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#11 (permalink) |
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Junior Member
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Re: Pros and Cons of Player Housing
i think i read somewhere that if you build near spawns or basically the farther from town that the mobs can attack your house. So if you house HP goes to 0 you house is gone... that will also help with too much player expansion.. they will need to put more money into Defenses (NPC guards)
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#12 (permalink) | |
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Senior Member
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Re: Pros and Cons of Player Housing
Quote:
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#13 (permalink) |
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Administrator
Community Manager
Site Owner |
Re: Pros and Cons of Player Housing
There were comments somewhere along the line about hiring NPC guards and crafters being able to build gear for them when the city building stuff goes in.
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O _O..O Community Manager/Site Owner ......V A N G U A R D .. S P H E R E S......... A n .. O f f i c i a l .. A f f i l i a t e .. F a n s i t e.... |
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#14 (permalink) |
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Senior Member
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Re: Pros and Cons of Player Housing
As a victim of Horizons housing which involved land rushes and staying up all night to get a plot as plot releases where done to suit US timezones. I am very wary of in game housing.
If building your home is a major undertaking then I won't want to destroy that building and move on. If my guild manage to get a housing zone all to themselves no way will we be able to move on mass to another simular zone later one in the game. My wishes are: 1. strict planning rules. your house is built on a predefined plot. The style of house is consistant with that of the local inhabitants. That you have as much choice as possible within those constraints. 2. You can fortify your town, city. Equally it can be attacked and destroyed by Mobs. All buildings will attract some mob activity which will destroy building eventually if it is not looked after. 3. There is a quick and easy way to get back to your home. given that owners will be scattered throughout Telon it is essentual that you can get back to repel a mob attack. Also the community side of a town will suffer if no one actually lives there, especially if you want community projects. 4. There is a way to build community buildings such as town halls, barracks, temples shrines and so on. |
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#15 (permalink) |
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Member
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Re: Pros and Cons of Player Housing
I hate to say it but there will be no way to get to your house quickly. Given how much of the game seems based on slower travel,little to no teleportation, regional markets and the ability to move your house it just doesnt fit well.
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#16 (permalink) |
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Member
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Re: Pros and Cons of Player Housing
Id Like to see a Housing Development where you and your Guild Could Build its OWN community.
There would have to be a way to add Crafting to those Buildings as well. in this way its my belief that you would Attract people to you for your Work instead of you having to go looking for someone to sell your wares to. You also be able to Build a Town Hall or Something Simular. Also i dont think you should be able to take down your Home and Move it. If this is SO i See in the Future Vanguard TRAILER PARKS. Vanguard Trailer Trash just doesnt have a RING to it that i like. Housing should be PERMANANT.. If you dont like it SELL it,Build another one. i think that this would Spur Economic Growth,and Allow some Freedom to GROW as a Whole and as a GAME. Ive never seen this Done Correctly in a game, its always go into this Door and heres your place Yet 100 other people use the same Door..UGG Allow people to make something Good and Decent. that way Travelers will Find these Outposts, be able to buy water/food/weapons/armor. I dont think that it should be NPCs only selling Food and Water. |
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#17 (permalink) | |
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Senior Member
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Re: Pros and Cons of Player Housing
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As to adding things to your comunity. I think it should depend on the number of players in the area. IE at level 1 you would need N# houses you would get a merchant and a begger NPC. The merchant would not have a house but would hang out in the "Street" at level 2 you would need N# player houses Npc Guards woud move in. If A guard tower is built for them the number would double. You would get the Option to build a Town hall with a Voted on crafting stall. Each level after this you get one additional stall. The merchant also moves into the town hall At level 3 you would need N# Player Houses A wall outline would apear outside of the plots Maybe only two feet tall. Each level after this would add two more feet. Another merchant would apear selling more higher end items. An additional Crafting stall You would get the option to build a temple At level 4 with N# player houses you would get the option to build a stable (the stable reduces maintanace on mounts) An Additional crafting stall Two more feet of wall I'm not sure exactly how this would work because it would be hard to have a guild of over 100 people with all there houses in one area. Unless were talking that at a certain population level you could build larger structures that hold more personell. More than an apartment building Maybe multi floor condos. I don't really like the idea of skyscrapers but what else could be done? Rao
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A charismatic fighter, a bard excites and encourages their friends to perform at their very best while drawing upon their opponents weaknesses and magnifying them. Often times you will see a bard leading a charge to battle, inspiring even the most cowardly adventurer to be capable of incredible feats of bravery. |
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#18 (permalink) |
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Senior Member
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Re: Pros and Cons of Player Housing
Trailer parks.....omg but wow, i dont think so and god i hope im right!! lol
Rao - you have a good idea progression there, but that is the very reason the one-door multi-abode came into existance. I was kinda hoping for a instance-like area for guild cities. You could choose the guild you want to visit (instead of a player house) and you enter a LARGE area that has all of the guild buildings inside it. you could browse and buy/sell whatever you wanted, then exit that guild area and go into a new guild area. There could be a gateway type graphic wiith a tunnel you have to enter type of thing. At the entrance would be the list where you have to choose the guild you are visiting. That would certainly remove the city sprawl that is so annoying. Unfortunately no instances so never-mind lol. |
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#19 (permalink) |
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Member
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Re: Pros and Cons of Player Housing
It would be nice to have something Simular to that
And yes i was Thinking something to that effect. As far as Multi Dwellings Its not needed if there is only going to be 5000 per Server Or is this Idea from them Gone now? There should be PLENTY of Room for a Guild to Build on, Am i Mistaken or did i miss Something ? |
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#20 (permalink) |
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Administrator
Community Manager
Site Owner |
Re: Pros and Cons of Player Housing
Dont think they really nailed that number down completely yet. There should be quite a bit of room to build on but it all depends on how many plots they put in the game. We wont be able to build everywhere.
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O _O..O Community Manager/Site Owner ......V A N G U A R D .. S P H E R E S......... A n .. O f f i c i a l .. A f f i l i a t e .. F a n s i t e.... |
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