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"Question of the Week" forum
(QOTW 12072009) City Building and News!
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Topic: (QOTW 12072009) City Building and News! (Read 3013 times)
Moll
Community Manager
Administrator
Posts: 1211
(QOTW 12072009) City Building and News!
«
on:
December 07, 2009, 07:44:59 AM »
Greetings Earthrise Community!
First of all, fabulous news. Earthrise has been named as a contender for the Most Anticipated Game of 2010 in Massively’s End-of-the-Year Reader’s Choice Awards! Show your support for Earthrise and head on over to Massively to
vote for us now
. It looks like you can vote once a day, and so let's see if we can
make a strong showing
win this one!
As for our Question of the Week, we did a bit of peeking around in
our favorite thread
and found this little gem:
"We know that much of Enterra will be up for territorial conquest, that owner guilds can build bases, and resources can be mined.
Aside from that, will ER feature any type of "city building" mechanic for the community such as civilian settlements that exist in territorial warfare zones? If not, what type of city features will exist for players who wish to peruse this sort of activity?"
**
** Yes, we asked this with the knowing disclaimer that housing isn't going to be implemented at launch.
Here's what our devs had to say:
At launch, all our resources are currently focused on presenting players with the best Territorial Conquest experience, offering a wide choice of buildings they can place inside their controlled territories. This of course, is only the beginning - there are several complimentary features to go along with Territorial Conquest in the works, as well as long range plans to expand the very nature of what's already being featured. There are a wide range of buildings available in Territories, ideal for those with city building aspirations. Examples of these currently include offensive and defensive buildings, mining and manufacturing, and administrative buildings. While it is tempting to try to be all inclusive, guilds will find it necessary to choose what resources to mine from each Territory from a list specific to each territory as well as what local factories would be beneficial to the guild members so they can save on traveling and base their activities as much as possible inside their own territory.
Looking for something a bit remote in your territorial conquest? Administrative buildings will remove the requirement to visit cities even further by providing access to Market, Warehouses and more from inside the Guild owned territories.
Well that's got some good information to mull over, but are you eager for more? Garrett Fuller with MMORPG.com recently had a chance to catch up with Masthead Studios’ Atanas Atanasov for an update on Earthrise and what players can expect from the game, and that means you can find it
here.
Is that also an exclusive screenshot I see?
It is also time for this week's fun fact: Some raw resources in Earthrise are named after people from the game design team.
Check our Twitter feed mid-week for a new fact
(and for those of you worried about spam, we're not into flooding your Twitter feed with updates, so follow us today).
If this weren't enough for you to think about - you may think we may have been a little quiet lately but I just wanted you to know we've been hard at work bustling behind the scenes here to bring everyone a newsletter to warm your hearts around the holidays. So look for more hints and possibly a preview coming up in the near future.
That said, carry on with the discussion and have a delightful week!
~m.
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Harabeck
Hero of Sal Vitas
Posts: 1730
Do, or do not. There is no 'try.'
Re: (QOTW 12072009) City Building and News!
«
Reply #1 on:
December 07, 2009, 07:54:20 AM »
Newsletter?! Can't wait. Looking forward to the new info.
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Felix12g
Hero of Sal Vitas
Posts: 1532
Re: (QOTW 12072009) City Building and News!
«
Reply #2 on:
December 07, 2009, 07:54:55 AM »
Good to know, craft munitions, gear or mechs someplace safe, use the admin buildings to pull them out on the battlefield.
Quote from: Moll on December 07, 2009, 07:44:59 AM
save on traveling and base their activities as much as possible inside their own territory.
I'm taking that to mean use of factories and such rather than traveling around to world to get components made, but I wonder if there's other things to do in a territory you control outside of the base.
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Womack
Model Citizen
Posts: 230
L-I-V-I-N
Re: (QOTW 12072009) City Building and News!
«
Reply #3 on:
December 07, 2009, 02:38:53 PM »
Quote from: Harabeck on December 07, 2009, 07:54:20 AM
Newsletter?! Can't wait. Looking forward to the new info.
