tautau wrote: » For example, each religion will have different augments for healers. Different nodes will have different level of temples of different religions, so if you fight the undead, you will want to go to a certain place to augment your weapon and have your healer learn holy skills.
Percimes wrote: » The general idea is interesting, but it needs one critical change: free recipes or bonuses should be for citizens of the node. If not, you have a "invest in your node, help the rivals to grow on the cheap" kind of situation. These perks should be used to attract new citizens, who will also invest in the node one way or another and make it grow. If they are available to non-citizens, it should be at a hefty price, and the money going to the node administration. Either give citizen a big discount or put a big tax for non-citizens. Alternatively, this is part of the mayor's power in the administration of the node. Percentages can be changed, making it more friendly to visitors, but in essence I think the citizenry should always be favoured.
Noaani wrote: » This is the kind of thing Social Organizations and religions seem to do, from what I can see. If you want to be a bit of a trickster and such, you go to the node that has high level buildings for the thieves guild and a religion to match. Or you go to a node with Scholar Acadamy buildings and a high level temple to the God of Creation if that is your thing. To me, these two things are what will set nodes apart from other nodes of the same type, though their influence is yet to be seen
neuroguy wrote: » Percimes wrote: » The general idea is interesting, but it needs one critical change: free recipes or bonuses should be for citizens of the node. If not, you have a "invest in your node, help the rivals to grow on the cheap" kind of situation. These perks should be used to attract new citizens, who will also invest in the node one way or another and make it grow. If they are available to non-citizens, it should be at a hefty price, and the money going to the node administration. Either give citizen a big discount or put a big tax for non-citizens. Alternatively, this is part of the mayor's power in the administration of the node. Percentages can be changed, making it more friendly to visitors, but in essence I think the citizenry should always be favoured. I actually disagree. If this was for citizens only, it is not a reason to 'visit' the node, it is a reason to either envy it or feel pressured to become a citizen for the recipe/augment. Relics still provide a bonus to citizens outside of the mechanic I propose and guilds doing quests for the node already benefits it. Think of this as a tourism 'bonus', you are creating reasons for people to travel, not creating an extra stream of revenue for the node to milk visitors. Lastly, if it was for citizens only, you would be 'locking' players out unless you made all recipes attainable by all nodes which then removes the point of the whole thing. Keep in mind visitors will still passively benefit the node: them doing things around it will gain the node xp, they may buy/sell stuff while they are there etc.
arsnn wrote: » I agree with percimes on this one. The situation is similar to the anecdote, but reversed.. "If you give a man a fish, he will be hungry tomorrow. If you teach a man to fish, he will be richer forever.” I would argue if you give out the blueprint to all people, there will soon be no need for "fishermen" The hunger and demand for regional goods is usually something you want, in order for the world to flurish in diversity and not cluster everything into 1 central economic node. Handing out the blueprint may attract people in the short term, but nodes will have a hard time to attract people after that. In that sense it is even counterproductive for establishing an identity, as the "identity" would dissipate into the world and goods become commonly avaiable. Perimes suggestion would help nodes (rather than individuals) establish a reputation, that they are known to craft certain type of frozen metal armor that is highly sought after. The individual crafter would further individualise the armor piece with his own crafting spec. Other than that your suggestions were great, like gating some stuff behind those guild quests.
daveywavey wrote: » I dunno. Sure, it was interesting in Skyrim to see the different "personalities" of each major city, but thinking of actual RL urban centres, I don't know that I'd instantly be able to tell whether I was in Birmingham, Newcastle, or Nottingham, just from the buildings. Cities are generally pretty similar, and given how many there are in the game, I don't know how possible/practical it would be to try and make every one of them unique.