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  1. Barin999

    Naval commerce

    I wanted to adress this in a broad discussion thread first. Before going in too deep in mechanics of possible suggestions. Should naval commerce excist? How? Several examples: 1. You step on a boat and get transported by npc/design to another naval hub where you can sell or buy goods to other...
  2. Barin999

    Clearing the player markets

    Aye, I already had something much complexer in mind. Glad that wasn't it.
  3. Barin999

    Crafter's Roundtable: Crafting and Climates

    Climates are a big thing for Pantheon and I'm a firm believer that it's very closely linked to crafting. Yes there will be lootable things that have similar effects. But I see players looking to crafters if they want a mitigating set before they set out to travel certain regions. What is...
  4. Barin999

    Clearing the player markets

    I'm okay with losing money due to bad sales management. As long as it's not too complex for the broad player community to engage in. If it's only beneficial for those select few with a brain for math or with the patience to sit through some research on a daily routine, it feels more like a bad...
  5. Barin999

    "Needs" - dynamic crafting and gathering content

    Concerning the NPC's, it might seem easier to have them placed there, just not interactable unless that specific treshold has been crossed. Or the NPC might not sell you everything and it can be unlocked after stage X has been completed. My thinking to your concept was to cross Terminus and...
  6. Barin999

    "Needs" - dynamic crafting and gathering content

    I'm short on time but I'll reply more extensively later on. First off, yes, fun read. Enjoyed it. This reads as a nice storyline for craftingquests. They are also within my expectations. The idea of things changing visually and degrading is also nice. What I did not read however was the...
  7. Barin999

    Clearing the player markets

    Apologies, it's not my intention to make a double post. I have not found your consignment shop idea on either websites. The only thing I did find, was a thread from 2016, but you haven't replied on it...
  8. Barin999

    Specializations

    Don't worry about it, I'm all for a decent discussion especially in the context of theorycrafting. You make a valid point, after all this was a mere suggestion to make a distinction between two subclasses and to make them unique but have their pro's and con's. So that even at this level...
  9. Barin999

    Chef / Brewer

    That is actually a fun idea as a quest for crafters of that skill. Even when accomplished the food halls or bakeries could become open for all players to enjoy. (It could be seen as a temporary event) The idea of an event based on the input of crafter or a specific crafting class alone, is...
  10. Barin999

    Clearing the player markets

    Yes, this might seem like a drastic idea. The general idea is to open up markets by a specific selling design. For sake of argument, let's leave global broker systems out of it, but focus on regional markets (as is suggested by Pantheon themselves). A player can place items on sale. This...
  11. Barin999

    Rent on properties

    I wouldn't make it trade-able. What's the reason for it? One could set access permissions; to enter or alter or pay upkeep as a none-owner. But Trading houses seems like a lot of itemization would need to be "moved" from one account to another. Perhaps that's too much of a hassle for the dev's...
  12. Barin999

    Portable shops

    That could very well be the case, yes.
  13. Barin999

    Rent on properties

    True and that's why I wrote the first paragraph to set the scene more clearely. Buying and maintaining a home could/should be something a player has worked hard on and is still doing. If you don't play efficient enough or you don't have that cashflow going to upkeep that home, you'll experience...
  14. Barin999

    Portable shops

    Which isn't a bad thing per se. The aim would be to make it expensive enough (time, coin, resources) so not every player will line up at the tunnels to sell. Otherwise, the design has gone wrong and you risk losing population in your actual towns etc. So from that perspective, it's intented to...
  15. Barin999

    Delivery services

    Hmm, good one there @Chimerical ! If weight is an issue in the game, it might actually be a very useful feature to have things sent to your preferred destination. Combine this with possibly a lootloss when you die, then it really becomes valuable. (I'm not going to get into corpseruns) A very...
  16. Barin999

    Delivery services

    I'll try to explain a bit. This is indeed set in the scenario where players can purchase from an broker system, where one can buy something that is not directly on the npc. Personally, I'm not a fan of npc's doing the selling for you. A broker would facilitate the general market design. 0...
  17. Barin999

    Rent on properties

    I've given it some more thought; I know this might sound strange but just give this first few sentences some thought... A home could be a feature in the game that requires investment. So much even that not every player might WANT to own a house. So that players who do, have every reason to brag...
  18. Barin999

    Rent on properties

    How about if the rent of your home/residence goes up as you level up? So instead of a general house market increase, the rent is set to the player's level? You'll keep cheap housing for lower players and will have a moneysink for players with higher level? Prices go up as you level up your...
  19. Barin999

    Portable shops

    I share your concern on this. The shops themselves would be selling only. The idea of adding more dept to that store by allowing that player to 'decorate' their shop based on their achievements, still would not mean they can craft in that shop. The idea of combing that with a cart would be...
  20. Barin999

    Unlocking hidden potential in gear

    Specialization could provide players with a lot of different aspects within 1 craftingclass. A differentiator between item levels is something that can be expected. One could only hope skill has something to do, instead of purely going to plain and rare resources-approach. My only concern here...
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