Bercilak schrieb:

4. Removal of Silver Tax and Economy Changes



We have already stated during our last roadmap that we want to reduce the role of silver in the player driven economy. Rather than being a roadblock that people constantly hit, we want silver to be something that can be accumulated and used for a players benefit, as a positive money sink. To make this possible, the following things will be changed We will remove the silver taxes for all zones and player islands. Thus, crafting in a building that you own will no longer cost any silver

To make sure that higher end zones are still better than green zones or player islands, you will get a rebate on ressources used when you craft in higher end zones. For example, if you craft a bow, costing you 16 wood boards, in the red zone, you would get a rebate of - on average - 1.6 wood boards. If you craft the same bow on your player island, the rebate would be 0.

We will also most buildings to be built everywhere - including on player islands. PvP zones are still much stronger due to the above mentioned bonuses and due to the fact that high end mobs and resources can only be found there. We are considering to make some items only craftable in buildings that can only be built on special building grounds that you first have to conquer via GvG (such as: a special forge that you can only built on a volcano, etc)



The main silver sinks in the game should be positive and additive to the game: a chance to upgrade the quality of your items for a silver cost, and the possibility to increase the tier and/or level of a resource using the transmutator. Another main silver sink that will remain largely unchanged is repairs, though we will rebalance the cost in line with the flattened gear power progression.



11. Player Housing, Hired NPCs, Pets



Player housing is always a great idea in general, but it is very hard to make the feature interesting and meaningful. We will add the following features:



I) Hired NPCs you can, given that your house is large enough and adequately furnished, you can hire different types of NPCs to live in your house.

The NPCs will give you daily quests, which happen in the open world

The NPCs will be productive on their own, but only if your character also carries out the respective activity in the open world. For example, if you hire a wood cutter as an NPC, every time your characters gathers wood in the open world, there is a small chance that the NPC will gather wood "while you are gone". This wood you can then pick up from time to time by visiting your player house.

Add on: you can equip your NPC, the better the equipment, the more effective he is

Add on: you need to supply your NPC with food

Add on: the nicer your player house, the more motivated and efficient the NPC will be

Add on for later (very unlikely to make it into closed beta): you can take 1 NPC out into the open world as a mercenary

Add on for later (very unlikely to make it into closed beta): you can also have pets (dogs, bears, dragons...) as NPCs. II) Additional Housing Improvements Revisit the buffs you get from your housing furniture to make them more meaningful. Ideally, turn them into long lasting daily buffs that really help you with character progression (such as: 5% fame bonus, etc) III) Player Shops Players can add a shop to their house (or guilds to the guild hall) which essentially acts like a small market place, with the difference that the player/guild decides on who can use it.

This, for example, allows you to offer gear to your guild members or friends and discounted prices, or allows you to set up a buy order for gear that your guild/friends are supposed to gather, giving them reward for doing so.

12. Player Island Improvements



Player Islands are very popular, and are something that we want to add more depths too, while always making sure that they are synergistic with, and not in competition to, the open game world. Here is a list of things under consideration:

Make islands upgradable and expandable

Expeditions: Players can build and equip a boat on their island and launch an expidition. The expedition will take you to an unknown island, which essentially is a multi-party "hellgate", meaning that you will encounter other players there and fight over mobs and resources. We might create a special resource category (such as "spices") which are needed for certain foods and potions. Player housing is always a great idea in general, but it is very hard to make the feature interesting and meaningful. We will add the following features:Player Islands are very popular, and are something that we want to add more depths too, while always making sure that they are synergistic with, and not in competition to, the open game world. Here is a list of things under consideration:

These changes are absolutely awesome, and thanks guys for being so communicative and vocal. Instead of commenting on the things I like (seriously, I'll be here all day haha) I'm going to focus on the bits that make me think "hmm?".So about #4, I'm assuming guilds who own cities and players who own crafting stations within those cities still set tax? I really hope so. Won't removing taxes on player islands result in nobody crafting in cities anyway? I hope this won't be the case. When you say "We will also most buildings to be built everywhere", do you mean literally anywhere in the world? Because that's what it sounds like, although I'm assuming you mean in the currently designated spots (plots, cities, islands)? If you do really meanthen AWESOME!I'm concerned that these instanced islands will become too much of a focus in the game rather than open world housing. What are your thoughts on the future for open housing? This is my first alpha and I was kinda disappointed that the open world personal territory plots (which were apparently a thing) no longer exist and the focus is now being put on instanced housing. I seriously hope this isn't the case, why will people craft inside cities if there's no tax on their islands, and what will be the point of guilds owning a city if they don't get any tax money?When you say "make islands upgradable and expandable" I hope that doesn't mean able to gather higher resources and craft higher tier items?As far as economy improvements, I do like the idea of things that can only be built / gathered in certain areas of the world. Something I feel the economy really needs is increased localisation, so resources that are specific to a certain area making transporting goods from one part of the world to another more worthwhile, viable and necessary. Additionally, improvements to the Auction House system such as being able to see what's for sale in other cities as well, somewhat like EVE.But yeah, all these buffs to instancing seems like a slippery slope.I'm playing this because it's an open world MMO, there's very few MMOs that don't abuse instancing these days. I don't even own a player island because I have literally no interest in instanced content what-so-ever. I do however really like Hellgates, that's instancing done right. But making them accessible from player islands seems extremely weird. Please, please don't turn this into an instance game.Also if you have the time, check out this: Resource territories are ridiculous Post I made regarding resource territories for guilds and suggestions on how to turn them into open world PvP objectives and make them much more fun.CheersEDIT: If islands are taxed by guilds based on the city they are in, and also it costs silver to teleport items off your island this will lift many of my concerns.Basically say a guild owns Kingsmarket and they tax the city at 10%, if your island is on Kingsmarket the guild tax on that city should apply to your island. Additionally, much like teleporting equipment / resources between cities, teleporting resources off your island should be pretty expensive too. This way, plots on cities will still be more economical in many situations. I really don't want to see open-world city plots and guilds owning cities become useless. It's one of the features I really like in the game.