Hello there again,
Today I come with a rather world changing idea. It involves the world we play in aka the map. I've seen suggestions about more biomes and alterations to the map but my suggestion is far more deeper.
Multiple maps! Much like how PlanetSide 2 has 3 planets allow us to travel to new lands off the edges of our current map. Small maps, medium maps, large maps you could do all sorts of things. Heck make an ocean and a charting system with a seafaring skill to raise. The whole thing can be text in a ui but I'm getting carried away.
Tech wise this could be accomplished by linking server. A cluster of servers running your maps based on load would be how many maps each server could handle. In theory a single server could handle the same game with more maps. I'm just thinking future proofing for 1000s of people.
Now let me expand upon my multiple map idea some more:
- Bandits and raids. Something more for the PvE crowds and additional dangers for PvP. Small bands of human raider could appear and go after towns. The dead bodies could leave a clue on where their base is. Go there switch maps and raid their base to destroy its dominium and prevent further attack in the area.
- Rare hunts/treasures. Walking around and find a cave. Go in and switch maps that is just a tunnel like the walls used in corrupted land leading to some elite animal that could be guarding a treasure or have some rare pelt for crafting.
- Mining. Just like above except it's just for mining.
- Adding in new biomes. I think this one would be easier than adjusting the current map to accommodate a new biome. You could in fact add in a whole kingdom from lowlands to mountains to swamps to forests and we travel it like classic Zelda games.
- Isle of Polecats. 'Nuff said.
- Second stories to houses. Simply a map on top of the map that lets us have a second story. Worry about seeing out of it later.
@Angrrrry I can see you're unwavering in the reverberations of my words. I'll leave this suggestion to rest for now while I flesh put more details in an attempt to erode that hard shell of self sufficient demeanour. For now I have some more suggestions and idea to post. Thank you for your correspondence.
@Angrrrry I can understand a time sink and player retention. That's why the suggestion came with increasing the amount needed per recipe. It would be ridiculous if I could go out and find 10 Godsends in less than a week and be done with the my learning my craft.
So if the scrolls were, say Ciphers and each Godsend had only one cipher. I could see each recipe requiring between 5 to 20 ciphers. It's not about making the game easier. You got a shop for that and some players have deep pockets.
The goal of my suggestion is structure. It gives the players something to work towards with smaller goals towards the larger goal. Random is only one large goal with many disappointments along the way.
If you take a look at the "Gatcha" mechanics of many online and mobile games you'll see that their revenue is being generated by "whales" which consist of a very small percent of the player base. Godsends may not be gambling like in these other games, what I'm trying to get at is that only a very small percent of their community actually invests the time and resources into the randomness of this type of gambling.
Maybe it's just me. I believe your game would be improved with giving more power to player choice while keeping us playing from pure game play. You can gate us in other ways that are less obtrusive.
I've been playing for roughly two weeks now.
Now I'm gonna run the risk of sounding like a complete ass but I've seen some replies from you on other suggestions.
It shouldn't matter if I've been playing two weeks, two months or two days, this is the Ideas and Suggestions forums. If you want to say that eventually I'll learn all the recipes my rebuttal will be I'll eventually be playing another game.
I've been playing video games for over 20 years. I understand the difference between a real beta and a beta that is just a marketing gimmick demo. This is real ground work here in Wild Terra and I'm glad to be part of it but some of the replies you have given have been down right rude.
I've had more suggestions to post but most would be QoL type suggestions that don't belong in game yet. The scrolls would be something that would require major work.
Once I found out about Godsends in game I thought they were cool. I still think they are. My biggest problem was what they led me to find out. Which just becomes a bigger problem the more I played.
Recipes! Either crafting or construction. The fact that these are completely random is horrible. When you don't want us to be a Jack of all Trades, random hampers group play. A dedicated Blacksmith randomly learning Bratwurst is useless to a group when the Cook doesn't know it. Any number of examples could be made for the different skills.
My suggestion is a redesign of the scrolls/learning system.
Allow us to pick up the scrolls and keep them in our inventory as an item with a max stack of something like 25. Could also make it a new form of XP so it can't be traded and won't take up space. Increase the amount we need to learn each recipe but allow us to use the scrolls/XP to unlock the recipes we want.
This can be supplemented by a skill tree of sort for each craft. Requiring previous unlocks to progress further along in that skills unlocks.
You could still leave rare recipes or a second XP to unlock the rarer recipes.
Increase the type of scrolls. One type for each skill. You would only need to pick up the one for the skills you use. This would promote hunting for Godsends in a group.