I hope there are a few dates included
{hint hint}
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Kole
Hero of Sal Vitas
Posts: 3829
Beware my raincloud of reality!
Re: (QOTW 12072009) City Building and News!
«
Reply #4 on:
December 07, 2009, 02:45:55 PM »
Quote from: Felix12g on December 07, 2009, 07:54:55 AM
I'm taking that to mean use of factories and such rather than traveling around to world to get components made, but I wonder if there's other things to do in a territory you control outside of the base.
I don't think the the admin building will grant access to factories. Why would anyone bother building factories within the base when they can just access them remotely?
«
Last Edit: December 08, 2009, 01:08:56 AM by Kole
»
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wha...
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Swiftmind
Citizen
Posts: 93
Re: (QOTW 12072009) City Building and News!
«
Reply #5 on:
December 07, 2009, 06:36:46 PM »
All sounds great! I like the fact that a guild can also build administrative buildings to aid in crafting, trading and storage. Now we just need to make sure the warehouse is not raided!
But the most important question about guild cities is: Can guilds build a bar?
Be interesting if a guild could build a bar/club and actually get some minor income from it when other players visit and purchase food items from the place. Just a thought of
something to consider down the road in the long run.
@Moll: Is it possible to get some teaser screenshots of some guild buildings?
I wonder if guilds can also adjust the visuals of the structures. For instance will the guild logos be on the structures?
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Ironfield
Honorary Citizen
Posts: 252
Re: (QOTW 12072009) City Building and News!
«
Reply #6 on:
December 07, 2009, 10:49:33 PM »
Great QOTW as usual Moll and I can’t wait for the New Year newsletter!
Although I love the idea of a guild being vastly self sufficient wouldn’t this lead to The Nest and Sal Vitus eventually becoming ghost towns? What would be the incentive of trekking back to these capital cities a year or two down the line from launch?
Regarding Massively’s voting ER is currently 6th ahead of it are:
Star Trek Online 6291 (52.2%)
Final Fantasy XIV 2010 (16.7%)
DC Universe Online 804 (6.7%)
Mortal Online919 (7.6%)
All Points Bulletin498 (4.1%)
Earthrise465 (3.9%)
I also second a request for player built building screen shot
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Only the dead have seen the end of war. Plato
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mdtrx
Model Citizen
Posts: 227
Re: (QOTW 12072009) City Building and News!
«
Reply #7 on:
December 07, 2009, 11:10:15 PM »
It's an interesting turn of events if players are meant to spend most of their time IN their OWN base/territory *including* "civilians" (other players), rather than in cities. It would give guilds administrative power over other players as well and the playerbase would be "equally" spread around the whole world rather than in cities. Althought the QOTW doesn't say anything like that, only that Market/warehouse building could make possible something like it.
«
Last Edit: December 07, 2009, 11:12:40 PM by mdtrx
»
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Valence
Newcomer
Posts: 36
Re: (QOTW 12072009) City Building and News!
«
Reply #8 on:
December 07, 2009, 11:32:02 PM »
Quote from: Ironfield on December 07, 2009, 10:49:33 PM
Although I love the idea of a guild being vastly self sufficient wouldn’t this lead to The Nest and Sal Vitus eventually becoming ghost towns? What would be the incentive of trekking back to these capital cities a year or two down the line from launch?
I strongly approve : it was the case in SWG and the NPC cities got transformed into points of passage, nothing more.
That said, if the territory control is a matter of few ressources and places to control, that means only a handful of organizations will be able to deal with at the same time (that does not necessarily mean that would only privilege the big blocs to get control over anything if the control mechanisms focus on global siege battles as much as on skirmishes allowing small groups to take part in the territory control process). So, if i'm right, it will more look like to EVE : 80% of the players or so are still located in the NPC areas (the empire). Why ? Because of that of course, but also because of a lot of services only encountered in empire regions : pve missions, production facilities more efficient and already built, safe havens to make money, etc etc. The really dangerousness of the territory control areas implies that a lot of players will stay in "civilized areas".
