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Saran

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Saran
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  • (Quote) haha, thanks.

    Regex is pretty handy for killing channels >_> and as I said, I've got my lore repo app which really helps with quickly grabbing the references.
  • (Quote) 1. I like something like the Kiakoda concept, a dissolution of self leading to existence as a spirit entwined with the wilde. A being of instinct that manifests avatars that engage in the cycles of nature, not quite on the level of th…
  • (Quote) I think it's less that they're limited and more that they're destructible combined with automatic recovery mechanisms that are really dependent on area design to actually work. 

    Limits inform value, it's just a matter of th…
  • It may also be worth considering whether the herb growing mechanism adds enough to the game in comparison to the headache.

    If not it seems like you could potentially do something like make it that peak months refresh the herbs nodes to fu…
  • (Quote) Yeah, it sounds like something that could be neat to factor into some kind of alliance mechanism. It'd also be good to list manse shops that are connected to the relevant orgs portals in their directory as well so you only have one pl…
  • (Quote) With herbs, at least, this was one of the reasons behind an earlier suggestion for some kind of "buy order" system (like what we've got with the curiomarket) as it seems like that would help traders get materials out of players who do…
  • I'm hoping goop crafts could be moved more completely into the trade system.

    Like have them created with a mix of regular comms as well as special comms which have limited availability to control the rate at which they can enter the game…
  • (Quote) Possibly, though it's also not necessarily bad that trading doesn't give experience/esteem/etc because then those are also reasons to bash over trading, which is good because when there's different incentives for different activities …
  • (Quote) That's not really the full picture though.

    If Caedir spends all his time hunting/begging, his gold/hour might end up being lower but he's also generating exp/essence for himself as well as corpses and esteem that could be o…
  • (Quote) Players going to shops is players going to players though. The benefit of finding a trader in person would just be you could potentially negotiate a lower price but with the other changes making everything sellable, there's not much o…
  • (Quote) Is players not using shops something that actually helps the economy though?

    The system looks like availability would have a hard-coded solution and the proficiency drop should encourage players to spread out their mercanti…
  • There's probably a bunch of interest in demirealms cause they've come up a few times over the years. If you dropped it in as just a lvl 100 thing with essence generation then it could become another progression system that interacts with newlevels.<…
  • (Quote)
    To me the lesson is that XIV doesn't necessarily do anything truly new with the core stuff. It's more just a spin on existing tried and true concepts, while they experiment with more novel things in side content that is sometime…
  • (Quote) It got added to the idea list at some point due to player frustrations around the disparity of shrines/order stuff because they're based on gods and influenced by active gods which is entirely out of player control. Guilds provide a s…
  • (Quote)
    1. There was a point less than a year ago where the argument was being made in Serenwilde that it was entirely unfair for guilds to receive credits from the commune because it was less credits non-guilded members would be able to…
  • While it's isn't necessary and more of a "if there's time to work it in at some point".

    With the different approach and not having to fill out a full skills worth of abilities it could be pretty nice to consolidate bookbinding books down…
  • As other random ideas...

    • Add guildpoints mechanic - Guilds credit incomes have been hit by the introduction of dailycredits and orgpoints, so this would help provide funding.

    • Moving shrines from orders to guild…
  • (Quote) You'll potentially find this in a few places. Serenguard have something similar cause of how totems work for warriors and their backstory is they were originally part of the Coven and Grove before breaking off.

    I wouldn't b…
  • (Quote) I think the bigger hurdle we've experienced in the past is that class distributions aren't equal.

    SS+HS right now seems like it would basically mean the majority of Serenwilde is encouraged into one guild. But also if you w…
  • (Quote) Oh, also to note it specifically this would be rather jarring for Serenwilde.

    Spiritsingers and Hartstone both have shared themes such as the Ancestors and the song of the Forest that makes them really nicely sit together. …
  • Some of this might be variably relevant depending on your org.

    For example, the Serenwilde guilds are woven in pretty heavily and there's a bunch of lore to them. A lot of the elements that are in the mix there are things that have been …
  • (Quote) A skill that's like "while wearing X type armour, you have Y% reduction" would be neat. For theme it'd also be pretty cool to consider the classes.

    Mostly because it'd be kinda cool for Stag followers to be able to wear le…
  • (Quote) Luce's post, which you've agree'd with, rather explicitly is. Zagreus' post is talking about what to do with these orphaned things afterwards.

    My post just saying we might be able to use it in another star map project is not wher…
  • (Quote) *shrug* threads have been made quite a few times, project is on the star map, and the comments were on how things being lost in the revamp could be reimplemented which becomes an efficiency consideration for the project.

    If…
  • (Quote) The validity of mechanical benefits for guilds is kinda a separate subject if you're going beyond ways to potentially repurpose trade stuff.

    However, guilds basically have less mechanical benefits to them than a family which is …
  • (Quote) I mentioned this in the other thread but I think instead of this we could fold these effects/items/etc into guilds somehow so that they can be available and we can repurpose them as benefits for guild engagement.

    It could m…
  • Particularly with like crafting.
    I think there's also some consideration to be had that say... 1000 comms in the current context isn't necessarily equivalent to 1000 comms post revamp. 

    I don't craft artisan things right now because…
  • (Quote) As Kailanna kinda noted in response to this. 

    It seems potentially more user friendly if we have two "professional"/"proficiency"/whatever slots and whatever is in those can gain proficiency.

    Then with just free…
  • (Quote) With the new village along with Agriculture and Prospecting, I wonder if there'll be a space for those to be a more profit generating activity. 

    Like if the floor for their value is high enough that it could be worthwhile a…
  • Mentioned on discord.
    For comm outlays on designs could design sketches have a line added which will show the impacts proficiency (or lack thereof) would have on the comm requirements.

    In the current version, this would be like... d…