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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.
[SUGGESTION] Giving more significance to Inns/Taverns.
ArchivedUser
Guest
Aren't you guys tired of ingame Inns/Taverns being only quest hubs with no real immersion to them? Maybe Ashes could change that!
With my idea I'd like to bring life to those ghastly places settled by NPCs. Ok so it goes like that.
Let's give player who logged of at Inn (bassicaly bought a room to sleep), 1 hour 30% exp buff after logging in if they were offline at least 6 hours. Also food consumables bought AND consumed at inn last 2x longer than normal.
We can take it one step further and allow players to build Inns/Taverns in their non instanced housing areas let them sell selfsupplied stuff there (limited only to consumables). They could also buy items/mats from other players NPC shop style. Taking it even further make transactions at inns be 5% less taxed thn AH with 1-2% of the tax going to the inn owner, BUT trades at inns don't have to be "locked" (like they have to be in ArcheAge) so there is a possibility of scam. Maybe even let inn owners choose music style played at the inn, and put up their own "questboards" for example [Our INN needs 100 wolf mane for stuff, we pay 15k gold if you bring them to us]?
I'd love it if someone from Interpid read my post :)
And you fellow forum members, what do you think?
With my idea I'd like to bring life to those ghastly places settled by NPCs. Ok so it goes like that.
Let's give player who logged of at Inn (bassicaly bought a room to sleep), 1 hour 30% exp buff after logging in if they were offline at least 6 hours. Also food consumables bought AND consumed at inn last 2x longer than normal.
We can take it one step further and allow players to build Inns/Taverns in their non instanced housing areas let them sell selfsupplied stuff there (limited only to consumables). They could also buy items/mats from other players NPC shop style. Taking it even further make transactions at inns be 5% less taxed thn AH with 1-2% of the tax going to the inn owner, BUT trades at inns don't have to be "locked" (like they have to be in ArcheAge) so there is a possibility of scam. Maybe even let inn owners choose music style played at the inn, and put up their own "questboards" for example [Our INN needs 100 wolf mane for stuff, we pay 15k gold if you bring them to us]?
I'd love it if someone from Interpid read my post :)
And you fellow forum members, what do you think?
0
Comments
Getting reputation with certain NPCs leads to getting juicy rumors (leads on quests).
Putting down rowdy NPCs once in a while as a minigame.
I also like the gambling/drinking minigame ideas others have mentioned.
Allow players to run brothels.
Getting drunk has a game mechanic.
Yeah that would be great!
So many possibilities to entice players to interact together. Having guild recruitment posters available at inns might also be a good idea.
As mentioned, mini-games would be wonderful. Perhaps games of chance with other players? Wagering equipment, coins, crafting materials...what have you. Even games against the house (AI) would be fine...give a small chance of getting something worthwhile (not just coins) and allow it be a gold-sink to keep the economy from becoming bloated.
Having a Tab system could be interesting to see play out. You owe me money, I cant pay today but id happily pay you Tuesday. If the bounty doesn't get paid within a certain period of time you could write it off as the Town's debt and have the town guards deal with the deadbeat, or you could have a bounty hunter collect on the town bounty that they now owe by bringing him in to the court to plead his innocence. Work off his debts in jail breaking down materials.. such as rocks. Or you could have the poor guy work off his debt in your bar as a Unpaid Intern.
Even if it's like to hear rumors about rare beasts or town gossip.
Wouldn't want inns to become an absolute-must-visit place because we'll get a hundred players trying to shove into a 100 sq ft room and the lag will be atrocious, but whatever bonus they give should be enough to encourage a good number of players to visit.
We will remember garrisons all amicably from WoW, logs, bugs, sag in turn, it was heavy to get to garrison.
The idea is very good, it would enter more social interest into a game, but it is heavy to realize it for MMO.
In RPG it is simple.
Your idea it is possible to realize and spend less nerves and time in the ways:
- The system of purchase and sale of taverns, i.e. guild can buy a tavern and use her for replenishment of the treasury from visitors that have come to a tavern to have a rest, play and spend time. (i.e. each two weeks go the auction at an auction on a tavern in the different cities, and guilds try to outbid rivals and to buy a tavern).
- The tavern can be bought! i.e. developers can add 3-4 taverns in the city, each player can buy it by means of rates at an auction (i.e. the richest and will be able to buy, P2W how to be told, and here just P2W can be entered who has no time to spend time for a game, and there is a wish the tavern, that P2W and your tavern, everything will be honest).
<img src="https://pp.userapi.com/c626417/v626417200/d866/sAhjzh_HV_Y.jpg" alt="" />
We will remember garrisons all amicably from WoW, logs, bugs, sag in turn, it was heavy to get to garrison.
The idea is very good, it would enter more social interest into a game, but it is heavy to realize it for MMO.
In RPG it is simple.
Your idea it is possible to realize and spend less nerves and time in the ways:
- The system of purchase and sale of taverns, i.e. guild can buy a tavern and use her for replenishment of the treasury from visitors that have come to a tavern to have a rest, play and spend time. (i.e. each two weeks go the auction at an auction on a tavern in the different cities, and guilds try to outbid rivals and to buy a tavern).
