Solvryn wrote: » Leu: 1) Long as those boards are localized. 2) Flesh this out. 3) I think this is already going to be a thing to some varying degree. —- Just a proper need for every type of player in the game. Advanced Group, Family, and Guild tools that are attached to the app they plan to make.
tautau wrote: » Re the deckhands, and perhaps farmworkers, too....hire players, not NPCs. Would it be nice to be able to hire a new player, they earn some experience and learn how to do things in-game while helping (and being taught by) an experienced player? It could be a variation of the standard 'run a dungeon with a newbie' quest. 'Hunt with a newbie' or 'Farm with a newbie' or 'Sail with a newbie etc. etc. quests.
Mauxfaux wrote: » Just some initial spitballing. Social orgs mentioned in the wiki: Scholar's academy - Academy expeditions - Lore objects located throughout the world, accessibility is linked to node/aoi development, seasons, other criteria. - Could tie in interaction between nodes to compete for discovery of lore objects (cooperative? adversarial?) Scholar's academy - Academy library - Expedition results can be recorded here, for anyone to view. List of PCs/guilds involved in discovery. - This might open it up to server-first stuff. Maybe records get wiped and need to be rediscovered after some time, like a discovery cycle. Some motivation to keep being involved in discovery cycles might include access to a special in-game supply shop or crafting recipes while that discovery cycle is active. Buildings/tools that incentivize other specific activities: Farming - Hiring farmand PCs - Farming activities are made more efficient by hiring farmhands and having them in proximity of the farm Open-world gathering - group members can contribute to gathering activities to make it more efficient (ie. faster, haul size/quality) Seafaring - Some ships will require multiple PCs anyways, but make it official by hiring deckhand PCs - Might motivate the captain/owner of a ship to hire deckhands if certain functions of a ship are made more efficient by having hired deckhands Bounty Hunting - "Most Wanted" boards, by node/region/biome - Bounty rewards might be used to incentivize group play - Tracking targets more efficient in a group
Dygz wrote: » Most of us will be building communities as we progress and defend our Towns, Cities and Metros. Open World housing and Freeholds means we will know where to find our friends. We can visit with them in our homes or in Taverns and plan our excursions. Since the world is dynamic, instead of static, we will be motivated to ask about the things that have changed since we were last online. We’ll also ask around about what’s changed across the world as Cities rise and fall, and new Mayors and Monarchs gain and lose power. In a static game, where everyone does the same quests, dungeons and raids, there’s not much incentive to communicate.
Leukael wrote: » Solvryn wrote: » Leu: 1) Long as those boards are localized. 2) Flesh this out. 3) I think this is already going to be a thing to some varying degree. —- Just a proper need for every type of player in the game. Advanced Group, Family, and Guild tools that are attached to the app they plan to make. Solvryn, 1. That's the idea, you'd have to be physically in the tavern at posting, to keep it active, and to pick someone up. It would be based in that immediate tavern not a global thing. No transporting people. Just a way to make taverns a lively center of adventure, leverage a trope/nostalgia, AND provide a feature that eases socialization/mini-games/etc. 2. I would imagine when someone creates a character that there are data points or background pieces they put that gets populated into their character bio. When you group and is full (5 people now I think?) if in a tavern prompts a mini quest or pop up that asks other players to answer a question about one player. This is pulled from those data points. When they do it successfully they receive a small buff (Intrepid can balance.) It would be great as a part of character creation to have menus that create a backstory (open on this but my mind goes to an Ultima virtue questions but more around your person's values and prior experience.) 3. I hope so. I had heard some things to the contrary (debuffs specifically.) I still have hopes for buffs though! I'm still hoping others will comment, provide ideas, or feedback. I really want Ashes to be successful as possible and I think one of the biggest challenges in mmo development is balancing innovation and convenience for players vs. encouraging socializing.
HOME wrote: » Some sort of trackable badge or title only given to those with substantial amount of time within taverns/socializing in the game would probably make new and older players more eager to engage that individual, personally I would feel more inclined to talk with someone that has a social badge indicating they are a nice person or well versed on the game.
NiKr wrote: » A temp-guild system with easy setup and possibility of take over after some period of time/activities. Tavern boards would have a tab with time-based "guilds" that solo players are free to join. The time would indicate when the players in the guild play the most (pretty much player primetime). The players in that temp guild would be able to post invitational announcements on the board itself looking for other solo players who play during the same time. And if some player decides to take more initiative and are ready for the responsibility, they can take over that temp guild, rename it and make it a permanent one. This would require some hard quest and probably some fairly high resource investment (which would probably depend on how many people have already signed for the guild). Making and leading a guild is a difficult thing and joining a preestablished guild can be daunting to the less social people out there. But having a "super low investment guild" option in the game would allow the people, who still want to play with others but are super limited on time, to easily find people to play with. In time you'd have a somewhat constant party of people to play with each day (or however often you play) and, imo, that's the best social aspect of mmos. At least it was for me back in L2 days.
Mauxfaux wrote: » A temp guild system seems like an interesting idea. I suppose people can do this on their own, but having a game sort of hold your hand/guide you through that process might encourage people who would otherwise not jump into it.
tautau wrote: » A pub I frequent has brass nameplates on the bar next to a couple of barstools used by regulars. Might be an option for long time regulars of taverns.
Solvryn wrote: » Leukael wrote: » Solvryn wrote: » Leu: 1) Long as those boards are localized. 2) Flesh this out. 3) I think this is already going to be a thing to some varying degree. —- Just a proper need for every type of player in the game. Advanced Group, Family, and Guild tools that are attached to the app they plan to make. Solvryn, 1. That's the idea, you'd have to be physically in the tavern at posting, to keep it active, and to pick someone up. It would be based in that immediate tavern not a global thing. No transporting people. Just a way to make taverns a lively center of adventure, leverage a trope/nostalgia, AND provide a feature that eases socialization/mini-games/etc. 2. I would imagine when someone creates a character that there are data points or background pieces they put that gets populated into their character bio. When you group and is full (5 people now I think?) if in a tavern prompts a mini quest or pop up that asks other players to answer a question about one player. This is pulled from those data points. When they do it successfully they receive a small buff (Intrepid can balance.) It would be great as a part of character creation to have menus that create a backstory (open on this but my mind goes to an Ultima virtue questions but more around your person's values and prior experience.) 3. I hope so. I had heard some things to the contrary (debuffs specifically.) I still have hopes for buffs though! I'm still hoping others will comment, provide ideas, or feedback. I really want Ashes to be successful as possible and I think one of the biggest challenges in mmo development is balancing innovation and convenience for players vs. encouraging socializing. I like all three. ESP 1
Otr wrote: » Dygz wrote: » We’ll also ask around about what’s changed across the world This I find the most fascinating. When I'll login, I will try finding where the resources have spawned on the map, getting the political news and thinking how to keep my goods secure.
Dygz wrote: » We’ll also ask around about what’s changed across the world