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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about 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.
Dirt in AoC
MybroViajero
Member, Alpha Two
Dirt in cities or houses can be a concept that will have many possibilities for various content.
Dirt: State that affects some objects in cities or houses. This state can gradually deteriorate objects due to disuse.
If in a house or city there are objects of value, be they economic, military, religious, beauty, etc. These objects could deteriorate due to disuse in a certain time, therefore the player (house) or players (city / guilds) should take into account that from time to time they should clean / care / repair those objects.
possible advantages of having dirt
-A great tool for Role Play
-Encourage the economy : Buy supplies to clean / repair / rebuild objects.
-Encourage trade : sale of supplies, tools, utensils, materials dedicated to that content.
-Encourage sociability : Groups of people must come together to do missions of reconstruction, strengthening of some parts of the city.
-Encourage missions on this content : missions of cleaning, care, reinforcement, maintenance, search for materials for these cases, etc.
-Encourage the use of things that are not used normally.
-Encourage the care of objects for their later use : instruments of war, instruments of missions, instruments of guilds, maintenance of caravanns, maintenance of ships, maintenance of trading posts, maintenance of homes, etc.
-Etc
This would entail a good administration on the part of the leaders of the city or houses, in this way the difference between cities/houses would be seen where some would look better than others simply because of the organization of their citizens.
edit
Depending on the state of dirt or cleanliness of the objects, these objects can give both positive (clean) and negative (very dirty) benefits to the player (house) or players (city / guild).
It could be 1 to 2 times a month with the reward of obtaining some monthly buff (either for the house / guild / city) or if it is not cleaned in a long time a monthly debuff.
Dirt: State that affects some objects in cities or houses. This state can gradually deteriorate objects due to disuse.
If in a house or city there are objects of value, be they economic, military, religious, beauty, etc. These objects could deteriorate due to disuse in a certain time, therefore the player (house) or players (city / guilds) should take into account that from time to time they should clean / care / repair those objects.
possible advantages of having dirt
-A great tool for Role Play
-Encourage the economy : Buy supplies to clean / repair / rebuild objects.
-Encourage trade : sale of supplies, tools, utensils, materials dedicated to that content.
-Encourage sociability : Groups of people must come together to do missions of reconstruction, strengthening of some parts of the city.
-Encourage missions on this content : missions of cleaning, care, reinforcement, maintenance, search for materials for these cases, etc.
-Encourage the use of things that are not used normally.
-Encourage the care of objects for their later use : instruments of war, instruments of missions, instruments of guilds, maintenance of caravanns, maintenance of ships, maintenance of trading posts, maintenance of homes, etc.
-Etc
This would entail a good administration on the part of the leaders of the city or houses, in this way the difference between cities/houses would be seen where some would look better than others simply because of the organization of their citizens.
edit
Depending on the state of dirt or cleanliness of the objects, these objects can give both positive (clean) and negative (very dirty) benefits to the player (house) or players (city / guild).
It could be 1 to 2 times a month with the reward of obtaining some monthly buff (either for the house / guild / city) or if it is not cleaned in a long time a monthly debuff.
0
Comments
It just sounds like a Maintenance System to me.
For example: If your house is dirty, that dirt would affect the player with some debuffs, on the other hand if his house is clean it could give him some buff.
That would apply to the city in a higher%
In this way people would be attentive to making that content (which could be 1 or 2 times a month), in the same way also for cities they could have city missions where cleaning is needed, depending on the level of cleaning they would be granted a buff or debuff.
That sounds absolutely terrible to me.
It's not a terrible idea, but I feel it would be very hard to pull off without making it into a "Daily System" that just harnesses players with mindless tasks they "need" to do in order to progress with the rest of the game. This would mean players need to spend their time doing things that are not in the game world, and instead be in their house brushing their carpets and polishing their knobs.