- The tavern can be bought! i.e. developers can add 3-4 taverns in the city, each player can buy it by means of rates at an auction (i.e. the richest and will be able to buy, P2W how to be told, and here just P2W can be entered who has no time to spend time for a game, and there is a wish the tavern, that P2W and your tavern, everything will be honest).
<img src="https://pp.userapi.com/c626417/v626417200/d866/sAhjzh_HV_Y.jpg" alt="" />
We will remember garrisons all amicably from WoW, logs, bugs, sag in turn, it was heavy to get to garrison.
The idea is very good, it would enter more social interest into a game, but it is heavy to realize it for MMO.
In RPG it is simple.
Your idea it is possible to realize and spend less nerves and time in the ways:
- The system of purchase and sale of taverns, i.e. guild can buy a tavern and use her for replenishment of the treasury from visitors that have come to a tavern to have a rest, play and spend time. (i.e. each two weeks go the auction at an auction on a tavern in the different cities, and guilds try to outbid rivals and to buy a tavern).
- The tavern can be bought! i.e. developers can add 3-4 taverns in the city, each player can buy it by means of rates at an auction (i.e. the richest and will be able to buy, P2W how to be told, and here just P2W can be entered who has no time to spend time for a game, and there is a wish the tavern, that P2W and your tavern, everything will be honest).
<img src="https://pp.userapi.com/c626417/v626417200/d866/sAhjzh_HV_Y.jpg" alt="" />
Though for economies of this size, and this kind of gameplay to work, one needs fever and more compact servers. Not to mention a thriving community. I think we as the forerunners of the forum already amount to such a community. But implementing such a feature to the game, would have to some kind of introductory measure. So that a new player would get to experience it, instead of finding out about the rad inns later in their gameplay experience.
I still think some mini games like liars dice or some kind of a poker variant would be nice in the inns. I also think gaining the resting bonus for xp in an inn would be cool. Not just by renting a room in there, but also spending some time in the inn. Also the more active the inn is, the more it would commit for the node.
Realistic too, in olden days inns were the hubs of transaction and information. Even having satellite inns between nodes would be great, perhaps where the seedier deals are done :)
It would be a great way to find out about that dragon in the node video. While I wouldn't want to have a exact point marked on my map basically saying "go here to kill the dragon" maybe something along the lines of " I was out wandering around mount (insert name of mountain) and I could have sworn I saw a dragon" then if you want to kill said dragon you'd have to take the time to explore the mountain in order to find it's exact location.
How would one claim the ownership of the said inn? True, I didn't take into concideration of hiring an NPC to do the work for you. Should one be able to buy the rights to start an inn or would there be only X amount of inns inside a node? In the first scenario I can almost see the nodes being filled with inns left and right where as the second only leads into race towards the best located inn. As stated above, I believe no one should be able to own an inn just as no one can own a city or a node nor should players be able to fill up inns with their own NPC's selling their stuff.
What I'd like to have in an inn is a public vendor that buys stuff from players and then sells the same items with a slightly higher price. He could be somekind of an underground black market vendor. The prices wouldn't be fixed but vary by the volume he already has that certain item and the volume the player is willing to buy (mass discount ofc.). Also using him as a dealer should be profitable for the players too so he could offer slightly higher prices for - let's say - the first 10 pieces of that certain item compared to fixed price vendors in the cities. If you're in need of a quick cash and don't want to sign in the auctionhouse this guy is your man!
I'd love to have a real reason to buy beverages in an inn but that requires a better bonus than just momentary str boost or that horrible "drunk effect" etc. for ordering beverages in an inn. Maybe the resting bonus StoneSilence mentioned which would encourage daily use of inns and make them a good social hub.
E.g. One would buy a beer which takes 2-5 min to be completely consumed for the max resting bonus. During this time he/she can't leave the inn without interrupting the accumulating resting bonus. Instead they could play in the poker table, read some announcements from an announcement board/ fish for rumors from NPC's or trade with the previously mentioned black market vendor. (Didn't mention chatting and spending time with other players having a moment at the same inn as it seemed so obvious.)
-If the tavern doesn't run well, you even could lose money....
You can make the prices for the consumeables and chose theme and music.
-When you bought the land and build it from scratch you are given a tool for creating minigames....
Want a fight club? No problem. Just invest some currency of whichever sort.
-And then there is the betting system.... you can either implement it yourself (but beware, u might lose a lot of money or maybe even cash shop currency), or some one independant (another player) takes the bets.
-You might even be able to hire security, if you don't want to tolerate gambling. Attacking or resisting the security, or ignoring the player set law would automatically raise the crime level for that region.
-Investing more would give stables for mount buffs and more rooms for rent = more income and higher costs....
-The taverns own questboard could be a way of getting the supplies to run it properly.... maybe not a fix quest but something like:
"Each wolvmane will be rewarded with XXXgold! Current status: 23 manes needed."
