![]() |
||
|
A Proposal for a 2012 Expansion The objective of this document is to create an expansion for Darkfall that allows for the greatest amount of empire building and economic growth ingame as possible. To do this, a system of regionalized banking must be created, along with various other changes to the transportation methods, economic centers, and leveling systems within Darkfall. Table of Contents I. Banking
A. Player CitesPlayer Cities will become fully localized. In otherwords, items will only be withdrawable if they were deposited into that city's bank. Example: An item could only be withdrawable from Talpec if the item was initially deposited into Talpec. B. Chaos CitiesChaos Cities will become regionalized. In otherwords, items will only be withdrawable that were deposited into banks within the same region. Example: An item could only be withdrawable from Tolenque if the item was initially deposited on Yssam. (List of Regions: Yssam, Rubyatte, Niflheim, Cairn, Human lands, Elf lands, Dwarf lands, Alfar Lands, Mahirim Lands, Ork lands, and Center) C. Starter CitiesStarter cities would remain globalized as they are now. In otherwords, an item could be withdrawn from them regardless of where it was deposited. Example: An item could be withdrawable from Heart of Eanna regardless of where it was deposited. D. CurrencyCurrency will remain globalized regardless of location. In otherwords, all deposited gold will be linked and withdrawable from any location ingame.
F. Auction House An auction house will be added to NPC cities and player cities whereby which players may view and purchase the wares of diffent player venders across the map. However, though players will be able to purchase an item by using the auction house of any npc/player city, they can only pick up the items they purchased from the venders themselves. An annotation will be added to the ingame map at the location of each vender that has items for a player that still need to be picked up.
G. Add player vendor locations to chaos cities and player holdings A large number of vendor spots will be added to the outside of chaos cities. Like with housing, a small fee will have to be paid by the vendor's owner every three weeks to keep the spot. This is to prevent vendor spots from becoming vacant by inactive players. Player cities holdings will have a market place added outside the city walls. This will allow for players to more easily sell their wares without risk of invasion. With regards to vendors outside player cities, a few notes must be made: A) The guild owning the city will be able to determine if taxes will be placed on vendor owners and/or sales made B) If taxes are set, the guild will be able to determine the rate of these taxes C) All taxes would go to the guild bank of the city owning clan D) A guild leader can remove a player's vendor from outside the city at anytime E) When a player's vendor is removed, all his items will be removed and placed into the region's chaos city. (Remember, because chaos cities and player cities are regional, the player will be able to access his items from any bank in that region that he has bank access to) II. Transportation A. RunestonesRunestones will be made only be useable by the player who marked them. No runestoning will be allowed if the recaller is encumbered. No runestoning will be allowed if carrying nexus parts. B. NexusesNo nexus usage will be allowed if carrying any battlespikes, cannons, ships, or warhulks. Siege hammers however will be permitted. No nexus usage will be allowed if the player is encumbered. C. HousingHouse recall will be removed from the game. People will be granted the ability to bind to their homes. D. Bindstone_recallNo Recalling will be allowed if carrying any any battlespikes, cannons, ships, or warhulks. Siege hammers however will be permitted. Recalling will only be allowed if recall location is in same region as recaller's current location. In otherwords, a player cannot recall back to a city on Yssam unless he is already on Yssam. E. City PortalsCity Teleportation Chambers will be removed from the game. F. System MessagesAll Global system messages (Alliances, Wardecks, Sieges, etc.) will be removed from the game G. Wagon MountA wagon mount will be added to transport goods from city to city. The wagon would act like a strongbox on wheels, being unspawnable while items were within it. H. RoadsThe travel speed for both players and mounts on roads will be increased by 30%.
