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  1. #1
    Player
    Sylfaein's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    192
    Character
    Sylfaein Stormbreaker
    World
    Exodus
    Main Class
    Astrologian Lv 70
    Honestly, I'd love to see a mix of what we have now, and instanced housing. I like the neighborhoods (I've made friends, and gained FC members, event started a business, that way!), but the limited availability of housing is a serious problem. I'm thinking:

    A) Player choice: Keep the current wards, BUT also have the option of private instanced houses. That way those who enjoy their neighborhoods can keep them, and those who wouldn't otherwise get a house can.

    B) Split between individual and FC homes: one in wards, and one private. FCs and individuals competing for the same limited housing just isn't fair.
    (2)
    "Tanks don't read chat, they just type in it."

  2. #2
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Sylfaein View Post
    B) Split between individual and FC homes: one in wards, and one private. FCs and individuals competing for the same limited housing just isn't fair.
    Honestly this would make sense, because then the FC buildings wards would operate more like a business district.

    That said, that moves in the opposite direction the game is supposed to behave.

    My suggestion is more blunt:
    - Remove the instanced wards and go minecraft/landmark strategy where players have to claim land, rather than buy it (maybe a maximum size can be specified to avoid making super tall/wide buildings.) The more land claimed, the more services the FC has to provide or be penalized. (eg you can't build a house taking up space larger than a typical zone and have it completely empty, there has to be at least a path through the property), the more space taken, the more Retainer-NPC's on active subscriptions have to be hired to hold it.

    - Algorithmicly generate more land on the periphery as the space gets taken up, and have the server dynamically swap out map segments the player doesn't visit to keep it playable. That way large servers like Balmung simply grow their housing areas while nearly-empty servers don't grow at all.
    (0)