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Idea: 3 Freehold plot sizes

CROW3CROW3 Member
edited July 2023 in General Discussion
What if we divided the available 1.5 acre plots into three sizes: .5, 1, & 1.5 acre plots for freeholds?

It would significantly increase the number of players that could participate in Freeholds and would open the processing bottleneck for higher quality processed components (while reducing the over crowding of node processing equipment).

Most importantly it would create interest for more players to belong to, invest in, and defend a node.

Edit: I don’t have any interest in owning a Freehold, but it seems like it would be in the best interest of the game to broaden access, while retaining all of the competitive constraints covered in the update.
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    SongcallerSongcaller Member, Alpha One, Adventurer
    I like the abundant gatherers, cheap resources en mass and wealthy processors to boot.
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    PherPhurPherPhur Member
    edited July 2023
    Awesome idea. It would only open that bottleneck though if smaller sized freeholds had access to those higher tier crafting benches.

    The "reason to defend a node" issue was one another poster just brought to my attention. Not sure how serious that issue is since there are other benefits of having an active node in your area. And I'm sure a lot of people are going to hang out in a particular area because that's where everyone they know hangs out or because they visually like that spot. Or it's advantageous to them because of resources and their profession.

    Still like the idea even though I'm guessing Intrepid wants this artificial scarcity to drive one of the absolute most important aspects of AoC, sieging, what keeps the realm alive and beating. Maybe they could find another way of accomplishing this.


    Regardless I still want to see obtaining freeholds moved from a bidding system to systems similar or identical to the mayoral systems. Combat tournaments for military nodes(gladiatorial arena style), bidding still for economic nodes, faith based questing speedruns for religious nodes lol, and elections for scientific nodes. They can still be bought/sold after acquisition, but RMT is going to destroy that system, amongst others, but people are already up in arms about the freeholds.

    Either way I guess all we have to do is wait until some stuff goes down, which will certainly, to the freehold system and RMT on release. If the game does well watch it get demolished. Just like raids got so severely hindered in Classic WoW because of the gdkp gold bidding raids. If there was only a limited number of raids and you had to pay the highest for access to them, there wouldn't have been any.

    This is open world limited HOUSING, with exclusive grandmaster benches, it's going to get absolutely wrecked by RMT.

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    NerrorNerror Member, Alpha One, Adventurer
    I would actually like to see even smaller and cheaper options open up.

    For example, I would like to see some of those freehold parcels be opened up for player villages of around 10 houses with a plot of land. Nothing fancy and probably no bigger than 0.25 acres. Just a small house and enough land for 1-2 crops or a couple of processing stations or a shop that can go to max level. All in all the area would be around 3 acres, including the road passing through the village.

    Even if the placement is predetermined, it's still a home out and about in Verra, and a place the more casual players actually have a chance acquiring, so they don't just leave for another game.

    The big freeholds can still be there for groups to strive for, for those who want to set up processing empires.
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    NerrorNerror Member, Alpha One, Adventurer
    Another idea I have thought about, and that I have seen mentioned by others, are small plots of land right outside and around the city walls. It wasn't uncommon to see that back in the day. I think they should be able to be rented by players with instanced apartments in the node. Nothing big or fancy, just enough land to farm some crops, hold some cows, or place a processing station.

    In a node siege they would be destroyed right away of course, win or lose, but that is what it is. :smile:

    Sorta, kinda like this from minecraft, but better:
    j73uarizr5551.png?width=1024&auto=webp&v=enabled&s=2c4560e1a739889c1a31e40b81307cc34e84d01f
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    NiKrNiKr Member
    Nerror wrote: »
    Another idea I have thought about, and that I have seen mentioned by others, are small plots of land right outside and around the city walls. It wasn't uncommon to see that back in the day. I think they should be able to be rented by players with instanced apartments in the node. Nothing big or fancy, just enough land to farm some crops, hold some cows, or place a processing station.
    I'd love if node growth just incorporated freeholds into it. We already know that the land around nodes will be designed for potential growth, so why not use that land for freehold placements (super small size for just a building or a small farm) and then incorporate that into the overall node structure if it grows in the future.
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    CROW3CROW3 Member
    NiKr wrote: »
    I'd love if node growth just incorporated freeholds into it. We already know that the land around nodes will be designed for potential growth, so why not use that land for freehold placements (super small size for just a building or a small farm) and then incorporate that into the overall node structure if it grows in the future.