I. Ships Presently, people tend to bring out one ship at a time and fill it with as many people as possible for repairs. This leads to ships outrepairing all damage done to them and ultimately making fights into who has the most repair shards. To fix this, players will be limited to only one person repairing a ship at a time. If only one person is able to repair a ship at a time, the amount healed each time needs to be significantly increased to still make ship repairs viable. An increase 300% on repairs should be a proper increase to make this possible. When somebody spawns a ship, they should instantly be ported onto the wheel of the ship and made its captain so as to prevent others from hopping onto the ship before he can, especially while near npc cities. So that people can't safely just spawn a ship, become its captain, and sail away, spawning a ship will now require standing still for 30 seconds. Whenever a guild is sieged by another guild, a common strategy is to just body block a guild's clan stone with invulnerable shielded players. This makes it such that the stone cannot be downed, even if all the players in the city have been killed. To fix this, cannon balls should simply travel through players that have an invulnerable shield and still be able to hit the stone. III. Cities
The protection offered to clans currently being sieged from having further holdings sieged will be removed.B. Make City Nodes only replenish every 6 hours Because raiders are unable to bank at an enemy city, raiders have very little reason to attack an enemy city as there is little to gain by doing so. In an attempt to supplement the incentive for city raids, city nodes should only be stocked up in one lump sum once every six hours.C. Full protection to players in npc towns So as to prevent harbors from being camped for incoming ships as well as to stop trade ganking, players will become invuln upon entering an npc city. This means war decking will no longer allow clans to attack guilded players.D. Decrease crafting speed in protected npc cities by 300% Clans are presently able to level up their crafting in NPC cities without fear of being attacked by dropping tag. To compensate for this, an incentive should be provided for people to craft in their main cities as opposed to crafting in an NPC city. Increasing the crafting time inside protected npc cities should work to correct this.E. Crafting in npc cities automatically results in lowest roll for item creation To prevent guilds from taking advantage of the protections offered within an npc city, all items crafted within an npc city would automatically result in the lowest possible roll. This would make it very unprofitable/impractical to craft within an npc city unless it was done as a last resort. In order to get the standard rolls, players will be forced to craft in either chaos or player cities.F. Fix Range of NPC City Zap Towers Presently, the range at which NPC zap towers engage a player is far less that the point at which they disengage players. This makes it such that anyone who accidently falls within range of an NPC city is as good as dead considering it is impossible to escape the range of a tower before dying once it beings hitting you. To fix this, the engage and disengage points of city towers against rogue players should be made the same. IV. Other Changes
As of now, xp gains from players is extremely insignificant and can only ever be utilized through macroing. This macroing is one of the major causes of people staying in their cities as opposed to being exposed in the open. Because of this, all xp gains off of players, via magic, melee, or archery, should be removed from the game completely.B. Remove Regs from Vendors Doing so will allow people to sell regs for their "true value", will act to prevent macroing ingame, and will force people into the world. If regs cannot be easily bought off of vendors, players will be forced to compete over spawns for their regs.C. Increase Regs dropped off mobs Because regs will no longer be purchaseable off of npcs, the quantity of regs dropped by mobs should be increased slightly.D. Taxes only payable by people who are able to bound to a house So as to prevent people paying off the homes of permanently inactive players, the taxes on player homes will only be able to be payable by either the owner of the house or a friend who is given the ability to bind to the house (Remember, the ability to recall to a house is being replaced with the ability to bind there).E. End the Racial War The war of Humans, Mirdan, and Dwarves versus Orks and Mahirim versus Alfar will be over. No race will naturally be red to another, and blues will be able to enter any of the npc cities without being attacked.F. Complete Wipe of All Characters and Assets All Characters, Banks, and Holdings will be wiped clean from the server at the onset of the expansion. IV. How Things Will Play Out Under this banking systems, powerful, highly manned alliances will be able to emerge across the map, primarily concentrated on the subcontinents. Unlike the world of today which is dominated by low frequency, high stat characters, territories will be governed by regional empires as was the case on early EU. These empires will seek dominancy within their regions and over the unique resources pertinant to their region. The regionalization of banking and reduction of instant travel will also create a larger market for the specialized resources between regions. The ease at which players currently acquire the many resources scattered across the map will be significantly reduced, thus replacing the self sufficent mindset and playstyle of today players with one of economic interdependancy. There have been some concerns that localized banking would stiffle the economy of the server by crippling people's ability to conduct trade. Though this is true of a full local banking system, what is being presented is something enitirely different. This system, do to its mixture of regionalized and global components, prevents armies and siege weaponry from easily entering the subcontinents while still facilitating the much needed trade that keeps this game alive. For anyone still confused about how banking would work under this system, items could not be withdrawn on the subcontinents that were not initially stored there. However, regardless of where an item is stored, it will always be accessible from the npc cities in the different starting areas. As to why keeping the npc cities globalized is so important, this is for several reasons. As already mentioned, it is essential for maintaining an active economy ingame. Though there will innevatably be regional economies that emerge within alliances, the global economy is still a neccessary component of the interaction that occurs between alliances and their members. Globalized npc cities are also essential for supporting new players to the game or simply people who whould like to relocate to elsewhere on the map (whether by choice or through the loss of a city). If someone loses a city on a subcontinent, there needs to be a sure fire way for people to get their stuff off the continent without risks of getting killed in the transportation process. If this protection were not instituted (a way for people to get their stuff off the subcontinents), countless guilds would quit as soon as their cities were taken as they'd have no viable means by which to access their banks. As such, the global banking/transportation of npc cities not only allows the noob population to get a foothold into the game, but it gives guilds a second chance at building their empires. |
||
COPYRIGHT ⓒ AVENTURINE 2009, ALL RIGHTS RESERVED |