This is never ending :)
Guys... I love this idea... but i think we will not see so many features.... it is possible, don't get me wrong, but the more we want, the longer the development will take...
The other problem is, if we are given so many possibilities, the economy or the nodes or progression itself will suffer from that.
There needs to be a big playerbase first, which is supportive enough... it's a sandbox game guys ;)
<strong><em>Why not hoping for constant content update and with it maybe the better inns.</em></strong>
BTW: If you guys liked my ideas, I have some more written down in this post:
<a href="https://www.ashesofcreation.com/forums/topic/solo-experience-character-creation-and-progressionwhat-about-goldsellers/" target="_blank">Solo experience, character creation and progression?What about Goldsellers?!?</a>
Please take a look and give some feedback. It would help the game develop more in our favour.
You can make the prices for the consumeables and chose theme and music.
-When you bought the land and build it from scratch you are given a tool for creating minigames….
Want a fight club? No problem. Just invest some currency of whichever sort.[/quote]
Yes, minigames should be a thing and there should be gambling or at least an exp system based on the number of other players you play minigames with. This would encourage playing minigames so they wouldn't be just a waste of time.
What comes to actually owning a tavern, I stick to my opinion which states the amount of work the devs would need to construct a working business model from Taverns would be enormous considering the inn-system isn't the main focus of the game.
[quote quote=6343]
-And then there is the betting system…. you can either implement it yourself (but beware, u might lose a lot of money or maybe even cash shop currency), or some one independant (another player) takes the bets.[/quote]
The bets would be implemented in the minigames ofc. No player is trustworthy enought to hold the bets xD
[quote quote=6343]
-You might even be able to hire security, if you don’t want to tolerate gambling. Attacking or resisting the security, or ignoring the player set law would automatically raise the crime level for that region.[/quote]
I believe this has more to do with cities, nodes and caravans than a single tavern (of course during a siege you'd want to protect your local beercave :D). As for the crime level, there's been already a confirmation of certain flag system. I feel <a href="http://www.mmogames.com/gamearticles/interview-ashes-of-creation-wants-bring-virtual-world-life/" target="_blank">this interview of Steven's</a> explains it the best.
[quote quote=6343]
-Investing more would give stables for mount buffs and more rooms for rent = more income and higher costs….[/quote]
I believe the taverns will evolve with the node but you have a good idea with the mount buffs here.
[quote quote=6343]
-The taverns own questboard could be a way of getting the supplies to run it properly…. maybe not a fix quest but something like:
“Each wolvmane will be rewarded with XXXgold! Current status: 23 manes needed.”[/quote]
This kinda supports my black vendor idea, but I see no reason why supplies couldn't be traded traditionally via auctionhouse system.
[quote quote=6343]
Guys… I love this idea… but i think we will not see so many features…. it is possible, don’t get me wrong, but the more we want, the longer the development will take… [/quote]
This is why inns only need a couple of things to keep them useful so they wouldn't only be some novelty place you barely ever visit: Some reason to stay there e.g. buffs and something to do while staying there e.g. minigames with gambling.
[quote quote=6343]
There needs to be a big playerbase first, which is supportive enough… it’s a sandbox game guys [/quote]
For owning an inn and creating a business out of it, yes but for making inns to be worthy of your time, no. Besides there's already a couple of thousand users registered in the discord and what I've heard of at least ten times that here in the forums and the game is still pre-alpha not to mention pre-kickstartter.
I think we don't understand eachother here. What I suggested are exactly PLAYER RUN Inns. Changing core mechanics of NPC Tavern still makes it only a place where you have to go to do X/Y and come back only because it gives buffs/quests etc.
I don't need very complicated multilayer Inn buisness model. I just want freedom to do what I want with my properity. And for example turn it into a place where people will want to come only to "get a drink" and chat with eachother. Maybe some guild will make it a hangout? Or Dungeon raiding groups will come to my place to boast about their loot, or newcomers will come there to get guidance because someone told them that regular guests at my Inn are nice folks? Or maybe because My place is the only place serving that rare meals/drinks made from high end materials by max lvl chef that gives some extra buffs, and no other place bothers enough to invest time to make it. That's what I meant.
I can guarantee that the nodes won't be flooded with Inns. If the game delivers on it's promised economy system this simply won't be a case, because at one point the region will hit a critical point after which it simply won't be profitable to turn your house/plot into another tavern and you'll simply start losing money (If there will be a tax system similar to AA). I don't want people to fill their Tavern with lot of NPCs that can monopolize questing in nearby area. Think of Bartender as of BDO Worker. You hire one, and never think about him again. You need to pay let's say weekly payment for him, and there would be few tiers of such bartender. The first one can make 50 transactions in an hour and higher tiers can serve more customers.
You don't have to "claim" such Inn. You have your piece of plot or non instanced housing in developed node? It's yours to do what you want with it - as simple as that. But why would you make another Inn in your region, when there is 5 of them but not blacksmith place?