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Suggestion: Freehold Hamlets vs Individual Freeholds

ClintHardwoodClintHardwood Member, Alpha Two
edited July 2023 in General Discussion
Hello folks. In the recent stream we've learned that freeholds will be limited due to limited space. My suggestion is to pack many freeholds tightly into family sized freehold villages called hamlets to save space

How do they work?

Hamlets are three by three, five by five, and seven by seven acres of land where members of a family or guild can place their freeholds close together. This not only saves space in the overworld by packing freeholds so tightly but also allows tenants to defend each others freeholds in case the parent node is successfully sieged.

Hamlet Mechanics

Unlike individual freeholds, which still exist in the world, hamlets can only be built on predetermined patches of land. They work like tetris puzzles with each freehold built on the freehold a tetris piece. Those who build hamlets will have to decide whose freehold goes where, and which way it faces. One caveat is that hamlet freeholds are only one acre large but with a twist.

To make up for smaller freeholds, all processing benches in a hamlet are shared, meaning that not everyone has to build a processing station and can instead specialize in having a large house filled with furniture buffs, or just do farming for the guild.

Group Defense

A great benefit to hamlets is the close knit community that can help neighbors fight off raiders, but in addition, everyone in the community can choose to invest in pallisades which surround the entire property and must be breached before any individual freehold can be plundered. In essence, you are building a close knit micro community who help each other in times of chaos.

How does this help solo players?

Hamlets mean there is more space for individual freeholds in the world, which retain their 1.5 acre size.

Attainment

Hamlet plots can only be attained through a deed provided by the mayor of the local node, and only if the local node has a mayor. This promotes a give and take balance between node and hamlet where each help each other. A king and vassal relationship. The mayor may also evict tenants with a one week warning period, effectively clearing the plot for another hamlet.

Sizes

Hamlet sizes are determined by the plot, and each plot has an upkeep that must be paid to a local mayor. Common sizes include 3*3, 5*5, and 7*7 acres, allowing for up to fifty members.

Larger hamlets also have stronger pallisade walls that can further be upgraded to stone and concrete, with their base durability increasing with building material and the total size of the hamlet plot.

Guild Hamlets

While most hamlets are awarded by mayors, a guild may earn a hamlet by conquering a castle or clearing a particularly difficult dungeon and getting a hamlet deed as a drop. He who owns the deed may only share them with his guild.

These hamlets can only be raided if another party conquers the same content from which they were attained and attains their own deed. After a week, the guild hamlet is cleared, and the new deed owner can start placing their own freeholds.

If the source content dissapears, for example the dungeon from which the deed to this hamlet was earned due to a change in world events, then the guild hamlet is lost as well until that piece of content. The main benefit of a guild hamlet is swift access to a piece of lucrative content with nearby inns and taverns.

Bonuses

Each freehold hamlet has a unique innate bonus based on the environment. So a hamlet in a tropical area might have bonuses to orange harvest and quality while one in a cold climate has faster maturing pigs. A hamlet near a dungeon may passively gather loot from mob dungeons and drop them into a freehold chest if there is space

Comments

  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    You should add these ideas to the dev thread mate...
    2a3b8ichz0pd.gif
  • ClintHardwoodClintHardwood Member, Alpha Two
    Neurath wrote: »
    You should add these ideas to the dev thread mate...

    Thanks I did just that.
  • DepravedDepraved Member, Alpha Two
    um...impenetrable fortress where everybody can stay inside all day doing processing and wont need others?

    theres a reason why processing is gated and why people are motivated to go outside. instead of staying in a place or instance 24/7
  • ClintHardwoodClintHardwood Member, Alpha Two
    edited July 2023
    Depraved wrote: »
    um...impenetrable fortress where everybody can stay inside all day doing processing and wont need others?

    theres a reason why processing is gated and why people are motivated to go outside. instead of staying in a place or instance 24/7

    Guilds will raid hamlets for easy access to large concentrations of loot when a parent node falls. It'll be even more efficient and profitable, assuming the freeholds defenses can't hold. But individual raiders will just bounce off, which is the point. Big battles, less pesky flies!
  • DepravedDepraved Member, Alpha Two
    Depraved wrote: »
    um...impenetrable fortress where everybody can stay inside all day doing processing and wont need others?

    theres a reason why processing is gated and why people are motivated to go outside. instead of staying in a place or instance 24/7

    Guilds will raid hamlets for easy access to large concentrations of loot when a parent node falls. It'll be even more efficient and profitable, assuming the freeholds defenses can't hold. But individual raiders will just bounce off, which is the point. Big battles, less pesky flies!

    im so confused right now. you are offering a suggestion to help individual players and small groups, while saying that it will also exclude small players and groups ?_?
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