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Saran

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Saran
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  • (Quote) Yeah, I remember them. Just those also had combat benefits which I don't imagine the dwellers would have available.
    So just wondering if something already exists, cause it can provide inspiration and help for brainstorming other…
  • So... questions from the guild stuff heh

    Are signets basically just stoles by another name? 

    For guild artifacts, is that like the old guild artifacts, like the GM one that let you do the rite? Or maybe something more like orde…
  • (Quote) This is so freaking handy, thanks @Ianir.

    edit: idea'd but could it be part of the promote priv. That way everyone who might need it has i…
  • Villages are a conflict system so it makes sense. You could just trade comms with allies while for enemies stealing stuff from their villages would be denying them comms and you'd have a gain for your side even if the overall number of comms coming …
  • Yeah, there used to be more specific examples. Particularly for what effects essence can actually have. Even if it's not an exhaustive list but yeah just examples, that'd be handy to have again.
  • Cause guild focused, it'd be neat to loop guilds into that.

    Like each guild could have some method to make/access their set of those comms, or even have some special effects linked to guilds which require the design be submitted to a gui…
  • (Quote) Rather than reinventing the wheel we could just... look at what other games are doing and take what's actually working from those, particularly with other IRE games it makes sense for our producers/admin to draw on the learnings from them a…
  • (Quote)
    One thing I've considered previously is actually a wordpress.
    By having everything a post or page, you can use related content stuff to explore and link things dynamically, there's even ways to set it up to make it tag new…
  • (Quote) Adding in other gameplay loops could be interesting.

    It's been suggested before you could have bashing and influencing, effectively, drop loot which seems kinda like this except quests might give more guaranteed loot?
  • (Quote)
    For 1) this begs the question of why should a player invest in a shop?
    It addresses your complaints as a customer sure, but why should someone worry about stocking stuff when they can just tell anyone who needs it to just …
  • (Quote)
    Fundamentally, game economies function by rewarding players for doing things that your game actually wants them to. There are papers, youtube videos, all sorts of resources out there covering this cause it's a pretty interesting…
  • Oh, there's also previously been the suggestion to basically use something like the starmourn implementation/curiomarket.

    Basically, give every org a marketplace where anyone can list goods with a fee. This would remove a barrier to entry…
  • For another potential improvement suggestion.

    Aetolia has some form of craft on demand mechanism where a design sketch can be listed in a shop and then it is crafted the moment a player actually tries to buy it, pulling the necessary comm…
  • (Quote) It's rather clear that you didn't read it. None of those suggestions in any way mentioned decay (edit: well except for mitigating a known issue for those haven't got it) and the fact is they are just ways that other tedious aspects of…
  • (Quote) And the actual suggestions, which you continue to ignore, also make attempts to address such concerns to the point that there could be no real difference to players, there could even be a net benefit.


    In some cases, i…
  • (Quote) That open gap is also seemingly the issues that people have actually been asking for a resolution to for what... 10-15 years now?

    Dissatisfaction with the economy was a big part of the forums blow up a few years back, for e…
  • Kinda broadly, I actually think we should be looking more at shifting some stuff that's in orders to guilds instead.

    They're more static, for one, they're designed around the idea of getting players together around a common lore groundin…
  • (Quote) Personally, I'd say relative to other gold making ventures.

    Tradeskilling and shopkeeping is time that you spend not really doing anything else but producing and making available stuff that players need, with the incentive…
  • (Quote) 1) Realistically its people with lesser credit investment which covers newbies but also others that have a similar set up.
    Non-decay, multiple trades, cord/tam all converge to basically bandaid over the issues on the "customer" …
  • (Quote) The post you're responding to literally outlines how it wouldn't necessarily be everything and in fact, aside from other players trying to argue your fearmongering and overexaggerated stance, the actual suggestion at this point overs …
  • There's also stuff that's not necessarily relevant until you start digging into it.

    Like... one of the questions circling around right now is around the nature of undead with regards to divinus/excorable weakness/resistance because all fo…
  • (Quote) I think you need to read the post again.

    It was noted that tinderboxes, vials, and pipes don't really matter if you can get them to be non-decay because their most basic form is an arts item which anyone with minimal invest…
  • (Quote) It's kinda a... it depends thing, it could just be an investible power and the god can decide where it goes. But then if they go inactive it goes away.
    You could also make it more dynamic and have it be an option for the highest-…
  • (Quote) So if you look at the actual suggestion it's actually more like this...
    • Buy armour
    • Sacrifice armour to give your runed armour decay time, re-enabling it.
    • Buy weapon
    • Sacrifice weapon to give your ru…
  • I think you'd hit an issue with the second because cults are something that requires the god to set up so if the avatars go inactive then that's kinda it.

    You'd be potentially more able to keep things going if it was an order priv because…
  • To clarify, the events that really shape the game are admin run. Players participate, might influence the outcomes, and typically log what happened but its the admins steering the ship. 
    Typically, we grab that info along with other lore we've …
  • (Quote)
    And I disagree that trades are actually functioning as intended right now.
    Given not only the aspects of the trade system highlighted but the aforementioned changes that have been implemented over time pointing towards tra…
  • *shrug* It's not a slippery slope argument nor are words being put in your mouth.

    You stated you are "okay with trades not being huge money makers but rather something somebody does because its a fun and creative outlet" and your view tha…
  • (Quote) Realistically, what you're actually suggesting is a trades overhaul just with a different end goal. If that route is taken you need to start looking at stuff like:
    • Basic variations of all essentials should migrate to deni…