)). This should cap at 2.5 times the speed for a hospital with an area of 150 squares. Moreover, the food bar goes down as it would normally (not as many times faster as the healing), since you are healing yourself with help.
Library
A library can be built in a town. Obviously a library would have to have a certain amount of desks and bookshelves /every few squares.
A larger library will be assumed to have a lot of old books, and magical scrolls and the like.
This means that any mage who casts spells in a library, will be able to read and research as he does, thereby learning faster.
The learning speed = Speed*(1.00 + .01(amount of squares in library)). This again should cap at around 2.
Combat Arena
A combat arena can be built in a town. Within this building, all attacks do 50% less damage. This is to increase the lenght of the battles (and .: #mes), making battles more... fun.
Also, any people in the spectator area, will rest (skillcap rest) at a faster rate, if there are two or more people fighting in the combat area. Again it is 1+(.01)(the amount of squares) [Think about the difference from going to a small ampheteather, to the colloseum).
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What was described above, doesn't necessarily have to be a stand alone building. A large 'colluseum' would probably have a combat area, a training area and a hospital. Similarly, a castle might have a library room.
Implenting this is pretty much done manually. The map designer counts the squares, and some sort of code tied to co-ordinates it put into place.
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The purpose for these suggestions, is to give a town a REASON for building otherwise useless (except for RP) buildings. Buildings are expensive, and there is no use in building a huge barracks for example, while in this case, you are rewarded by training speed.
Moreover, it gives a reason for people to join guilds (for example to be able to use their training area), and for guilds to talk to other towns and set up buildings.