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yianni

I have a feeling city building is static

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Which doesn't really mean city building , it's going to be like Guild wars two where you just escort caravans to build static strongholds . Unfortunately this isn't fun compared to having free building like in Shadowbane.

Edited by yianni

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I believe they already stated that there will be only specific spots to build and nothing like Ark survival evolved for example where you can build anywhere.

Edited by Kaoz

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11 minutes ago, Kaoz said:

I believe they already stated that there will be only specific spots to build and nothing like Ark survival evolved for example where you can build anywhere.

 That would be fine but it will be static as in you can't pick where to build  and how to build it

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We will get a news update about how the city building feature in 5.110 will work soon enough. I don't see any reason to spin around in circles at this point in time. We don't know and can't change anything at all right now. We'll need to see what they come up with in a few weeks, and then we can give our feedback and start planning a revolution or announce world peace or whatever.

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50 minutes ago, yianni said:

That's going to be crap, the fun part of city building is being able to place your walls however you want strategically 

Well that depends.  Remember in Shadowbane every non-crap city ended up being exactly the same design inside by the end and the only thing worth fighting for was the location of the cookie-cutter city (mine were cookie-cutter too so no criticism intended)

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3 minutes ago, Nephal said:

Well that depends.  Remember in Shadowbane every non-crap city ended up being exactly the same design inside by the end and the only thing worth fighting for was the location of the cookie-cutter city (mine were cookie-cutter too so no criticism intended)

 Main cities were never cookie-cutter , I'm pretty sure all of our cities inside virakar were unique. 

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Obviously there is a way to do free placement.. they do it in EKs. Sure, some zones may be off limits or "no build", but it doesn't seem to be that far a stretch, given tech already in game to allow a certain amount of builds per zone using a token system. I dislike the thought of finite predetermined locations.

Edited by Armegeddon

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37 minutes ago, Armegeddon said:

Obviously there is a way to do free placement.. they do it in EKs. Sure, some zones may be off limits or "no build", but it doesn't seem to be that far a stretch, given tech already in game to allow a certain amount of builds per zone using a token system. I dislike the thought of finite predetermined locations.

Yeah I know the tech is there, but after re watching the December Q&A there's hints there that they're statically placed

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I never expected free building. They said they were exploring it but based on the their engine I never thought it was possible. If anything I imagine we will be able to place pre-made structures and in our EK's maybe do some building with pre-made parts. 


I role play a wordsmith.

 

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Just now, yianni said:

Yeah I know the tech is there, but after re watching the December Q&A there's hints there that they're statically placed

Oh, yeah, I'm aware. I'm in the same boat as you.. not really happy about it.

There seems to be a bit of a dilemma in this model they have chosen. Guilds like having their own piece of earth. This will not be the case given ACE's design choice. Guilds will roam free form without a home base of operations. I see this being mitigated somewhat if the "sub-guild" system is in or there are permission settings for "Hostile/Neutral/Ally". 

It's true that some will take the tact "If you can't take it you don't deserve it". I'd prefer Guilds have the ability to build. It was that way in SB. If you build it and can't defend it, well... that's on the guild at that point. We'll see how it pans out.


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23 minutes ago, yianni said:

Yeah I know the tech is there, but after re watching the December Q&A there's hints there that they're statically placed

I'm actually impressed you sat through that again.  I just don't see that ACE would maintain multiple building placement interfaces as that would be a developmental redundancy and waste of time (would have to overhaul EK functionality too), so I'm hoping whatever you saw was some pre-baked nonsense meant more for marketing or that it was poorly presented and this is a misinterpretation of what was happening.  I don't care about customization of buildings, but controlling placement of walls is HUGE and that functionality would be sorely missed if it is not present at launch.

Edited by starrshipcs

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5 minutes ago, starrshipcs said:

I'm actually impressed you sat through that again.  I just don't see that ACE would maintain multiple building placement interfaces as that would be a developmental redundancy and waste of time (would have to overhaul EK functionality too), so I'm hoping whatever you saw was some pre-baked nonsense meant more for marketing or that it was poorly presented and this is a misinterpretation of what was happening.  I don't care about customization of buildings, but controlling placement of walls is HUGE and that functionality would be sorely missed if it is not present at launch.

Yeah during the Q&A they mentioned something about the strongholds being in certain spots, which is where I got the idea. It just seems like GW2 all over

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I thought they said there will be slots and you can choose what to build/upgrade in them.  I got the impression that there would be multiple build slots in each City

That in fixed locations + maybe customizable walls would be great.  W/o custom walls still ok imo


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9 minutes ago, yianni said:

Yeah during the Q&A they mentioned something about the strongholds being in certain spots, which is where I got the idea. It just seems like GW2 all over

Ahh, I remember that.  I took that at the time to mean that some parcels in campaign could be built on but some could not.  In that regard you can't just build anywhere on the map (say, into the side of a mountain) but where you could build you could still customize it to a degree (guessing the number of placeable items would be gated with building tokens or some such).  Not dissimilar to what we already see in EKs.

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I suspect that the first iteration we’ll see will be generally similar Keep/Fort system that we are already familiar with. The building of the walls will require more effort (ie, boulders, ingots and timber will be too heavy or large to fit in our inventory and thus we’ll need the caravans to get those resources from the PoI to the Keeps/Forts). There will be options for what to place (Barracks, Church, Bank, etc) but not where inside. Then we’ll have a ranking system for improving the buildings and probably the walls as well. 

Now...is that the free form system we’ve enjoyed in the EKs? No...it isn’t. However, we have to remember that “winning” and “points” aren’t a part of EKs and have to be a part of the CWs. So, as a first iteration, that kind of a static and limited system may be necessary to provide an even playing field and an efficient means of calculating victory points as the seasons progress to the end of the Campaign. Obviously, the more customization in terms of wall and building placement...the better. I’m ok with a static system to start as they get the bugs worked out in building, ranking, claiming and destroying each other’s assets. 

Edited by Gradishar

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Other than what was hinted at on the Q&A though, do we know have any reason to believe that it wouldn't be like building in an EK? It would seem a logical thing to implement that into Dregs if they already have a system in place... 

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