Player Housing: Difference between revisions
Stormtrooper (talk | contribs) Initial publishing with reddit /r/MMORPG AMA |
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* clean dividing lines between rulesets from player governments (taxes, pvp systems, etc) | * clean dividing lines between rulesets from player governments (taxes, pvp systems, etc) | ||
=References= | |||
Revision as of 16:18, 14 August 2024
Reddit user newbloodtaste fired a series of player housing questions at Raph during the /r/MMORPG AMA:
Question: Can you speak more about player cities? If I already can build a village in a survival game with my friends, why would we want to do the same thing in this game?
Answer: Your village in your survival game isn't tied into a large scale economy with all the other villages. It doesn't have unique goods and resources that other villages can't provide. Your village probably has substantially the same environment, too.
Question: What will be unique about building settlements?
Answer: We aren't trying to reinvent everything. In fact, we make a point of not doing so. A LOT of this game is pulling in "greatest hits" from lots of games and putting them in this MMO context.
Question: Can we build a city anywhere?
Answer: Yes, you can build anywhere. That includes out in space.
Question: Do we need to own the planet? Can other people move in near us?
Answer: We'll talk more about how the rules around governing planets will work eventually, but not yet.
Question: How big can they be?"
Answer: Right now, planets are aimed at being a few kilometers on a side. The Servitors have placed a force field bubble around the area they are letting humans settle, in order to preserve the planetary ecologies. From a gameplay point of view, we feel that more but smaller areas let us do things like:
- more variation
- clustering players more
- clean dividing lines between rulesets from player governments (taxes, pvp systems, etc)