Fill Out Telon
Moderator: Community Managers
Fill Out Telon
There were some truly breathtaking spots to set up home, but housing areas were usually depressingly void of any hint of civilization adding to the sense of a barren world. Two things I'd like to see here:
1) More local amenities besides the rift stones, preferably in the form of objects that function as NPCs (e.g. a small boat on the side of an island that brings up the broker window, a relic that grants a buff). The basics such as a banker and trader can go a long way. If you wanted to go the buff route it would be simple enough to implement without making them absolute adventuring necessities whether it be some of the ones awarded through standard city civic diplomacy or lesser versions of player buffs that would generally be overwritten in any group setting.
2) Looser conditions on player housing. Lowered costs and increased ownership periods can make maintenance less of a hassle. Trimming down the amount of mats for construction is also an option.
Also, a simple way to attract players to lifeless areas in general is rare mobs that drop fun little collectibles; illusions, appearance-changing Necro grafts, fun pets. This could potentially add another layer to crafting as well (e.g. tailors using rare essences to craft Shambler costumes with 5 charges, mineralogists studying rare magical stones to unlock summoned fire-and-forget pets that hit for 1 damage and cast flashy spells).
Just some suggestions to branch players out into the world a bit more. It was sad to see so much of it completely untouched.
1) More local amenities besides the rift stones, preferably in the form of objects that function as NPCs (e.g. a small boat on the side of an island that brings up the broker window, a relic that grants a buff). The basics such as a banker and trader can go a long way. If you wanted to go the buff route it would be simple enough to implement without making them absolute adventuring necessities whether it be some of the ones awarded through standard city civic diplomacy or lesser versions of player buffs that would generally be overwritten in any group setting.
2) Looser conditions on player housing. Lowered costs and increased ownership periods can make maintenance less of a hassle. Trimming down the amount of mats for construction is also an option.
Also, a simple way to attract players to lifeless areas in general is rare mobs that drop fun little collectibles; illusions, appearance-changing Necro grafts, fun pets. This could potentially add another layer to crafting as well (e.g. tailors using rare essences to craft Shambler costumes with 5 charges, mineralogists studying rare magical stones to unlock summoned fire-and-forget pets that hit for 1 damage and cast flashy spells).
Just some suggestions to branch players out into the world a bit more. It was sad to see so much of it completely untouched.