    That was my take. From everything I've read in our forums for the past number of years, I don't think everyone wants a massive plot, but more a small place to call their own that links back to the node. I just think that actual collective ownership will create greater loyalty to a node than aspirational ownership.

    AoC+Dwarf+750v3.png
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    VeeshanVeeshan Member
    edited July 2023
    Crazy crazy thought but how bout we see how thing play out in alpha 2 before trying to change systems before you even get to see them in action :P

    They have realy easy way to add more freehold down the road if they need to like u can even add them to the underealm since it not hard to add a tunnel to a freehold spot for example but i think we should see how things play out.
    I think current interaction is actualy quite good from gameplay perspective as a whole but that can change during A2 when i see it play out but as stands now i think its fine to see how it plays out in A2

    Freeholds are very high risk with what appears to be a potential for a good reward.
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    Nerror wrote: »
    Another idea I have thought about, and that I have seen mentioned by others, are small plots of land right outside and around the city walls. It wasn't uncommon to see that back in the day. I think they should be able to be rented by players with instanced apartments in the node. Nothing big or fancy, just enough land to farm some crops, hold some cows, or place a processing station.

    In a node siege they would be destroyed right away of course, win or lose, but that is what it is. :smile:

    Sorta, kinda like this from minecraft, but better:
    j73uarizr5551.png?width=1024&auto=webp&v=enabled&s=2c4560e1a739889c1a31e40b81307cc34e84d01f

    AA public farm is similar to this and haviung it as a build option for mayors which can be taxed when rented could work but it should be very small scale production compared to freeholds
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    Raven016Raven016 Member
    edited July 2023
    CROW3 wrote: »
    What if we divided the available 1.5 acre plots into three sizes: .5, 1, & 1.5 acre plots for freeholds?

    It would significantly increase the number of players that could participate in Freeholds and would open the processing bottleneck for higher quality processed components (while reducing the over crowding of node processing equipment).

    Most importantly it would create interest for more players to belong to, invest in, and defend a node.

    Edit: I don’t have any interest in owning a Freehold, but it seems like it would be in the best interest of the game to broaden access, while retaining all of the competitive constraints covered in the update.
    I was also thinking what if some smaller freeholds would be dedicated for players who play solo, who are citizens, contribute to the node growth significantly but are not in a guild?
    For sure some players will not want to join guilds but would only prefer to interact with the larger community who lives in the node.
    I had some other ideas too, to somehow allow a large freehold only if a few smaller ones are present in the area. But I feel there is some issue with it.
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    CawwCaww Member
    A small, open air FH, instead of an instanced town unit, would allow some "buy-in" to a node and let players get a taste of the FH game play.
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    wakkytabbakywakkytabbaky Member
    edited July 2023
    i wouldnt mind having smaller plots that you could get with limited options , for instance it would be good if you could get say a .5 just big enough for a business like a tavern and a house / inn ( or with the small FH no house needed).

    this way you could just have a business on the way to a hunting ground instead of a massive acreage. still have the 1 per acc limit and a diff grid system for the small business ones but this way you could just have what you want where and even throw less taxes on it , less upgrade power etc. obviously this would be more inclined for those that have missed out on the big plots as i dont see many people throwing away a chance for a big one unless they miss out
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    pyrealpyreal Member, Warrior of Old
    CROW3 wrote: »
    What if we divided the available 1.5 acre plots into three sizes: .5, 1, & 1.5 acre plots for freeholds?

