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Author Topic: Therian Saga [Sandbox Browser MMO]  (Read 181452 times)

My Name is Immaterial

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Re: Therian Saga [Sandbox Browser MMO]
« Reply #930 on: March 29, 2014, 09:41:37 pm »

So how do you do to make a prospecting building in your home?

Girlinhat

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Re: Therian Saga [Sandbox Browser MMO]
« Reply #931 on: March 29, 2014, 11:01:15 pm »

So how do you do to make a prospecting building in your home?
Rails for Ore built into a Mine or Quarry (800 space, 20 frameworks, 1 machine).

Sappho

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Re: Therian Saga [Sandbox Browser MMO]
« Reply #932 on: March 30, 2014, 04:00:33 am »

There was some more discussion today in-game about how frustrating the guild member cap is, and I went ahead and made a post in their suggestions thread about guilds expressing my opinions. Basically, I told them that whatever they want guilds to be is clearly different from what players want them to be, and they're losing players (and revenue) by not changing them. I think it might be helpful if anyone who agrees would come back me up: http://theriansaga.com/forums/default.aspx?g=posts&m=34679#post34679

palsch

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Re: Therian Saga [Sandbox Browser MMO]
« Reply #933 on: March 30, 2014, 04:52:47 am »

Personally I have less issues with the costs and player restrictions on guild halls than the lack of social tools in game. I also don't really like the idea of 'levels' within a guild as that is traditionally a source of high drama. I wouldn't mind seeing a split between what they call guilds and more basic 'clan' functions.

Leave guilds as lategame crafting and gathering vehicles, such that any clan may be made up of many guilds and works as a point of coordination between them.

I'd have clans that have no size restrictions (or something in the 30-50 range maybe) and minimal entry restrictions. Ideally have it so members need only be given an item to be part of the clan. I'm thinking some item of clothing that requires low levels of each crafting skill to make, so the clan needs a diverse range of members to start up and you avoid the dozens of micro-clans you see in other games.

A clan can build a relatively simple concession with two buildings; a meeting hall and a marketplace.

The meeting hall gives you a chatroom that is archived in the same way as reports, so any messages sent while you are offline can be browsed (maybe only from the meeting hall?). You can sleep there as with a camp but can't carry out any other tasks. Make it fairly easy to gain access to, maybe 2-3 gold worth of investment into expansion and materials.

The marketplace would be the equivalent of the general market but (obviously) only for clan members. This should be moderately costly to gain access to. I'm thinking ~20 gold worth of investment.

I'd also add the option for a clan storage chest, allowing for communal resources to be stored and accessed by all members in much the same way private concessions work. Again, this should be reasonably easy to gain access to, maybe make it part of the meeting hall.

These options would let people treat a clan either as a total cooperative venture, pooling resources and staying up to date with goals and needs, or as trusted trading circles outside the main economy. I'm not sure the latter would be good for the general economy though, so want to think this over some more.
« Last Edit: March 30, 2014, 04:56:06 am by palsch »
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Sappho

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Re: Therian Saga [Sandbox Browser MMO]
« Reply #934 on: March 30, 2014, 05:20:35 am »

I like your ideas. Unfortunately, they don't do any good here - you should post them in the game forum, maybe copy+paste them to a post on the guild feedback thread.

palsch

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Re: Therian Saga [Sandbox Browser MMO]
« Reply #935 on: March 30, 2014, 06:20:46 am »

I like your ideas. Unfortunately, they don't do any good here - you should post them in the game forum, maybe copy+paste them to a post on the guild feedback thread.
Like I said, I want to give it some more thought first. This was more just thinking out loud to see if I'm being completely dense.
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Sappho

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Re: Therian Saga [Sandbox Browser MMO]
« Reply #936 on: March 30, 2014, 06:28:12 am »

I like your ideas. Unfortunately, they don't do any good here - you should post them in the game forum, maybe copy+paste them to a post on the guild feedback thread.
Like I said, I want to give it some more thought first. This was more just thinking out loud to see if I'm being completely dense.

Well I like the clan vs. guild idea. Let them keep the guilds as an elite business venture for high-level players, but there needs to be a community feature for new players. Clans with limited practical advantages but a shared chat and some kind of headquarters would work well. Or they could just make the advanced machines really seriously difficult to make, but the intro buildings really easy, and remove the ridiculous stupid 5-member cap. So anyone can start up a guild with their friends, work for a while to get the basic stuff ready, but then it will take a long time for the more advanced features, leaving them as more end-game type stuff.

