In support of Town Stalls

Forum for suggesting changes to Salem.

Re: In support of Town Stalls

Postby cannibalkirby » Fri Oct 03, 2014 5:14 am

pistolshrimp wrote:Or just for town only trade... what's the point?

It would give a large town the chance to help its new members which getting silver in the process, it would also be helpful if most of the town was offline since they could purchase from the stall at any time, and you'd never need to give new people access to any vaulted area's within your town. I don't see why this would be a BAD idea because it certainly doesn't have any drawbacks
Ikpeip wrote:How can I be derailing my own thread?
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Re: In support of Town Stalls

Postby pistolshrimp » Fri Oct 03, 2014 5:22 am

LOMS wrote:If you're talking about the towns, you should know,that you don't need to be kinned with someone to walk on village claim freely.


You can't interact with anything on that claim. And even if devs made an exception it doesn't mean people aren't going to make stall traps on personal claims.

LOMS wrote:
pistolshrimp wrote:Or they would have to be industructable... No.

I see you haven't read the OP. This one regards to first quote too, you have missed part about stall protection.


Just going though the options mate.
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Re: In support of Town Stalls

Postby LOMS » Fri Oct 03, 2014 5:51 am

pistolshrimp wrote:
LOMS wrote:If you're talking about the towns, you should know,that you don't need to be kinned with someone to walk on village claim freely.


You can't interact with anything on that claim. And even if devs made an exception it doesn't mean people aren't going to make stall traps on personal claims.


Well, that's not quite THAT kind of interaction. Stall is not a container or forageable item, it's much like NPC you can start dialogue with. Don't be confused too much with this.
You can interact with characters no matter where they are, on claimed land or not. You just need to approach close enough.
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Re: In support of Town Stalls

Postby trungdle » Fri Oct 03, 2014 6:04 am

After towns are not as easy to be destroyed, we can think of a way to... retire the teleportation system.
That will keep people within close proximate of Boston, encourage encounters, more pvp, more interaction, more social, neighbors, etc...
Just my wish, because I don't like teleportation... someone else can polish the thought for me if they think the same.
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Re: In support of Town Stalls

Postby pistolshrimp » Fri Oct 03, 2014 6:09 am

LOMS wrote:Well, that's not quite THAT kind of interaction. Stall is not a container or forageable item, it's much like NPC you can start dialogue with. Don't be confused too much with this. You can interact with characters no matter where they are, on claimed land or not. You just need to approach close enough.


If I am wrong then so be it, but where are you getting the info that Stalls are an NPC?
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Re: In support of Town Stalls

Postby LOMS » Fri Oct 03, 2014 6:40 am

pistolshrimp wrote:
LOMS wrote:Well, that's not quite THAT kind of interaction. Stall is not a container or forageable item, it's much like NPC you can start dialogue with. Don't be confused too much with this. You can interact with characters no matter where they are, on claimed land or not. You just need to approach close enough.


If I am wrong then so be it, but where are you getting the info that Stalls are an NPC?

Comparing providense stalls and providence NPCs - they have similar functionality*, but different models. If you replace a human model with a stall - it continues to be an NPC.

Technically, almost everything, what have some AI, what can move or what you can have a dialogue with, is NPC.
Thus, crickets, deers and even sleds are NPCs, but trees, slugs and catepillars are not, they are just terrain objects.
Braziers have some kind of AI too, thus they are NPC.
Containers (all the kind) and craft-required objects (workbench, stove, windmill) doesn't count as well, because they have no AI.

*Except some new NPCs, which have some dialogue windows in addition (or not) to regular trading dialogues.
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Re: In support of Town Stalls

Postby Mereni » Fri Oct 03, 2014 7:40 am

LOMS wrote:Comparing providense stalls and providence NPCs - they have similar functionality*, but different models. If you replace a human model with a stall - it continues to be an NPC.

Technically, almost everything, what have some AI, what can move or what you can have a dialogue with, is NPC.
Thus, crickets, deers and even sleds are NPCs, but trees, slugs and catepillars are not, they are just terrain objects.
Braziers have some kind of AI too, thus they are NPC.
Containers (all the kind) and craft-required objects (workbench, stove, windmill) doesn't count as well, because they have no AI.

*Except some new NPCs, which have some dialogue windows in addition (or not) to regular trading dialogues.


I know what you're trying to say here, but NPC means Non Player Character, so if it's not a character, it's not an NPC. :/

You're quite probably right about the Stalls sharing a lot of code with the NPCs in Providence, but it doesn't follow that you can interact with them on a player owned claim because we don't know one way or another if you could interact with a Providence NPC on a player claim. The Boston claim is different in many ways from a player claim.

Either way, I don't think private town stalls are a good idea, not unless the game changes significantly to remove Boston.
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Re: In support of Town Stalls

Postby LOMS » Fri Oct 03, 2014 8:20 am

Mereni wrote:I know what you're trying to say here, but NPC means Non Player Character, so if it's not a character, it's not an NPC. :/

It's a question of understanding and philosophy. Like, ye know, talking things are characters, no matter if they aren't visible (some kind of a ghost) or animated (talking sword, have you ever seen one in movies or books?). You can "talk" to stall and sell him some things, right?
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Re: In support of Town Stalls

Postby ImpalerWrG » Fri Oct 03, 2014 8:31 am

JohnCarver wrote:It is my understanding that Haven doesn't have a map where it takes 30+ hours to go from point A to point B.


Walking across the whole map would not be considered local anymore now would it. What matters is not map size but population density, particularly within the well settled zone within which the wilderness guide will spawn you. In that area a radius of a half hour walk will generally contain several hermit camps that are potential customers.

JohnCarver wrote:It is also my understanding that Haven does not have a Boston.


No it did not, but it did have Brogdar in early versions, a central point at which everyone spawned, it became a complete wasteland and bloodbath because of excessive population density. Then they made spawning random over the whole map or by Hearth Secret, that completely decentralized things. Later the development of crossroads allowed fast travel linkage of the whole map with a central city (very Boston like) entirely player created and player run, but you didn't lose your local connections because of the need to make bilateral agreements between towns to form all these fast travel links and the fact they were distance limited so travel was done with a whole series of hops, like riding a subway.

JohnCarver wrote:'Localized' things are not going to be a providence thing. I'm also not convinced on all these benefits of 'neighbors'.

You want to meet strangers, you go to town, you want to make friends, you form a town with them. I don't understand or support this demand for 'friends' who are not good enough to invite to your town, but are somehow cool enough to leave in your backyard, that are somehow more interesting than somebody you simply meet in Providence.


There is a spectrum from friend that I invite into town all the way to 'kill-on-sight' and that will invariably include folks in the middle that I won't invite in, nor would I want to initiate hostilities to try to drive them away, I would simply keep having them as neighbors until they become one or the other, with trade I'd be able to actually do something with them and perhaps figure them out. Relationships like this add more tension and interest because they not screened, in Boston I'm having only the interactions and relationships I want to have because I can just cut off anyone who I don't like. Unlike your nose, you can not pick your neighbors. You yourself spoke passionately about not having our experiences in the game screened, and having to take the game world and the other players in it as they are. Putting all the trading and meeting of people through Boston is actually allowing and encouraging that very same screening of experience.
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Re: In support of Town Stalls

Postby Procne » Fri Oct 03, 2014 8:52 am

If it's complicated to implement non-Boston stalls then it's not worth it. If it isn't complicated - then why not have this small nice thing?
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