Housing and Job system concept

Discussion in 'Gameplay Discussions' started by anjapelu, Jul 23, 2018.

  1. anjapelu

    anjapelu Ascendant

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    Hi everyone!

    Just wanted to send a suggestion here for a housing and job system that AIR could have. Im really a fan of open world mmos with a large scale system of life skills. I believe this can make the game MORE immersive and functional.

    First would be the housing system.
    I think the concept of being able to place houses and farms, or any other functional facilities in an open world game is the best system to go (this was done perfectly by Archeage). It differentiates the way players can "mold" the world rather than just having a kind of non existent space that opens up when you select a certain players house (this is what Black Desert online has which i really dont like). Now i understand that there could be issues with this kind of housing system such as land hoarding, but i believe it can be fixed. Placing a very VERY high tax requirements for players that are hoarding lands could work. Sure they can take as many land as they can, but having a tax requirement that they cant handle could eventually stop them from doing so (unless a player is hacking, which is cancer to any game and must be prevented as botting and hacking destroys a game).

    Another housing system i would like to suggest would be a sort of "apartment rental" system in large cities. Probably suitable for low level players (or casual players that dont really generate a lot of in game money).

    If youve played most mmos, usually city buildings are useless as they do not have any purpose other than for aesthetics. Black Dessert tried to make a different approach here and made the city buildings as spaces that players can buy. However, the immersion lost when they made the rooms intangible and that multiple players can buy that space and place their own stuff. I think its better if once a player rents that space, it will not be available for others, and any items/furniture he has in that space is part of the world, just like the houses players can place. With this system, towns and cities wont look deserted.

    Now for the job system, i like the idea of black desert where you can hire npcs to do tasks (ex. Farming crops, tending cattles etc). But what if AIR could take this further by also allowing actual players to apply as workers and and do the tasks? It would make the game economy more realistic. This job system may need more discussion as im not really sure whats the best approach on some of its aspects (ex. How will the workers get paid by the employer etc).

    These are just vague suggestions and having everyones feedback would really help improve this. I hope you guys like the concept. Lets start discussing!
     
  2. hurfmurf

    hurfmurf Ascendant

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    A:IR is already supposed to have some sort of an instanced housng system, where you can have a home, workstations etc.

    Myself, I am somewhat divided about housing in general - both on personal and large scale level. There are always some ways that may turn a system that looks fun at first into a loophole for exploits/grief or into an exausting grind.

    IE personal housing:
    Seems fun, but instanced housing seems like a waste, because you are separated from the gameworld. Not instanced housing - not enough plots for everyone and if there will be, surely there might be performance issues somehow.
    Farming and NPCs working on your plots: botters claiming ALL THE PLOTS instantly to farm 24/7 all there can be farmed for selling off for some $$$. Or it turns into a super grindy grind because you need all the mats all the time to develop your character.
     
  3. Ruhn

    Ruhn Ascendant

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    I like the housing idea but its hard to decide between instanced vs part-of-the-world housing, as both have their good points and bad points. Not enough land vs not part of the world for people to see and explore. The not enough land part could be somewhat alleviated by restricting the number of buy-able plots per account but there is still the issue of number of active players vs the number of plots. Furthermore, in order to make it so land grabbers and bots don't take them it would have to be completely non profitable to do so. This is possible with making direct reselling unavailable. For example, in order to drop the plot you have to resell it to the "game" then it goes on cool down and then the player buying has to buy it from the housing system. This would make the player be forced to camp till it comes off cd and pay both the bot and the game housing system for the land. And this is assuming that someone else doesn't snag it first or something irl doesn't happen meaning they can't be on when its available. Overall this would make buying from another player undesirable.

    For farms and NPC's gathering or questing for you, making them unprofitable wouldn't be to hard just make what you farm either common enough or bound to you on pickup or valuable items rare enough to not be consistently profitable. FFXIV's retainer system strikes a good balance of NPC's gathering/questing for items for you and not being over profitable while also not being completely useless. Farms however have the problem of enough additional space to be worthwhile in an open world scenario which further limits the amount of land available.

    As for the idea of taxing the land, I'm against that, its a pain for a normal (casual) player to afford even a small piece of land in these kinds of systems, assuming they can find an open plot to begin with. Asking for further money, which can be hard to come by for a casual player is unreasonable. It is far better to make it unprofitable for bots and land grabbers than to make even small things unavailable or hard to get/keep for certain parts of the player population.

    When all is said and done for an open housing scenario, whether it be instanced or open world, it comes down to dissuading botter's as much as possible while providing an adequate balance for players to want to go after it. It is a tricky balance to strike and maintain but doable with enough thought and effort.
     

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