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Jump start to DF economy.

thinktank001thinktank001 Member UncommonPosts: 2,144

DF has been out for almost a year now, and is still stagnant on the crafter / economy side of things.  I think the biggest problem it faces is that people do not feel safe enough to trade outside their respective clans/alliances.     I've been thinking of a possible solution that would fit in nicely with what is currently implemented.

- Elimination of hamlets.  Are they anything more than a poor man's keep?   Is there anyone happy with their current implementation?

- Elimination of current NPC cities ( except starter ones ), and adding the idea of housing to keeps.   Possibly just adding another wall ( where appropriate ) outside the current design of keeps.

- Adding a limited number of local player run Auction Houses to keeps ( maybe 10 ) that provide a 100% security for items ( if it is not sieged ).

-  Adding the ability to create roads between Auction Houses ( 30% movement speed boost ), and offering those keeps with fortified defenses;  Higher outer wall, more durable entrances.

- Adding or modifying current siege equipment;  huge moveable ladders and catapults to breach walls,  large battering rams, etc.

- Adding the ability to create caravans, transport warhulks, and adding cargo ( sealed chests ) to boats.

Comments

  • vladakovvladakov Member Posts: 710

     And at every city there will be gatewatchers who demand toll tax :D

    image

  • Agricola1Agricola1 Member UncommonPosts: 4,977
    Originally posted by thinktank001


    DF has been out for almost a year now, and is still stagnant on the crafter / economy side of things.  I think the biggest problem it faces is that people do not feel safe enough to trade outside their respective clans/alliances.     I've been thinking of a possible solution that would fit in nicely with what is currently implemented.
    - Elimination of hamlets.  Are they anything more than a poor man's keep?   Is there anyone happy with their current implementation?
    They provide good resources and places to PvP.
    - Elimination of current NPC cities ( except starter ones ), and adding the idea of housing to keeps.   Possibly just adding another wall ( where appropriate ) outside the current design of keeps.
    Disagree with the NPC cities.
    - Adding a limited number of local player run Auction Houses to keeps ( maybe 10 ) that provide a 100% security for items ( if it is not sieged ).
    No, would negate player vendors.
    -  Adding the ability to create roads between Auction Houses ( 30% movement speed boost ), and offering those keeps with fortified defenses;  Higher outer wall, more durable entrances.
    Building roads sounds interesting.
    - Adding or modifying current siege equipment;  huge moveable ladders and catapults to breach walls,  large battering rams, etc.
    Yes.
    - Adding the ability to create caravans, transport warhulks, and adding cargo ( sealed chests ) to boats.
    Yes.



     

    "Of all tyrannies, a tyranny sincerely exercised for the good of its victims may be the most oppressive. It would be better to live under robber barons than under omnipotent moral busybodies. The robber baron's cruelty may sometimes sleep, his cupidity may at some point be satiated; but those who torment us for our own good will torment us without end for they do so with the approval of their own conscience"

    CS Lewis

  • vladakovvladakov Member Posts: 710
    Originally posted by Agricola1

    Originally posted by thinktank001


    DF has been out for almost a year now, and is still stagnant on the crafter / economy side of things.  I think the biggest problem it faces is that people do not feel safe enough to trade outside their respective clans/alliances.     I've been thinking of a possible solution that would fit in nicely with what is currently implemented.
    - Elimination of hamlets.  Are they anything more than a poor man's keep?   Is there anyone happy with their current implementation?
    They provide good resources and places to PvP.
    - Elimination of current NPC cities ( except starter ones ), and adding the idea of housing to keeps.   Possibly just adding another wall ( where appropriate ) outside the current design of keeps.
    Disagree with the NPC cities.
    - Adding a limited number of local player run Auction Houses to keeps ( maybe 10 ) that provide a 100% security for items ( if it is not sieged ).
    No, would negate player vendors.
    -  Adding the ability to create roads between Auction Houses ( 30% movement speed boost ), and offering those keeps with fortified defenses;  Higher outer wall, more durable entrances.
    Building roads sounds interesting.
    - Adding or modifying current siege equipment;  huge moveable ladders and catapults to breach walls,  large battering rams, etc.
    Yes.
    - Adding the ability to create caravans, transport warhulks, and adding cargo ( sealed chests ) to boats.
    Yes.



