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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Town/Node building: Library
ArchivedUser
Guest
With all the crafting, exploration and node development talk recently, a few people sparked my and their imagination regarding a building for gathering information. Which I thought would be called a library, hence the title :)
This building would hold different information types from different sources. Most of the information will be added by players, but some will be added by the game (librarian?).
I'll start with the game information, I don't remember who came up with this idea (cudos to them), but it wasent me atleast. But the idea basicly goes like this: Some where in the library there will be a "node-history" section, in this section the history of the node will be recorded, from kings/queens to battles and politicians. Furthermore if it is possible, there could be a series of "harry potter style" gifs on a messageboard/book displaying major events such as: Node-levelup, battles, crowning etc. Preferably filmed through a birds eye view, and mostly so it ain't as boring learning the history :)
<strong>So overall I/we Imagine these sections:</strong>
- Crafting recipes (<em>added by players, maybe sometimes by a npc?</em>).
- Unsolved mysteries (<em><a href="https://www.ashesofcreation.com/forums/topic/elements-of-discovery-built-into-game/">read this thread for that one</a>, but basicly people help eachother solve varies mysteries in the world)</em>.
- Trade routes/records (<em>basicly a place for merchants to lookup statistics on item sales/movements</em>).
- Maps/Descriptions for finding things (<em>such as dungeons, secrets, gathering spots etc.</em>)
- People in the area (<em>both good and bad, bandit lords, kings and queens. Basicly people that have an effect on the node)
- Node history (see above</em>)
- Global/ancient lore (<em>you find a lore book and hand it in, for a bit of money?</em>)
- EDIT: Rewatch cutscenes (<em>If cutscenes become a thing that is</em>)
The library is a place to share information, but only if you want to... Imagine you found a rare patch of mushrooms, and you wanna capitalize on it, so you don't share. Later on you move on from that mushroom patch, so you share it in the library for others to use. Or you wanna scam someone, so you "sell" them the patch, and then you go share it in the library (just thinking outloud).
Some of the sections would be supplied with information from the local taxator (merchant/trade routes), and sometimes GM might add a clue to something in one of the sections (spark a quest/adventure?).
Thought on this and/or new sections in the library?
This building would hold different information types from different sources. Most of the information will be added by players, but some will be added by the game (librarian?).
I'll start with the game information, I don't remember who came up with this idea (cudos to them), but it wasent me atleast. But the idea basicly goes like this: Some where in the library there will be a "node-history" section, in this section the history of the node will be recorded, from kings/queens to battles and politicians. Furthermore if it is possible, there could be a series of "harry potter style" gifs on a messageboard/book displaying major events such as: Node-levelup, battles, crowning etc. Preferably filmed through a birds eye view, and mostly so it ain't as boring learning the history :)
<strong>So overall I/we Imagine these sections:</strong>
- Crafting recipes (<em>added by players, maybe sometimes by a npc?</em>).
- Unsolved mysteries (<em><a href="https://www.ashesofcreation.com/forums/topic/elements-of-discovery-built-into-game/">read this thread for that one</a>, but basicly people help eachother solve varies mysteries in the world)</em>.
- Trade routes/records (<em>basicly a place for merchants to lookup statistics on item sales/movements</em>).
- Maps/Descriptions for finding things (<em>such as dungeons, secrets, gathering spots etc.</em>)
- People in the area (<em>both good and bad, bandit lords, kings and queens. Basicly people that have an effect on the node)
- Node history (see above</em>)
- Global/ancient lore (<em>you find a lore book and hand it in, for a bit of money?</em>)
- EDIT: Rewatch cutscenes (<em>If cutscenes become a thing that is</em>)
The library is a place to share information, but only if you want to... Imagine you found a rare patch of mushrooms, and you wanna capitalize on it, so you don't share. Later on you move on from that mushroom patch, so you share it in the library for others to use. Or you wanna scam someone, so you "sell" them the patch, and then you go share it in the library (just thinking outloud).
Some of the sections would be supplied with information from the local taxator (merchant/trade routes), and sometimes GM might add a clue to something in one of the sections (spark a quest/adventure?).
Thought on this and/or new sections in the library?
0
Comments
Live Lore in effect.
Maybe even historian skills ?
Go to a carfter for making stuff... a historian to aquire knowledge.