The "levels" idea wasn't about players promoting each other and deciding who is important or anything like that. It would be controlled by the game and gated with money. In the guild you have an option to pay dues which has a 24 hour recharge time. Each time you pay dues, you simply pay money (goes poof, not into the guild itself), and it raises your guild points or something. When your guild points hit a certain level, you get promoted to the next guild level and get access to higher-level benefits. This way, everyone has the group chat and such from the start, which satisfies our need for a community. But only higher-level players with access to lots of cash (and who pay their dues every day for a long time) will make it to the higher levels and bigger advantages, which satisfies the devs' desire for guilds to be an "end-game" sort of thing.

The 24-hour refresh for paying dues would make it so that new players couldn't access high-level stuff too early, even if their friends give them the money. But everyone would have access to shared chat and maybe storage, and be able to really play *together* like we want. And maybe there could be low-level projects for the guild that everyone can contribute to which just have cosmetic effects, giving the guild more clout in the world and giving the players something to work on together.

Schaep

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Re: Therian Saga [Sandbox Browser MMO]
« Reply #937 on: March 30, 2014, 07:36:36 am »

It might be better to opt for a skill-related system like copper wings rather than just paying gold. In your scenario the high level guild members could just bankroll the lower ones and we'd have the situation Virtys is trying to avoid where a newbie can get easy access to the best machines. Tie it to a skill requirement (eg 1 copper wing) and even with a bankrolled toon you'd have to spend a serious amount of time before you could get access.
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Sappho

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Re: Therian Saga [Sandbox Browser MMO]
« Reply #938 on: March 30, 2014, 07:40:12 am »

Something like wings might work. But it wouldn't be possible for new players to rise up quickly with my idea, because of the time delay on the payment of dues. Even if they have 1000 gold, they can only pay X per 24 hours, so new members of the guild would have to be a part of it for a long time before getting promoted.

Viken

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Re: Therian Saga [Sandbox Browser MMO]
« Reply #939 on: March 30, 2014, 02:39:07 pm »

Okay, could someone write up a tutorial list or guide on how to go about setting up a concession? I cannot hardly find any information at all, much less figure out what I'm supposed to look for in the stats of different building materials and whatnot for it.
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Girlinhat

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Re: Therian Saga [Sandbox Browser MMO]
« Reply #940 on: March 30, 2014, 04:03:29 pm »

Okay, could someone write up a tutorial list or guide on how to go about setting up a concession? I cannot hardly find any information at all, much less figure out what I'm supposed to look for in the stats of different building materials and whatnot for it.
It's not very well defined.  You want building materials that can handle the terrain you're in, but the exact value isn't specified.  Furthermore, every item has an innate value.  For instance, if Fir has a +3 to Hills, and Foundations have an innate +10, then a fir foundation would have a 13.  If Oak has a +5, then an oak foundation would have a +15.  Just an example, I don't know the actual numbers.

Around Hawkoria, that basically means Fir (NPC bought is fine) or something like Slate, but for Lanfar you end up needed to beat the tougher land value and need to start investing in good resources.

Aranna

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Re: Therian Saga [Sandbox Browser MMO]
« Reply #941 on: March 30, 2014, 04:26:27 pm »

Yeah, generally speaking fir should be fine in Hawkoria (the Construction Yard in City of Hawkoria has them for sale), also if you are curious about what would be needed for a location I do carpentry so send me a mail (ign Ksahte) and I'll see if I can tell you the stats. Also if you want to know the base stats of the building materials, without the wood bonus, the game guide tells you them if you hover over the image to the left of the name, go to http://www.theriansaga.com/guide/skills/skill.aspx?id=351c9e5f-b4b6-e211-be8c-782bcb902040
« Last Edit: March 30, 2014, 04:38:21 pm by Aranna »
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GirlscoutBob

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Re: Therian Saga [Sandbox Browser MMO]
« Reply #942 on: March 30, 2014, 04:38:34 pm »

Greetings!
IGM: GirlscoutBob

Is there a Bay12 village being constructed anywhere? I am eager to build layers upon layers of epic stone walls somewhere..
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My Name is Immaterial

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Re: Therian Saga [Sandbox Browser MMO]
« Reply #943 on: March 30, 2014, 04:42:20 pm »

Long story short: Yes, but you can't join, because arbitrary dev reasons.

Long story long: Guilds have a really low player limit, so I reccomend someone else explain this.

Girlinhat

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Re: Therian Saga [Sandbox Browser MMO]
« Reply #944 on: March 30, 2014, 04:45:28 pm »

Long story long: Guilds have a really low player limit, so I reccomend someone else explain this.
That's basically it, really.  10g to start a guild, and 5 player limit.  Takes a while to bump it up to 10, then talks a really long time to reach 25.
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