Veeshan wrote: » Noaani wrote: » Veeshan wrote: » Noaani wrote: » As potentially the most argumentative person on these forums in regards to how the current freehold system doesn't really work, I am equally as opposed to this suggestion. Freeholds should be limited, but attainable. The current system isn't attainable enough for enough of the potential population, but making them instanced removes the limited aspect. I mean, they could obviously just limit the number of instances available, but then why instance them at all at that point? i disagree with you with the attainability i think there attainable for majority of player who would want and use them properly Name one limited thing in any competitive MMO where solo players were able to get a thing that guilds wanted - before guilds got as many as they wanted. As far as I can see, the answer to that is a simple "that has never happened". If guilds want a thing, they will get the thing before solo players. With how limited freeholds now are, guilds will want more than is available on any given server. if 20 killing mobs to get something compared 1 person killing thing to get thing generaly 20 people will get 20 times the item than the 1 person i feel common maths here? but thats unrelated to my statment because there are levels of desirability these major guild if they want to be relevant in the big scheme of things there desired location for freeholds will be the T6 and T5 nodes this is where the majority of competition will be on freehold and due to the nature of the game of no fast travel they want to have there freehold around where the guild want to call home base so any of the node far away from these T5/T6 node are less likely to have guilds going after them, so these less desirable location will geneneraly be for the taking for the solo players (Despite the solo player never gonna get it high enough relevance due to being designed for 8 people) but still i digress. Your assumption is that the population gonna spread out equally across the map and everything be snapped up by major guild however generaly a server will get a handful of major guilds and they generaly settle around high rank nodes leaving much of the out of the way places unmolested by there pressence. Thats how it goes in almost all territory MMO's ive played like darkfall for example which is very akin to AoC but was very crude implementation compared to AoC (Darkfall even had open world housing called villages) and major guilds didnt snap them all up quite a few were no named players/guilds who owned them when they were not located in key spots for a guild
Noaani wrote: » Veeshan wrote: » Noaani wrote: » As potentially the most argumentative person on these forums in regards to how the current freehold system doesn't really work, I am equally as opposed to this suggestion. Freeholds should be limited, but attainable. The current system isn't attainable enough for enough of the potential population, but making them instanced removes the limited aspect. I mean, they could obviously just limit the number of instances available, but then why instance them at all at that point? i disagree with you with the attainability i think there attainable for majority of player who would want and use them properly Name one limited thing in any competitive MMO where solo players were able to get a thing that guilds wanted - before guilds got as many as they wanted. As far as I can see, the answer to that is a simple "that has never happened". If guilds want a thing, they will get the thing before solo players. With how limited freeholds now are, guilds will want more than is available on any given server.
Veeshan wrote: » Noaani wrote: » As potentially the most argumentative person on these forums in regards to how the current freehold system doesn't really work, I am equally as opposed to this suggestion. Freeholds should be limited, but attainable. The current system isn't attainable enough for enough of the potential population, but making them instanced removes the limited aspect. I mean, they could obviously just limit the number of instances available, but then why instance them at all at that point? i disagree with you with the attainability i think there attainable for majority of player who would want and use them properly
Noaani wrote: » As potentially the most argumentative person on these forums in regards to how the current freehold system doesn't really work, I am equally as opposed to this suggestion. Freeholds should be limited, but attainable. The current system isn't attainable enough for enough of the potential population, but making them instanced removes the limited aspect. I mean, they could obviously just limit the number of instances available, but then why instance them at all at that point?
Abarat wrote: » if freeholds were available to everyone, dont you think that would remove a significant amount of interest in destroying other nodes (and therefore their freeholds)?
Santanico wrote: » No, instanced housing is not fun.
Liniker wrote: » I disagree they should be limited, I don't currently see any issues with what intrepid presented but again, no one here has tested the system so its all baseless speculation
Diamaht wrote: » Liniker wrote: » I disagree they should be limited, I don't currently see any issues with what intrepid presented but again, no one here has tested the system so its all baseless speculation Its not baseless. The points made have been perfectly clear and other games have been referenced. You like the system and you want the arguements against it to go away. Instancing is not an answer though. What people are arguing for is a visible place in the game world, instancing defeats that.
Mag7spy wrote: » Diamaht wrote: » Liniker wrote: » I disagree they should be limited, I don't currently see any issues with what intrepid presented but again, no one here has tested the system so its all baseless speculation Its not baseless. The points made have been perfectly clear and other games have been referenced. You like the system and you want the arguements against it to go away. Instancing is not an answer though. What people are arguing for is a visible place in the game world, instancing defeats that. And those that work for it will be able to achieve having a place in the world. We don't need gimmicky towns and little houses everywhere for the sake they want to put a random building in the world. Their goal is to have freeholds be meaningful in how it feels to acquire one. To be honest if they did have 2k freeholds i feel that would be more than they should have and id say less. Though if they are designing it around like that do to the processing I can understand that.
Diamaht wrote: » Mag7spy wrote: » Diamaht wrote: » Liniker wrote: » I disagree they should be limited, I don't currently see any issues with what intrepid presented but again, no one here has tested the system so its all baseless speculation Its not baseless. The points made have been perfectly clear and other games have been referenced. You like the system and you want the arguements against it to go away. Instancing is not an answer though. What people are arguing for is a visible place in the game world, instancing defeats that. And those that work for it will be able to achieve having a place in the world. We don't need gimmicky towns and little houses everywhere for the sake they want to put a random building in the world. Their goal is to have freeholds be meaningful in how it feels to acquire one. To be honest if they did have 2k freeholds i feel that would be more than they should have and id say less. Though if they are designing it around like that do to the processing I can understand that. Too reductive. That sounds more like you are trying to make some sort of social statement.
Kravell wrote: » I think freeholds should be instanced because the way they talk about it makes it seem like it is very limited and ultimately game breaking.
Fantmx wrote: » I'm having a hard time equating freeholds to mythical items or flying mounts.
Noaani wrote: » This is an odd thought to have. The kinds of people that will be organizing sieges will be fairly well connected, and have significant organization behind them. Essentially, they and their guild will have freeholds. They wont need to conduct a siege in order to get access to freeholds. If you dont have access to multiple freeholds, you likely dont have the resources to initiate a successful siege.
Abarat wrote: » Noaani wrote: » This is an odd thought to have. The kinds of people that will be organizing sieges will be fairly well connected, and have significant organization behind them. Essentially, they and their guild will have freeholds. They wont need to conduct a siege in order to get access to freeholds. If you dont have access to multiple freeholds, you likely dont have the resources to initiate a successful siege. Interesting. Noaani What specifically are the requirements/cost of a freehold? and, similarly, What is the cost and requirements of starting a seige?
Noaani wrote: » Abarat wrote: » Noaani wrote: » This is an odd thought to have. The kinds of people that will be organizing sieges will be fairly well connected, and have significant organization behind them. Essentially, they and their guild will have freeholds. They wont need to conduct a siege in order to get access to freeholds. If you dont have access to multiple freeholds, you likely dont have the resources to initiate a successful siege. Interesting. Noaani What specifically are the requirements/cost of a freehold? and, similarly, What is the cost and requirements of starting a seige? An answer to both is simple. Organization is the requirement, time is the cost. If we assume that freeholds are essentially an economic engine (the only assumption I have made in relation to freeholds, based on logical conclusions), then it stands to reason that guilds will want as many as they can get.
Kravell wrote: » I think freeholds should be instanced