unknownsystemerror wrote: » Actually since taverns will be on freeholds, they might be the best place to have them. If we get the access controls that have been talked about, you could turn your settings to friends list only and limit the guests that way. Because as we had clarified in one of my livestream questions, there will be no special instancing for weddings or other events planned. So Red Weddings are going to be the norm for those that server announce their special day and don't take precautions to limit access.
wanderingmist wrote: » wolfwood82 wrote: » TheNobleOne wrote: » Awesome, we're getting Taverns! Great... so uh... what's the motive? Now don't get me wrong, I love the idea of Taverns having the opportunity to settle down somewhere in the world of Verra and I also get the RP influence that comes along with it, but, I am struggling to find the motive to want to keep coming back to "The whatever Inn" other than that reason. What I see happening is that players will completely overrun the Tavern after it's doors open (for the first time) for a couple of days, to then eventually it becoming dead silent in there. I personally believe players should be given a better reason to come and visit "The whatever Inn" somewhat regularly other than for the purpose of Role Play because let's be honest, the majority of us would only spend like less than 5% of our overall time Role Playing at all so, the question is, what can be done to enforce this idea? Most roleplayers don't care about you or your attendance. They visit the tavern because they want to. In fact, I foresee this particular request as something RPers would NOT want, as it floods their favorite gathering points with idiots just looking to min/max their game time rather than, yanno, play the role playing game. I'm not a particularly heavy RPer, but even I can see that this is just an attempt to get something for nothing out of the game... The RP community likely won't see advantageous benefits for spending MORE time in the tavern than random players seeking out some stupid boosts, but will still have to put up with said randoms running in and potentially ruining their experience by running circles around RPers or jumping wildly on the counters or typing random nonsense. The less time people spend in taverns, the more time people will spend in taverns. It seems to be something planned regardless of whether the RPers want it or not, but I can see your concern. It will be interesting to see which players prefer the NPC run taverns in the nodes, as opposed to the player-run taverns in the freeholds. I anticipate there will probably be a divide between the "RP taverns" and those used by non-RPers.
wolfwood82 wrote: » TheNobleOne wrote: » Awesome, we're getting Taverns! Great... so uh... what's the motive? Now don't get me wrong, I love the idea of Taverns having the opportunity to settle down somewhere in the world of Verra and I also get the RP influence that comes along with it, but, I am struggling to find the motive to want to keep coming back to "The whatever Inn" other than that reason. What I see happening is that players will completely overrun the Tavern after it's doors open (for the first time) for a couple of days, to then eventually it becoming dead silent in there. I personally believe players should be given a better reason to come and visit "The whatever Inn" somewhat regularly other than for the purpose of Role Play because let's be honest, the majority of us would only spend like less than 5% of our overall time Role Playing at all so, the question is, what can be done to enforce this idea? Most roleplayers don't care about you or your attendance. They visit the tavern because they want to. In fact, I foresee this particular request as something RPers would NOT want, as it floods their favorite gathering points with idiots just looking to min/max their game time rather than, yanno, play the role playing game. I'm not a particularly heavy RPer, but even I can see that this is just an attempt to get something for nothing out of the game... The RP community likely won't see advantageous benefits for spending MORE time in the tavern than random players seeking out some stupid boosts, but will still have to put up with said randoms running in and potentially ruining their experience by running circles around RPers or jumping wildly on the counters or typing random nonsense. The less time people spend in taverns, the more time people will spend in taverns.
TheNobleOne wrote: » Awesome, we're getting Taverns! Great... so uh... what's the motive? Now don't get me wrong, I love the idea of Taverns having the opportunity to settle down somewhere in the world of Verra and I also get the RP influence that comes along with it, but, I am struggling to find the motive to want to keep coming back to "The whatever Inn" other than that reason. What I see happening is that players will completely overrun the Tavern after it's doors open (for the first time) for a couple of days, to then eventually it becoming dead silent in there. I personally believe players should be given a better reason to come and visit "The whatever Inn" somewhat regularly other than for the purpose of Role Play because let's be honest, the majority of us would only spend like less than 5% of our overall time Role Playing at all so, the question is, what can be done to enforce this idea?
azathoth wrote: » I don't know if sipping ale for an hour should generate exp. I know there are not a lot of good ways to reward rp between players, but I don't know if sitting in a tavern should either. I would also be against any exp rewarded for afk activities and don't believe fishing should have an afk option.
azathoth wrote: » I am not sure if there is an easy solution. I know many table top groups that struggle with rewarding things outside of combat = xp. I understand the desire to be compelled to RP, but I also think that those that want to will. Those that don't won't, or they will because they will feel required to do it for the benefit. If Ashes had a RP progression that unlocked emotes or item skins for housing, along the lines of the Adventuring and Crafting Progressions they might be able to sway some non-rp's to rp. I just don't think it's necessary because it will either feel mandatory/forced if it generates any actual benefit. I could be wrong. If IS went the route you suggested it might encourage RP.
dygz wrote: » I would rather earn xp learning about fishing and blacksmithing while fishing at a pond or watching a blacksmith craft than gain that xp in a tavern. Also, seems like I should be able to learn combat from listening to people talk about the mobs they killed - if we're going to get crafting xp just by listening to people talk about crafting. Seems easy enough to me to RP everywhere. Especially when we will have plenty of in-game stories and events and news to gossip about. Taverns will have food and drink with buffs. They will have parlor games. And they will have bulletin boards with quests and tasks. I hope that xp cap is supposed to be 3 hours per week. Because 3 hours of double xp per day sounds like the easiest and quickest way to hit max level... and without any risks for the reward.