Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Farm with a price!
The current farming system, from my understanding, allows players to create personal farms and then maintain their crops and no other player can harvest or interfere with their crop. A safe and determinate result.
Just a though, what if there were some additional random places in the wilderness, that only trial and error can determine, that were more fertile at the expense of being accessible to anyone from the community.. a risk vs reward..
Bring a player element further into the dynamics of the eco-system:
grow at home - safe system, grows medium speed, nobody can take but you.
grow close to town in free area - grows slowly, nil advantage, anyone can take
grow far from town - grows better but less convenient, anyone can take
grow very far from town - grows very fast/productively, highly inconvenient to find location and equally hard to access quickly to harvest, anyone can take
Just a though, what if there were some additional random places in the wilderness, that only trial and error can determine, that were more fertile at the expense of being accessible to anyone from the community.. a risk vs reward..
Bring a player element further into the dynamics of the eco-system:
grow at home - safe system, grows medium speed, nobody can take but you.
grow close to town in free area - grows slowly, nil advantage, anyone can take
grow far from town - grows better but less convenient, anyone can take
grow very far from town - grows very fast/productively, highly inconvenient to find location and equally hard to access quickly to harvest, anyone can take
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Comments
While these would be interesting ideas for a video game; for this video game the time has come and gone for something like that to be decidd.
The freehold system is already a deeply ingrained part of the housing system, which is tied to the citizenship system, which of course is tied to the Node system. Its too late to even start thinking about major core design changes such as this.
You will get a growing boost from farming near water. If it's only fresh water and not sea water I don't know.
We also don't know if soil will affect crops. Lava might give a boost, like in Hawai'i and the area around rivers contains silt, which plants like, so that might be a boost too, but they haven't said anything about soil conditions affecting anything.
We also don't know if anything will affect crops in a negative way, like farming near toxic water.
Different plants will grow in different areas. There will be swamp plants, desert plants, cold hardy plants, etc... Will these plants be farmable? My guess is yes.
I can see them allowing seeds and such to be planted outside of freeholds - similar to how you could in Archeage.
I don't see them implementing any kind of effect or bonus for that though.
I'm not sure if I think it is a good idea, but I could see them doing it.
Not saying you can't stop them from getting at your crops, just you run the risk of losing some of it if you don't protect it.
If you could watch them eat it, I would gladly farm things for the sake of watching them and taking photos. he....hehe....hehehe...
I interpreted the current style a little like the BDO model as instanced farming with scaled results based on your choice of location. But a largely a solo activity and safe.
The objective to not change the system but extend it but with the objective of creating :
My past experience with MMORPG`s is that there are often wonderful areas that get designed, explored then moved away after a short time to go to the next new area and little reason to return. I know AoC has implemented systems to avoid this in part already.
My view is that the more means that the players have to make an impact on/ in the environment the more dynamic and unpredictable it may become and hopefully lessening the need for newer areas when the existing are under perpetual change.