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Re: Player housing + Builder skilltree
Posted: Sun Jul 16, 2006 6:52 am
by grimjim
Re: Player housing + Builder skilltree
Posted: Sun Jul 16, 2006 7:52 am
by katriell
Masonry and stonecutting are impossible, as Atys has no stone/rock/metal. The only metal is what the Karavan have brought from elsewhere, namely their ships and machines.
Re: Player housing + Builder skilltree
Posted: Sun Jul 16, 2006 8:16 am
by grimjim
katriell wrote:Masonry and stonecutting are impossible, as Atys has no stone/rock/metal. The only metal is what the Karavan have brought from elsewhere, namely their ships and machines.
There should be sedimentary 'rock' of some sorts.
Chalk, limestone, sandstone, clay and shale.
Re: Player housing + Builder skilltree
Posted: Sun Jul 16, 2006 9:31 am
by darthg
grimjim wrote:Grrrrrrrrrr!
RawRRRRRR!
Re: Player housing + Builder skilltree
Posted: Sun Jul 16, 2006 9:58 am
by vladww
katriell wrote:Masonry and stonecutting are impossible, as Atys has no stone/rock/metal. The only metal is what the Karavan have brought from elsewhere, namely their ships and machines.
Without any type of hard soil, Atys would be a swamp
Anyway the skilltree is just a 5 mn made exemple i did during a work break.
Nevrax has an excellent core game mechanic, its just not being used.
Many types of skilltrees could be add without unbalancing the game: think Alchemy, tailoring, cooking, scribing, taming, bounty hunting etc..
Re: Player housing + Builder skilltree
Posted: Sun Jul 16, 2006 11:40 am
by grimjim
Another thought, you could still make mudbricks. Without clay (silicates) though I guess no ceramic, but Amber would be plentiful.
Re: Player housing + Builder skilltree
Posted: Sun Jul 16, 2006 12:02 pm
by norvic
Have good memories of the Community building projects in HZ, unlocking new Races through some contructions, rebuilding town walls and communal crafting machinery I was a pretty good carpenter so when it came to my own house that was no problem but Masonary I was pretty bad at, Dvergar where ru now? maybe on Leannon.
Have bad memories of housing in UO, houses everywhere with no planning turning alot of the land into mass random housing estates although the customisation of the housing and the interaction, being able to use the chests etc you had made was awesome.
Would like to see building and housing but not in the main lands
Re: Player housing + Builder skilltree
Posted: Sun Jul 16, 2006 12:25 pm
by rellis
Perhaps housing could be placed only around the outposts, would make them look more realistic, Guilds get certain amount of plots which they can use or allow unguilded homins to build on them. just a thought
Re: Player housing + Builder skilltree
Posted: Sun Jul 16, 2006 3:07 pm
by motan
Let's be realistic, nevrax doesn't have the resources to do all we want. I would settle for the lowest denominator - which is giving us the possibility to decorate the appartments and gh.
The beauty of it is that once the item placement code is in place, there is little or no work for the devs. Instead, the artists can, at their leisure, invent new attractive objects: carpets, paintings, vases, statues. In SWG they even reused some old concept drawings and gave us gorgeous paintings.
Finally, these objects could be granted as quest rewards for the quest loving crowd out there without upsetting the crafters.
Oh and sometime, in the far future, they could implement architect / furniture crafters.
Re: Player housing + Builder skilltree
Posted: Sun Jul 16, 2006 6:40 pm
by katriell
vladww wrote:Without any type of hard soil, Atys would be a swamp
The ground and cliffs = bark. Atys is essentially a giant plant. You won't find stone growing on a plant.
Another thought, you could still make mudbricks. Without clay (silicates) though I guess no ceramic, but Amber would be plentiful.
Yep. For example, the stone-like walls of Pyr are probably a sort of adobe. The gold-like Steles of Valor in the temples are probably amber.