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Re: Player housing + Builder skilltree

Posted: Sun Jul 16, 2006 7:35 pm
by vladww
katriell wrote:The ground and cliffs = bark. Atys is essentially a giant plant. You won't find stone growing on a plant.
You don't need stone to build stuff, never said you did.
hell building a hut made of amber would be awright with me :p

Re: Player housing + Builder skilltree

Posted: Mon Jul 17, 2006 9:29 am
by xeraphim
vladww wrote:You don't need stone to build stuff, never said you did.
hell building a hut made of amber would be awright with me :p
It would have to be choice soo or somthing damned if i'd dig sup zun for one :D

Re: Player housing + Builder skilltree

Posted: Mon Jul 17, 2006 10:24 am
by vladww
xeraphim wrote:It would have to be choice soo or somthing damned if i'd dig sup zun for one :D
The teleporter inside your cottage would have to be build out of sup Zun only.
Sorry no way around it ! :D

Re: Player housing + Builder skilltree

Posted: Mon Jul 17, 2006 10:32 am
by xeraphim
vladww wrote:The teleporter inside your cottage would have to be build out of sup Zun only.
Sorry no way around it ! :D
ARRRGGHH!
20 goes into a high q amp. how bloody many for a TP!!!!!
*Cringes at the possibility of multiple vorax death digging zun*

Re: Player housing + Builder skilltree

Posted: Mon Jul 17, 2006 11:41 am
by acridiel
And Architects don´t exclusively use "Stone" on their buildings. :D

What about differnt Architects-Skills for the Races?

Zorai: Woodcutting, Ambercutting
Seeing that Zorai houses are built from big blocks of Wood and finely carved, it would only make sense to give them such a skill. And regarding their use of statik electricity and magnetism from cut amber, that skill would make sense too.

Fyros: Woodcarving, Alchemy
Pyr was carved out of a giant woodnode, as one can see in the smoothe lines of mist of the houses. Alchemy would be regaring to their mastery of fire, you can´t master fire without some "chemical" knowledge.

Tryker: Ipregnate and "Wind-technology"
Wood has to be made Water proof to use in the Lakelands and seeing all the Windmills and use of pressure in tryker wapons this too would be a logical choice.

Matis: Scuplting and "Biotechnology"
The Matis sculpt plants to use them, and that is Biotechnology.

This certainly would be a more belivable approach then just one skill for all.

Only problem I see ist the realisation of the building process.
This cannot, in a belivable way, be accomblished with the charakter standing around someplace, waving a tool about and then -pop- a two storey building appars out of the blue. :D
Okay, it´s almost so with the OPs but hey... it´s strechting imagination very far ;) And one can dream :D
It would be just sooooo cool to actually see a Matis House grow over the course of a few Ingame days, or somesuch... *sigh*

Okay people,

CUL8er and dream on

Acridiel

Re: Player housing + Builder skilltree

Posted: Mon Jul 17, 2006 1:40 pm
by vladww
acridiel wrote:
Only problem I see ist the realisation of the building process.
This cannot, in a belivable way, be accombished with the charakter standing around someplace, waving a tool about and then -pop- a two storey building appars out of the blue. :D

Acridiel
i see your concern but it works wonderfully well with Horizons.
The structure get build progressively with the crafter(s) standing next to it

Re: Player housing + Builder skilltree

Posted: Mon Jul 17, 2006 1:48 pm
by norvic
Yup, there is a menu at your plot where you can see what has been done and add stuff to it etc. In the same menu you can set payment rates etc if other players want to do any work on you house aswell.
As the construction progresses you get different things actually shown in the game world, a few piles of dirt then scaffolding etc.

Re: Player housing + Builder skilltree

Posted: Mon Jul 17, 2006 2:01 pm
by acridiel
Hey, that would be cool, yes....

I´d realy like to see for example:

A small army of the furry black Kami scuttling about the construction site of their Tree-Bore-Plant, (little yellow helmets on :D ) and one or two of the big Hunks then lifting the actual bore in place. :D

Or if a building was to be built, a construction crew of Fyros carving away at a big chunk of wood ;)

Just dreaming a bit :)

Acridiel

Re: Player housing + Builder skilltree

Posted: Mon Jul 17, 2006 6:27 pm
by truce1
It really would not take allot, yes, it would be a dedicated project for the developers. But as far as the "what it brings" it will bring community, and a staying one at that. This would be the number 1 reason most new mmos have player housing and city/town building. It make your subscriber base stick, because of the "invested" time, friendships and even a sense of loyalty to the others in your community (the one you build with the tools).
And no, it doesn’t have to be done like SWG.

1. Upkeep would be only calculated while you were online, not during the time you are offline. (money sink) This make it so the system doesn’t force you to log in to pay upkeep, technically, if it only tally’s the time your online then you would only need to pay the upkeep when you are already online. Don’t play…don’t pay. play a lot.. Need to pay it.
a. Or the other option is to just not include Upkeep, I would recommend that.
2. You can only build town in pre designated areas.
3. Make it an object of PvP, the towns and the areas can be captured and burned down. Don’t flip out yet. Lol When this happen the previous citizens do not loose there things. They just loose accesses to them until a time they can rebuild there house (by retaking or by building some were elese). This makes PvP sting, but you don’t loose progress or time invested, it just makes the need to defend them that more important and necessary, and makes PvP viable.
4. The attacking force can also be event spawned invasions.
5. Add the ability to have your own NPC venders in your house (not linked to the main market). Everyone loves a player run crafting shop, and the designer label that goes with it =p
6. Make sure the town areas are NOT instanced, they must be apart of the mainland or you kill the coumminity factor dead.
m1nion wrote:Would require lots of patches tho , as everytime something was built everyone would require the new information , so new patch :/
This isn’t how that stuff works. All it would be after the initial patch of the resource (meshes and textures) would be just the dynamic positional data and what it is. it would already be on your HD so it would not be "streamed" or patched down to you. That part is the easy part, you just ghost down the information of what, and where. Infact it done realtime, no patching, or reboots or anything, its just a small string of data passed when you encounter it.

Technically they already have allot of the "building" in game, they just need to make the functional and remove the huge collision boxes on them and make some real ones... you can either have the house portaled off so its seamless (and have the info on its contents only sent once you are inside the building), or even go so far as to instance the abode, if having interiors is a problem for the engine. Some of the houses I realize were never constructed to have interiors, that why I suggest maybe a quick loading screen to get "inside". ( I think the current apartments act this way.)

Since the terrain in this game is a mesh and not generated by height map, pre-placement of structures would be key, without the use of the hightmap, real-time deformations would be almost imposable, so the areas would need to be pre sculpted to allow for nice looking placements.(im 100% sure this is the technique used in R2)

They already have the tools to do most of the placement and decoration, all it would take is a few changed to the tools already being developed for R2.

Technically there is nothing stopping them from making a town building, player created and decorated towns...they are already developing the tools.

Re: Player housing + Builder skilltree

Posted: Mon Jul 17, 2006 11:28 pm
by zenazen
norvic wrote:Yup, there is a menu at your plot where you can see what has been done and add stuff to it etc. In the same menu you can set payment rates etc if other players want to do any work on you house aswell.
As the construction progresses you get different things actually shown in the game world, a few piles of dirt then scaffolding etc.
This reminds me of Horizons' house building system and it was/is very nice. Say you want to develop a particular building skill. You wander around and come upon various construction sites. If you pitch in, you can earn both skill points and coin. I remember doing something like this in Horizons--unfortunately that game had little else going for it, imo, and I didn't play long. That's not the case with SoR, which already has a great community, and something like this would add so much.

Zorena