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kayeffem
Hero of Sal Vitas
Posts: 775
Re: (QOTW 12072009) City Building and News!
«
Reply #9 on:
December 08, 2009, 01:03:49 AM »
I'd avoid assuming that factories in the npc towns will be better than player bases. At first this will be true, but given enough time I think players will have the same factories that the towns do. Over time the towns will be used for faction gridning/missions.
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Kole
Hero of Sal Vitas
Posts: 3829
Beware my raincloud of reality!
Re: (QOTW 12072009) City Building and News!
«
Reply #10 on:
December 08, 2009, 01:19:30 AM »
Quote from: Ironfield on December 07, 2009, 10:49:33 PM
Although I love the idea of a guild being vastly self sufficient wouldn’t this lead to The Nest and Sal Vitus eventually becoming ghost towns? What would be the incentive of trekking back to these capital cities a year or two down the line from launch?
Not everyone is going to be in a guild and not every guild is going to have territories or going to be able to keep territories.
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joshyuah
Model Citizen
Posts: 180
Re: (QOTW 12072009) City Building and News!
«
Reply #11 on:
December 08, 2009, 01:50:08 AM »
Good info. I find it interesting that guilds will need to choose which resources out of a territory are most important to them and to only harvest those. It makes not just building placement important, but now adds strategy to what you're doing when you're there.
Quick question: What happens to the items in a warehouse if the territory is lost? Does the building just disappear and your items are lost? I might have missed a post as to how this works, so sorry if I did.
Quote from: Swiftmind on December 07, 2009, 06:36:46 PM
But the most important question about guild cities is: Can guilds build a bar?
Be interesting if a guild could build a bar/club and actually get some minor income from it when other players visit and purchase food items from the place. Just a thought of
something to consider down the road in the long run.
I think that's a fantastic idea and something simple to implement. It will add a central point of social life for a guild and promote a small sense of community as well as allow guests to stop in to buy wares or visit some new friends
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Zorky
Hero of Sal Vitas
Posts: 551
Deviation Origin
Re: (QOTW 12072009) City Building and News!
«
Reply #12 on:
December 08, 2009, 02:42:53 AM »
Nice QOTW thx moll
As for the vote I did vote but it looks like sto is gona win this one
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Agrisin
Citizen
Posts: 82
Revolutionary
Re: (QOTW 12072009) City Building and News!
«
Reply #13 on:
December 08, 2009, 02:55:02 AM »
Controling territories and building structures in resource rich areas is a great idea. It adds a feeling of realism to the game, as most pockets of civilization first developed around natural resources that where necessary for either survival or commerce.
Some of these included food sources, mining, waterways, and land travel thoroughfares.
In time, these little colonies grew to become towns and cities of their own. But the major cities were always full of the hussle and bussle of the day.
I do not believe the major cities will become abandoned because that's probably where all new chars will start out and most likely that is where most main story line quest givers will be located.
If building placement within territories is as free-form as it sounds, that would add an extra strategy to consider. Like maybe the closer a refinery is to a mine entrance, the higher smelting throughput it will produce or perhaps the closer a market is to a major road or waterway, the faster goods can be transported.
As far as what happens when an enemy conquers your territory, well I think it should also be close to realism. LOOT and PLUNDER! The conquering group should be able to take everything in the warehouses and be able to take control of currently existing buildings (or destroy them if they wish). Many cities around the world were attacked and conquered because of the valuables they contained, the buildings they had, or the strategic position of the city (either for further conquest or trade). Why should Earthrise be any different? It's part of the PvP, territory controlling fun!
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Harabeck
Hero of Sal Vitas
Posts: 1730
Do, or do not. There is no 'try.'
Re: (QOTW 12072009) City Building and News!
«
Reply #14 on:
December 08, 2009, 04:07:41 AM »
Welcome to Earthrise Agrisin. If this QotW excited you, you should check out the others that discuss territory warfare. I think you'll find that good things are planned.
http://earthrise.wikia.com/wiki/Datadump#Territorial
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