This especially would punish players with limited time. You make a person perform 30 min of these daily tasks or else suffer a penalty, that's 30 mins less time they will be participating in the world doing what they really want to be doing. At some point, a player may not even log in since they don't want to be using a majority of their time doing chores instead of playing the game. Of course you can make these tasks take no time at all, but then, why even have them then?
Again, not a terrible Idea, but really not a good one either in terms of player enjoyment and time well spent.
And if I told you that you could earn a monthly buff for doing it 1 or 2 times a month, would that be acceptable?
The disorder that I remain from the general cleaning when I worked at T.G.I. Friday's years ago 😂😂😂
(That does not seem like escapism to me.)
If I understand the logic of escapism in every MMO, it should always be this way.
But I consider as a positive argument that AoC (as far as I understand it) will have a lot of social content, so the concept that I have been raising could have some potential.
Obviously I'm not an Intrepid developer who knows 10,000 more things than I do, but I think that as a concept it has some potential to be modifiable or adaptable to make it more fun.
Yep, a system just for the sake of adding a system.
Then you can attach that with other rp like daily chores like sleeping, eating, (defecating?), sitting down and reading a book. We know Steven wants to have a marriage mechanic, so that could be another thing. Kids? How far should we go with this?
You can add economic elements to this, like buying the rp components (food, soap, clothes), or craft them yourself. As for buffs, maybe building up your rp score (idea -> clean, fed, housed, etc) could add to your charm score and provide different dialogue options and/or cheaper prices.
It occurs to me that for Tulnar this might be reversed.
I am not fond of taking it to the player level as the OP suggests though. I think that is an unnecessary system.
Personally, no. I do my own house upkeep often enough without having to log into a game even once or twice a month and spend time doing it there. I play games for PvE, PvP and exploration of world content, and the roleplay therein. I don’t mind crafting and gathering because it is both profitable and has an end goal.
I would consider, in a roleplay sense, that anything chore related that needed to be done, would be done passively while I was offline and my character was just hanging out at their home.
In the same way that when I read a fantasy novel, I don’t want to have to read passages every few chapters about the character returning home to do upkeep.
If you said something along the lines of having contribute to a village or town tax that passively made NPC’s take care of the town, as a resident of that town, sure….but having the player need to take time out of their day, no matter how often or not often it was, to do spring cleaning for the sake of bringing a community together….to clean? Thanks but no thanks.
"Whilst Frodo and Sam were climbing up the steep rocky slopes of Mount Doom, back in The Shire, Holgard Brandyweather was once again present at Bag End, wiping away the cobwebs and dust with his mucky cleaning rag. He sighed as he went about his business, and began to sing himself a little song.
'Cleaning work is never done!
Cleaning work is always fun!
I've been here for....'"
GYAAAARGH! Get me back to Mount Doooooooooom!!!
This would make your idea an even worse one: Do an arbitrary activity that you may or may NOT like involving cleaning/maintenance to obtain a buff. This is the kind of thinking that leads games into becoming yet another iteration of "BUFF WARS".
If there's some kind of collection behind it as a 1-time activity, maybe. However, this overall sounds like an un-needed side system.
Most people don't like to clean. For the vast majority of people, cleaning isn't about the joy of doing the chore, it's about the disgust with living in filth and desire to avoid that.
Negative reinforcement is certainly a viable tactic to have in a game. Ashes of Creation in particular embraces that, with severe (and impactful) death penalties compared to most MMORPGs, an intentional lack of fast travel options, and an open PvP system that ensures that you will rarely be "safe" anywhere.
But those systems revolve around combat and exploration. Not scrubbing mud stains out of a wooden floor.
And the other thing is, if you want to clean your room, clean your room. You can't fight a dragon, cast spells, and defend a caravan from bow-wielding thugs in real life, but you can pull out a broom and get rid of dust without having to log into a video game.
Typically for me the process is: clean, and then play. I don't care to bring menial chores into my game time. But far be it from me to judge those who might.
Be like Dragon Age and let your big dog lick it off.
Well, now we need all the gory deta...... you know what, let's not...