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Banking system - the system won't last

sciffer2014sciffer2014 Member, Alpha Two
edited December 2024 in General Discussion
Hi,

I’ve been testing the caravan system and experimenting with the banking mechanics. Here are some key observations:

- Materials deposited in one city’s bank cannot be accessed from another city’s bank.
- It’s not possible to transfer materials between characters via the bank.
- At lower levels, the caravan system offers very limited travel capacity.
- The caravan system feels slow-paced and doesn’t present itself as an essential or engaging feature.

Concerns with the Current System

The inability to access your items across banks isn’t enjoyable. While some argue this adds a “risk vs. reward” element, in practice, it’s just “risk vs. inconvenience.” There’s no tangible reward for running back and forth between cities—it’s simply frustrating. Whether you want to craft something, withdraw funds, or act on an opportunity, the system often forces you to break your gameplay flow.

Ultimately, this design might backfire. It risks being perceived as a hindrance rather than a meaningful feature. While it ties into the caravan system, it feels like a misstep, as no one wants to feel locked out of their gameplay due to restrictive design choices.

To make the caravan system more appealing, I suggest rethinking the mechanics around buy-in orders. This could not only add depth but also provide players with more control and incentive to engage with caravans.

Alternative Proposal for the Caravan System

To preserve the caravanning system while addressing current issues, here’s an idea:

Introduce conditions for completing buy-in orders, creating more meaningful gameplay loops.

World Conditions:
Local vs. Global Orders:

- Mayors can choose to issue local-only buy-in orders.
- For global orders (requiring resources from other regions), additional rewards should be offered to incentivize players.
- Mayors might guarantee the safety of adventurers from local citizens (or not—this could be a strategic choice).

Buy-In Order Mechanics:
Node Citizenship:

- Requisition agents accept buy-in orders only from citizens of their node.
- Non-citizens must start buy-in orders from their hometown.

Order Visibility:

- International buy-in orders are visible at caravan merchants across all nodes.

Order Process:

- Adventurers can accept buy-in orders from any node with active international orders, except their own (they don't receive the international bonus from their own node).
- The local caravan master authenticates goods and ensures they are loaded properly before departure.
- Upon arrival at the designated node, the caravan master verifies delivery and distributes rewards.

Carrying Multiple Orders:

- Players can carry multiple buy-in orders simultaneously, provided all are loaded into the caravan at the same time.

Why This Makes Sense

Running across the map for basic tasks isn’t fun or engaging. Even with the current map size, some travel takes over 30 minutes, and this will likely increase as the world expands. This doesn’t align with a true “risk vs. reward” philosophy; it feels more like bad luck when you’ve been travelling for 15 minutes and you get killed.

The lack of market connectivity already requires access to capital, but restricting access to stored resources further compounds the inconvenience. While I understand the desire for localized banks to enhance role-playing and economic systems, players don’t enjoy being locked out of their own inventory.

This revised system would preserve the essence of caravanning while providing more practical functionality. It would create strategic opportunities and make the system feel like a valuable addition rather than a chore.

Let me know what you think!
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