I would just add another thought that sprang to mind on the mystery tracking side.
No doubt there will be carved reliefs and such discovered when exploring.
No doubt these in game pointers will point to tombs/dungeons/artefacts/relics or other waypoints.
Clearly these are books of information (clues), but not something that can be dragged to the library.
So perhaps we would need some kind of self updating archaeology map of some kind that can be referenced as pointers are discovered throughout the world of nodes.
Perhaps clue trails are node specific rather than universal.
Only when adjacent links in a clue trail are found.....does a clue trail get updated.
Other nodes may contain the missing pieces of each other clue trails.
Whether such isolated clue trails can be accessed by other nodes in some way would need to be discussed.
Especially..how ? In what ways ? Under what conditions ?
And it really has a chance to incentivize social play... or even seed social content. I could even see a system like this being used as the support for a way to release new content!
As players start to discover different artifacts or clues, and record their findings in the town hall/library, a bigger picture starts to emerge. As news travels through the community, suddenly more explorers are putting their heads together... and could discover a hidden cave which leads proof of existence of the Gungans and their the underwater capital city!
I couldn't resist, sorry :)
But you get the idea... from small things to big things, this "community info center" could be a new way to prime the social pump!
Indeed @lethality . It has me all excited about the possibilities. Pretty amazing what many heads can come up with.
Thanks @julemanden for starting the next thread of evolution.
as said above though. Perhaps we need a trustworthiness ranking on any info.
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I was thinking the "discoveries" would have to be more systemic... the game will be almost "tagging" a user with the knowledge they now have, and giving an opportunity to share it in the town hall records or not. So the information there would be factual and organized and searchable in a way that would lead to the kind of gameplay desired.
For example, if I discovered a brightly colored door behind some overgrowth embedded into a large tree, my "character" would know:
- Location (described not in coordinates, but narratively)
- General Description (the big picture of what was found... a door in a tree!)
- Detail Description (things about the door... a silver knob with gold flake paint on the door and a rainbow, etc)
- Image (maybe if they have progressed their "art" skill enough, they could "sketch" it :)
- etc
All of those pieces would be created by the developers, and be available to the "character". The "player" could possibly share some, all, or none of that in the town record for public perusal!
Though, I do like the potential for falsified information... hmm! ;)
Interesting idea, i would like to see this in action, however there would be issues in creating such a system, i.e. trolls, purposely putting in false data for laughs and other sinister activities, such as planning to attack certain trades routes from using market information stored etc etc
</blockquote>
I was thinking the “discoveries” would have to be more systemic… the game will be almost “tagging” a user with the knowledge they now have, and giving an opportunity to share it in the town hall records or not. So the information there would be factual and organized and searchable in a way that would lead to the kind of gameplay desired.
For example, if I discovered a brightly colored door behind some overgrowth embedded into a large tree, my “character” would know:
– Location (described not in coordinates, but narratively)
– General Description (the big picture of what was found… a door in a tree!)
– Detail Description (things about the door… a silver knob with gold flake paint on the door and a rainbow, etc)
– Image (maybe if they have progressed their “art” skill enough, they could “sketch” it <img alt="?" src="https://s.w.org/images/core/emoji/2/svg/1f642.svg" />
– etc
All of those pieces would be created by the developers, and be available to the “character”. The “player” could possibly share some, all, or none of that in the town record for public perusal!
Though, I do like the potential for falsified information… hmm! <img alt="?" src="https://s.w.org/images/core/emoji/2/svg/1f609.svg" />
[/quote]
Ah that makes me understand it better, its a great idea :)
Allow me to introduce you to concept of <strong>Relics/Artifacts</strong> and the <strong>MUSEUM</strong>
What if your loot could mean more? Perhaps it is a painting you recovered from the walls of an ancient palace hall... or maybe it's a music box uncovered at the end of one of our mysteries discussed above... it might even be a legendary weapon you looted from the treasure cave of a fierce dragon!
You could of course use the weapon, or place the music box on your mantle, but maybe there's more value to it... what if you could share the value of this <strong><em>Relic/Artifact</em></strong> with your town? What if you could take them to the <strong><em>MUSEUM</em></strong>?!
Similar to the concept above, the player could optionally bring this artifact/relic for public display. This would not only bring notoriety and popularity to the adventurer who donated the piece, but it could also bring benefit to the village.
