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Viewing 15 posts - 61 through 75 (of 173 total)
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  • in reply to: Satanic Temple [Storial] #6165
    Thorbjorn
    Member

    So is there any reason there you have put st peters cross all over the place?

    Also awesome building 🙂

    in reply to: Ways to spend earned gold. #6164
    Thorbjorn
    Member

    Continued from:
    http://oortonline.com/forums/topic/npcs/#post-6162

    I don’t think that gold lost on character death would be a good enough gold sink mostly because people are keeping their money somewhere safe if they can be lost or people will just avoid dying even more.

    Also i think actual use for the money are a great way to create a gold sink because it makes the money become worth something else than their use to buy and sell stuff from other players.

    in reply to: NPC's #6162
    Thorbjorn
    Member

    To prevent derailing the thread i will continue the discussion on the other thread.

    in reply to: Cities/town idea #6160
    Thorbjorn
    Member

    Kuma: I said Seriously big guilds didn’t i? If there is no restriction to the amount of beacons a guild could probably do it with 1000 members or so if they just are working intensively on it.

    Patfor333: I would actually prefer the last part and then open beacons up for trading and then make the starting beacons soul-bound. This way people could actually earn their living by selling beacons.

    Also i think that beacons should be able to be destroyed in daily and weekly worlds in some or another just to hinder people from rushing in and claiming all the good places.

    in reply to: NPC's #6148
    Thorbjorn
    Member

    This discussion talks a lot about it if people should be interested:
    http://oortonline.com/forums/topic/ways-to-spend-earned-gold/

    Spending the gold is important as Kuma says if we don’t spend it way to much of it will start circulating and everything will either become insanely expensive or people would just stop using money and go back to trade items between them.

    in reply to: Cities/town idea #6132
    Thorbjorn
    Member

    That is actually a quite good point. The biggest problem if the beacons where unlimited per world would be that some guild would be able to take whole worlds if they where big enough and worked focused enough. (Seriously big guild would be able to do this anyway)

    Maybe the amount of beacons should be restricted based on character (Or guild) instead of world? The amount of beacons you can own should be able to raise infinitely based on some special resource. (Something from Titans?) The material would then be consumed to raise the characters/guilds maximum amount of beacons.
    This would probably slow down the progression and people would be able to decide between making a lot of smaller outposts and taking bigger amounts of territory.

    Another way would just to let beacons be made from something rare. This would of course mean that peoples starter beacons need to be soul bound else newcomers will be cheated into trading their beacons away.

    in reply to: NPC's #6130
    Thorbjorn
    Member

    I think that most of the problems could be solved if the Npc’s only worked through the player economy:

    – Buying or selling stuff would only be as an administrator for the shop all items and gold given or taken for gold and items would come from a player.

    – Quests should be made by and paid by players the Npc’ would only act as the person giving them out. (This would basically be a quest board but it would be an Npc instead)

    – I am fully against the Npc’s collecting resources because that would break the economy

    – The team is talking about ores re spawning which would make gold a renewable resource if it couldn’t disappear somewhere the economy would fall apart.

    – The item shouldn’t spawn the Npc’s (By my opinion) just mark the house as a place Npc’s could live, this could be a sold sign or something else. The Npc shouldn’t directly spawn but wander in. By my opinion Npc’s should be feed something even if they are not paid to have a job, this should effectively restrict the amount of Npc’s you can have.

    I don’t feel you let go of the social part when you let Npc’s take care of the basic things which is normally really boring to do like standing guard and trading. (Trading can be fun but that requires people who wants to buy stuff)

    • This reply was modified 10 years ago by Thorbjorn.
    in reply to: Beacons #6125
    Thorbjorn
    Member

    For number 2 it would be cool if some areas would regrow and some would just spawn again somewhere else.

    For example if there is this single grove of special diamond growing trees in a world and you find it and claim it would be really sad if it took 2 hours to take it down and then it was just gone.

    in reply to: NPC's #6123
    Thorbjorn
    Member

    My original idea did not say anything about generating quests…

    Here is the original idea : (With some of the things i forgot to write last time)

    – The Npc’s would move in coming from somewhere unknown after you placed a item in your house (The hearth sound like a good thing to use)

    – The Npc’s could be used as living quest-boards meaning that players could put up quests that the Npc’s would ask people to do. The player would be the one paying the costs of course.

    – The Npc’s could be paid to do simple duties like standing guard and being shopkeeper (Yes it would be awesome if the would be the ones doing it, but a lot of people play maybe 1 hour a day and that would basically crush their business)

    – Most Npc’s would just live in the houses to make the city more alive.

    – The amount of Npc’s could easily be regulated by defining an amount of food they would need every day.

    – The Npc’s would not be able to do tasks like Farming or mining because that would be a player job.

    in reply to: Cities/town idea #6122
    Thorbjorn
    Member

    About claiming ores and such:
    http://oortonline.com/forums/topic/beacons-3/#post-5315

    Thee will be small beacons for such things.

    Also i would personally not have anything against restricting the amount of beacons per world as that would create more reasons for making guilds and work together, yes solo players should have possibilities to play alone but if they really want to make something Really big they should probably join a team.

    @Havok40k one of the reasons to claim areas outside your own would Fx be to keep a tunnel through a mountain from decaying and and to claim super rare hard to mine materials. Also there where talk about portals to special treasure rooms which also would be something interesting to claim.

    in reply to: Oort Wiki #4331
    Thorbjorn
    Member

    It seems like somebody is messing with the Wiki and create some quite unrelated articles 🙁

    • This reply was modified 10 years, 3 months ago by Thorbjorn.
    in reply to: World Building Stream #4330
    Thorbjorn
    Member

    Can you save the streams as highlights or are they too long?

    in reply to: World Building Stream #4299
    Thorbjorn
    Member

    Dang i missed it 🙁

    The world looks quite awesome though

    in reply to: Oort Online Forum #4209
    Thorbjorn
    Member

    With larger communities it generally gets harder to keep an overview over the topics and i find it harder to discover new topics and posts. This is of course my personal opinion. For smaller communities though i really like the discourse model and would choose this every time if it was for a smaller community.

    It is getting better and better though so maybe in 1-2 years it would be top notch for larger communities too. I do not know, BUT i know that the discourse team are doing a fantastic job so properly 🙂

    in reply to: å #4189
    Thorbjorn
    Member

    So if i make a topic named a what then :P?

Viewing 15 posts - 61 through 75 (of 173 total)