     

    lol you act as if you know whats best for darkfall, nevertheless!

     

    p.s. WHY AM I SO ANNOYED BY YOUR AVATAR? TELL ME

    image

  • Agricola1Agricola1 Member UncommonPosts: 4,977
    Originally posted by vladakov

    Originally posted by Agricola1

    Originally posted by thinktank001


    DF has been out for almost a year now, and is still stagnant on the crafter / economy side of things.  I think the biggest problem it faces is that people do not feel safe enough to trade outside their respective clans/alliances.     I've been thinking of a possible solution that would fit in nicely with what is currently implemented.
    - Elimination of hamlets.  Are they anything more than a poor man's keep?   Is there anyone happy with their current implementation?
    They provide good resources and places to PvP.
    - Elimination of current NPC cities ( except starter ones ), and adding the idea of housing to keeps.   Possibly just adding another wall ( where appropriate ) outside the current design of keeps.
    Disagree with the NPC cities.
    - Adding a limited number of local player run Auction Houses to keeps ( maybe 10 ) that provide a 100% security for items ( if it is not sieged ).
    No, would negate player vendors.
    -  Adding the ability to create roads between Auction Houses ( 30% movement speed boost ), and offering those keeps with fortified defenses;  Higher outer wall, more durable entrances.
    Building roads sounds interesting.
    - Adding or modifying current siege equipment;  huge moveable ladders and catapults to breach walls,  large battering rams, etc.
    Yes.
    - Adding the ability to create caravans, transport warhulks, and adding cargo ( sealed chests ) to boats.
    Yes.



     

    lol you act as if you know whats best for darkfall, nevertheless!

     

    p.s. WHY AM I SO ANNOYED BY YOUR AVATAR? TELL ME



     

    Sorry, that was just my opinion of his proposal. Wasn't saying it's fact or anything.

    You're annoyed by my avatar because when you're AFK mining in DFO his eyes are burning into your back ready to pounce and loot your ore, MUAH HAH HAH!

    "Of all tyrannies, a tyranny sincerely exercised for the good of its victims may be the most oppressive. It would be better to live under robber barons than under omnipotent moral busybodies. The robber baron's cruelty may sometimes sleep, his cupidity may at some point be satiated; but those who torment us for our own good will torment us without end for they do so with the approval of their own conscience"

    CS Lewis

  • DarthRaidenDarthRaiden Member UncommonPosts: 4,333
    Originally posted by thinktank001


     
    - Adding or modifying current siege equipment;  huge moveable ladders and catapults to breach walls,  large battering rams, etc.
    - Adding the ability to create caravans, transport warhulks, and adding cargo ( sealed chests ) to boats.

     

    Yes to these... No to anything else in OP.

    Instead...move any non-weapon-crafting station to villages, Clan that "owns" village is in charge to protect trades in village and protect crafters in village. - Player need to register trades and crafting sessions in Village, loss to the Clan (in form of gold ?) if such registered trades goes fail.

    Introduce materials needed for crafting that can only be produced and transported from capital to village in question with mechanisms to prevent teleporting (possesion of such item in bag forbidds teleport) or need to be transported by special barrows. 

    Registered trade routes and required protecting Clan escorts and loss to Clan-Bank in case it goes well...

    Role of Clan cities ? enables Clan the ability to "own" Villages, enables ability to build to be able to register such trade routes and be able to act as "defender" and "attacker"...  "attackers" need to "register" attack too or they unable to take  control over barrow and special mat... 

    Put good reward for the respective efforts of attackers or defenders...

     

    Result..clan missions...local markets.. PvP..

    -----MY-TERMS-OF-USE--------------------------------------------------
    $OE - eternal enemy of online gaming
    -We finally WON !!!! 2011 $OE accepted that they have been fired 2005 by the playerbase and closed down ridiculous NGE !!

    "There was suppression of speech and all kinds of things between disturbing and fascistic." Raph Koster (parted $OE)

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