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  1. Barin999

    A different take on harvestings and shiny

    Shiny We know that Pantheon is aiming to implement shinies in the world. Instead of viewing this as a separate feature in the game. I’d incorporate them into the harvesting design. Because harvesting skills can develop independently of each other, the outcome can differ as wel. Each type of node...
  2. Barin999

    A different take on harvestings and shiny

    Harvesting: Initially all harvesting abilities should be available to a beginning player. Progression of the abilities will be a combined factor of the times the abilities is being used and the challenge rate of the node itself. A node can have several attempts/turns before the node...
  3. Barin999

    A different take on harvestings and shiny

    The overall dev design: Nodes will provide resources. The variety of the outcome can rely on a) being a common or rare node, b) location of the node or c) the qualities of the player (class, class level, skill level, perception level). The combination of all three will represent the overall...
  4. Barin999

    A different take on harvestings and shiny

    I will compose different portions that should be viewed in combination to one another. I must mention that it's the VoT #137 (relating to harvesting) that gave me this inspiration. The concepts are: overall dev design, harvesting, shinies The main goal is to suggest a design where harvesting is...
  5. Barin999

    Balancing Consumables - a Neph Proposal

    Potions and scrolls What I’ve said as responds to Meals, also applies (mostly) to potions and scrolls. I understand that you have 1-time use, short term (5-10 min) TE. A long term to me is 30 minutes. Time still needs to be scaled to the pace of Pantheon ones it’s being played ofc. So it might...
  6. Barin999

    Balancing Consumables - a Neph Proposal

    Meal concept Food and drinks are products consumed by players. What does it mean when the player is no longer required to actually consumed it in order to get the benefits of food and drink? Perhaps the concept of food and drink should be then moved aside to allow design space to invent another...
  7. Barin999

    Balancing Consumables - a Neph Proposal

    I’m not going to stumble over words here so I’ll try to reply in spirit of the OP. Anything that is beneficial to a player can become a requirement. A lot will rely on what those benefits might be. The duration of these products may vary. The scale of beneficial effects should be reversely...
  8. Barin999

    Zoom in progression, a different take on no-vertical progression?

    A thanking reference @Nephele for giving me some food for thought on vertical progression without skills,etc. I'd like to talk about a progression column very similar to using the zoom in and - out function on googlemaps for example. As usual I'll take smith to depict the idea. This suggestion...
  9. Barin999

    What if crafting had no vertical progression?

    If crafters are only going to create items they can use or sell. How is that going to compete against the amount of loot/products available from adventuring? One crafted item, might have several adventurer products (if i'm allowed to call them that) in comparison. How will it contain enough...
  10. Barin999

    What if crafting had no vertical progression?

    In a sense your design sets new players up to mass production right from the get go. Why? They do not gain xp, but they can produce in order to sell. A starting player does not start with its bags full of coin and the path to getting from poor to wealthy is usually a long one. The starting...
  11. Barin999

    Persistent World Barter Economy Framework

    Going back to the OP... You mention a "I have, I want" player driven economy. If not directly traded amongst players, how do you see this working out in an auction-system? The design would have filters and item overview if the players wants to choose what they want to trade their item for. So...
  12. Barin999

    Persistent World Barter Economy Framework

    The guild token is an interesting thought. For sake of staying to your barter economy, this token would not be a physical coin to have in the guild officer’s pocket, but rather a threshold that they can claim at a Guild npc. It might feel a bit dry, so there should be story writing around it so...
  13. Barin999

    Persistent World Barter Economy Framework

    Before I get into the other reply, I'll just note that the document seems ok to me. But I'm from Belgium so English is not my primary language. I get that you don't want to go into too much detail as it might go passed the orginial intent of the document and people would start talking about...
  14. Barin999

    Persistent World Barter Economy Framework

    NPC industry This suggestion is still situated within the content of a coin-free economy, where trade and Social currency/Prestige are the only means of transitioning goods. Because there is scavenging and looting of treasures and collecting gear from kills in the game, there is a lot of...
  15. Barin999

    Persistent World Barter Economy Framework

    Now, what do to with that patch of leather? Again the player can choose between several options; They can try and trade that leather with a npc merchant in the local area (no npc would be interested, unless the settlement has X amount of magnitude) They can trade the leather with an npc...
  16. Barin999

    Persistent World Barter Economy Framework

    First off, it might be interesting to be able to investigate the components origin of an obtained item. Very simply, it could state; this item consists out of leather, wood, iron. The system might be designed or explained as such that the player knows that the major component is written on top...
  17. Barin999

    Water as component node?

    Another consideration; with this design, you can remove water from the "trash-loottable". One could turn this now into a no-value item. So it's up to the players to either destroy it or put a value on it. So it's no longer a pure cash dump at nearest npc. This goes of course with the...
  18. Barin999

    Water as component node?

    Water is quite often used in a lot of trades. Usually it's bought at the vendor and is common good all over the world. Because fishing is going to be in the game, why not allow other locations at or in the bodies of water to allow gathering water (or other aquatic plantmaterial)? Different...
  19. Barin999

    Persistent World Barter Economy Framework

    @vjek I've sent you a private message with some of the feedback. Since it's a big topic with a lot of interesting things, I'll try to summarize my feedback here. Perhaps for a broarder audience, it would be beneficial if all the different sections have a brief description on its own. This to...
  20. Barin999

    Crafting to a degree, attuned to your playstyle

    In time, you might have specialist that are spending the majority of their time using certain skills or techniques, but by doing so they might be not as skilled in other techniques (possibly more general techniques). Where other players might have chosen to remain crafting at a less complex...
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