    It would significantly increase the number of players that could participate in Freeholds and would open the processing bottleneck for higher quality processed components (while reducing the over crowding of node processing equipment).

    Most importantly it would create interest for more players to belong to, invest in, and defend a node.

    Edit: I don’t have any interest in owning a Freehold, but it seems like it would be in the best interest of the game to broaden access, while retaining all of the competitive constraints covered in the update.

    Sound idea.

    I was never aiming for a freehold but if there was an option for a non-top tier FH to mess around with I'd be more engaged. I don't have a desire to be a Processor, and certainly won't compete for a limited spot with streamers and guilds funneling money to one player.
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    DolyemDolyem Member
    What about instead of changing the freeholds, you just allow apartment player housing smaller features allowed in freeholds such as farming/animal husbandry. Obviously they wouldn't be top tier, but if it at least fulfilled the concept of 'housing' and a player commanding their own home, that could be a fair middle ground. You could even have node building upgrades to the apartments to allow for more access to space for crafting options, though I'd leave the top tier options in freeholds.
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    Dolyem wrote: »
    What about instead of changing the freeholds, you just allow apartment player housing smaller features allowed in freeholds such as farming/animal husbandry. Obviously they wouldn't be top tier, but if it at least fulfilled the concept of 'housing' and a player commanding their own home, that could be a fair middle ground. You could even have node building upgrades to the apartments to allow for more access to space for crafting options, though I'd leave the top tier options in freeholds.

    We are talking about smaller houses yes the game already provides that. With actual housing that is not instanced, as well as instanced apartments.

    This is all about moving the goal post for people little by little, else they would have acknowledged they could have gone for the other house types.
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    ZaroZaro Member
    +1 to both ideas.

    Small: 0,5 acres, house, 1 production building
    Medium: 1 acre, house, 2 production buildings
    Large: 1,5 acres, house, 3 production buildings

    And different sizes can be placed near to each other, while same sizes cant, like they now plan to.

    This way we get 2 times more home owners, colhose slots to be shared and 50% more production buildings, witch are more populated.
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    DolyemDolyem Member
    Mag7spy wrote: »
    Dolyem wrote: »
    What about instead of changing the freeholds, you just allow apartment player housing smaller features allowed in freeholds such as farming/animal husbandry. Obviously they wouldn't be top tier, but if it at least fulfilled the concept of 'housing' and a player commanding their own home, that could be a fair middle ground. You could even have node building upgrades to the apartments to allow for more access to space for crafting options, though I'd leave the top tier options in freeholds.

    We are talking about smaller houses yes the game already provides that. With actual housing that is not instanced, as well as instanced apartments.

    This is all about moving the goal post for people little by little, else they would have acknowledged they could have gone for the other house types.

    Well as far as freeholds go, I say not to move the goal posts. Just to satiate the people focused on the housing idea, make apartments cover the bare minimum, and freeholds are the top tier you need to work for. Nothing wrong with that concept. It's premium housing vs baseline housing.
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    NiKrNiKr Member
    Dolyem wrote: »
    What about instead of changing the freeholds, you just allow apartment player housing smaller features allowed in freeholds such as farming/animal husbandry. Obviously they wouldn't be top tier, but if it at least fulfilled the concept of 'housing' and a player commanding their own home, that could be a fair middle ground. You could even have node building upgrades to the apartments to allow for more access to space for crafting options, though I'd leave the top tier options in freeholds.
    This is pretty much what I currently expect to see in the node update in the next (or in 2 months) stream. Steven said that we can do low tier processing in the node, and I don't really see how that will work unless we have some instanced location that provides that feature. Instanced stables and a greenhouse would work quite nicely.
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    Some people like the 0.5, some people like the 1.5.

    Seems like we should split the difference.
    This link may help you: https://ashesofcreation.wiki/
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