The easy way to think about it is as a "buff" for the town/village while the piece is on display. But it could be much more granular than that... for example, a painting could raise the town's "culture" rating, maybe causing other artists to move there and create for of their own. It would also have lore behind it, so maybe the "historical" rating of the town would be higher, making it an intellectual stop for traveling adventurers and so on.
In order to spice things up... these Relics/Artifacts would always and only be one-of-a-kind. They are also physical objects that the player is required to carry (think Black Desert or ArcheAge trade packs). And, maybe more importantly because of that... they would persist and therefore - forever be a desirable thing! Now you can start thinking of gameplay surrounding Museum heists, and that kind of thing... and perhaps, since they are physical objects, maybe even require *multiple* players to carry larger ones out the door. The logistics could be very cool!
Anyway, I'm rambling again. Bless you if you actually read this, and I look forward to any thoughts!
Anyway @Lethality basicly hit the nail on the head with the way you share the info, im basicly thinking some sort of drag and drop with information and phrases, so you can "customize" your info without trolling. But then again having the ability to "forge" information on trade routes and such would be awesome/interesting, can you trust this player? What do others say about them?
If you have a key, rune or carving, you could pay to get a copy made by some NPC, that you could then store/sell together with the info :) That might also be an interesting proposition.
To add to the museum thingy, why not just make it so the more interesting things in the museum, the more upkeep from it you get (e.g. higher "ticket price"). So bringing in a item would grant the node bonus income, and fame for the donator. And later on you could add a artist system, or the like (it might just be to extensive at the start of the game).
I could be possible with some fine tuning.
The other thing i also can think of is something like a guide how to do the node stuff/crafting.
Something like a beginners guide.
So if you get to a certain lvl to be abel to get nodes you can go there and you get a deep explanation.
BDO for exemple dosen't realy have something like that. So new players kinda feel lost by the amount of stuff there is.
What do you guys think about that?
You mean that RTFM moment .......oh wait! ....what manual ?
I think its something most MMO's forget.
Personally I think its down to the ever changing nature of MMOs makes everything almost instantly out of date and obsolete.
Normally because the games go live half finished, then they realise they cant do what they wanted to do anyway.
It would be nice to have a finished MMO before go live though....except for polishing and content expansions...with manual.
Well it could jut be done by having a "starting library" that has something like: "Welcome to the New World - by Master Crafter Tiberius", that explains crafting simply put. So different books written like lore, but given you a basic understanding of the game. Other book in the series:
"The Wilderness and how to survive - A book about [name of world]"
"Monster hotspots and how to avoid them" (about dungeons)
"Taking care of your gorilla butterfly 101" (mount introduction)
etc. etc. (Maybe there could be a "loan the book", mechanic and that makes you keep the book for the rest of them game, thereby validating a tutorial system).
Well it could jut be done by having a “starting library” that has something like: “Welcome to the New World – by Master Crafter Tiberius”, that explains crafting simply put. So different books written like lore, but given you a basic understanding of the game. Other book in the series:
“The Wilderness and how to survive – A book about [name of world]”
“Monster hotspots and how to avoid them” (about dungeons)
“Taking care of your gorilla butterfly 101” (mount introduction)
etc. etc. (Maybe there could be a “loan the book”, mechanic and that makes you keep the book for the rest of them game, thereby validating a tutorial system).[/quote]
Do you mean like a player created in-game wiki-manual in the town hall ?
That way both the players and the devs can update it.
lmao gorilla butterfly.
Do you mean like a player created in-game wiki-manual in the town hall ?
That way both the players and the devs can update it.
lmao gorilla butterfly.
[/quote]
Actually the "tutorial" part was just to be made by the devs, it was just away to make some sort of guide/tutorial that isnt to demanding for those that don't want it ;)
And I didnt make that name for the gorilla butterfly, it was someone else ;)
I thought a Library filled with more than just Recorded-History - but rather a place to learn ...nearly everything - but to an extent ( not spoon-feeding players )
This MMO is set in a High-Fantasy. So I'd anticipate seeing Spellbooks / Grimoires. Maybe a Book that'll ... " warp " you into a another Dimension ... and maybe you'd have to find a way out ? ( or something like that. lols ) .
**** i have a few other ideas, but can't pin-point it exactly right now >.< ****