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#1 (permalink) |
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Junior Member
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Pros and Cons of Player Housing
The idea of player generated houseing in a crafting enviornment is obviously one of the best and most innovative features for any recent MMO to release. However, we have a history of badly implimented housing programs to look bad at, and I for one, fear similar problems in a Vanguard housing system. This thread is designed for us to explore the PROs and CONs, and what the devs could do to avoid the rather large pitfalls of the past.
I joined Ultima Online on the first day of release in 1996, and the concept of player owned structures was fantastic. My friends and I quickly began gathering the rather large sum of gold nessesary to purchase a small house and found our idea location, and we were in business. We then started saving our own money to buy a castle. We got that. 2 years into the game, player housing dominated every open space in the entire game universe, and now 10 years into the game, the player housing system is looked upon as one of the worst mistakes the game made. Anyone who played SWG has experienced a similar decline. So what does Vanguard do to prevent this from happening in Telon? PRO: Sence of Ownership. Player designed content is one of my priorities for a next generation MMO innovation. Cities Towns and the Diplomacy sphere, and the ability to create fully functioning quest hubs is fantastic. CON: Open space is reduced. Years down the line, will space be severly limited and the hopusing sprawl a major issue?
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Existential Worlds |
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#2 (permalink) |
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Senior Member
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Re: Pros and Cons of Player Housing
It's been said on the OVF that with out proper maintanance your house will degrade and fall apart.
Obviously they have thought about this and don't want abandoned towns. SO after your rent money has expired and you don't log on to do up keep your house will fall apart and the lot will become open again. 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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#4 (permalink) |
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Member
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Re: Pros and Cons of Player Housing
Pros:Makes me a pre-addict to vanguard
Cons: You will have to see glassweaver from time to time in the game :P And as to the real matters, havent they said that they will limit homes in such that it cant be over run? I mean, wasnt it going to be like...you dont get a spot for a house, sol for you? Anyway, well just see new servers open up as people demand for homes. (Or well, thats my opinion anyway) |
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#5 (permalink) | |
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Administrator
Community Manager
Site Owner |
Re: Pros and Cons of Player Housing
Quote:
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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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#6 (permalink) |
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Member
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Re: Pros and Cons of Player Housing
The whole idea of tearing down and moving your house seems odd to me. Even though there will be an option to copy the interior wont you have to gather all the basic resouces again?Will we be able to sell or give away the old house?
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#7 (permalink) |
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Senior Member
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Re: Pros and Cons of Player Housing
just the concept of tearing the old house down (major project in and of itself), maybe gathering or reclaiming the old resources, and then choosing the spot and building ur new house is so exciting.
The ghosttowns of swg and the annoying, sometimes deadly obstructions that housing became in uo will hopefully not come about. "shuddering in remembrance" |
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#9 (permalink) |
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Member
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Re: Pros and Cons of Player Housing
I was one of those that played UO from the first initial months that alpha was initiated and I can say that yes there was sprawl in UO, yes it could sometimes be a problem, But, the housing and the creativity and the customization that it allowed you was one of the greatest features of that realm.
I think the devs have learned though from examples like UO and SWG, and yes I think the limited zoning and the huge increase in land mass will help with the sprawl issues. A game that doesnt provide player housing will not be a game for me as I depend on that function as a guild leader. Too many things that have to do with the function and fun factor rely on the group having a place to use as their own and I am glad Sigil realizes this. The concept that players will wish to tear down and rebuild in other places though is an interesting one. I am wondering if Sigil is underestimating a players desire to put down roots in a favored location and stay there? I am guessing that travel will be such an issue that as you level you will need to visit other zones to have content more your level and that will be your main drive behind relocating? I guess if you just cant open a teleport gate to anywhere and poof be there, then it might just be enough of an issue to make you move periodically. I however am not so sure....
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If you are interested in being one of the premiere artisans in the realm of Telon come and see us, a crafting focused guild! The Order of Bal-Goth
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#10 (permalink) |
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Member
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Re: Pros and Cons of Player Housing
I think relocation will be interesting when guilds will start trading in a world as vast as Telon.Being near a big city or harbor for those who will have merchant ships(until naval warfare is introduced) will be an advantage and there will be less chance of being attacked on their trip by Mercs or rival guilds.
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