Resource Control Points (name TBD) The goal here is to give value to regions and not just specific cities through the use of rare resource producing facilities that will be placed in a limited number of locations around the map. In order for these facilities to produce a product, a clan must “claim” it and then choose which type of material it will produce over the next ~20 hours. During this time it will produce resource crates at different intervals which must be delivered to NPC or player city banks before they can be opened. You cannot instant travel in any form while carrying these resource crates and their weight will be designed so that using a mount or other vessel for transportation will be ideal. Sprinting will likely not be an option as well. Once you make it to the nearest city bank you will be able to open the crate and get the resources from it. You must be in a clan to claim a mine and you must be in a clan to open a crate, however you do not have to own a clan city. So why own a clan city? Well, first the location - the closer your city is to the mine the less distance you have to travel with the resource crates to claim the materials. Also, clans that open a resource crate in an NPC city will receive only 75% of the total materials due to a tax from the Merchants Guild Alliance for using their facilities! Other clans have the ability to steal your resource crates while you are in control of a mine. The controlling clan will get system notifications when the mines have resource crates ready before any other notification, and notifications when someone is accessing the mine. The controlling clan will also be the only ones who know what material the mine is producing, assuming they can keep that information to themselves. These mines will become the primary output for most of the rare resource in the game, from the current rare metals to the incoming rare wood and cloth materials. Other ideas are welcome! At this time we will be keeping the original city nodes, but removing chances for rares from them. We are of course open to suggestions on things we can do to improve them as long as it does not affect the new system coming in. There are a couple of set ups that we would like to discuss and get your feedback on: Setup 1 - "Shadowbane" style: Only clans with holdings can capture the control points Once captured the clan gets the materials deposited into their bank Similar to the old village mechanic without the personal loot Setup 2 Any clan can capture and choose the loot type -or- a clan still must own a holding but anyone can steal. The mine will then go live every few hours and produce the materials for 1 hour During this hour the materials will accumulate and can be stolen If stolen the “thieves” will get 60% of the materials and the owning clan will get 40% deposited into their bank If nothing is stolen then 100% of the materials will be delivered to the owning clans bank at the end of the hour Setup "x" - Any variation of the above or something different entirely. We are looking for as much feedback as we can get! Use this thread for discussion and also join us in the Rise of Agon Focus Group on Discord!
If resources were set to different mines instead of chosen, it would give people a reason to have holdings all over the map a la the old portal chamber system. Not sure if that is good or not, but something to think about. How is this system going to interact with territory control, or is it a separate system entirely?
i would be awesome if we could get the whole point of view about this. instead of afterwards The crates idea of this is pretty solid.. will provide things to do ingame.. I am not very happy with : removing rares from city mines.. rather have them reduced alot.. how will this be connected to the tower patch?
Sounds like a really interesting update, thanks for the write-up. Are Resource Mines Separate from TCS? In the post you mention that the Mines will serve as the primary output of rare resources in the game, including future ones to be implemented. Will these future items be crafting related, or TCS related? Also, how will Resource Mines balance out with Clan Nodes as they are proposed in the TCS write-up? Will Clan Nodes, which will be produced automatically and not harvested, provide large quantities of regular resources, such as iron ore, herbs, and wood, while the Mines provide the rare versions? Thanks
The mines will replace the concept of resource clan nodes that was originally proposed in the tcs write-up. How they tie into TCS? TCS is all about getting clans to fight over areas and holdings, so this is just one piece that gets clans to fight over these areas. It will encourage sieging to get the city closes to these mines. Because clans will have the ability to choose what these produce we'll be able to add in different resources as we move forward. Resources for new crafts, resources specific to TC construction, endless possibilities.
Thanks for the clarification! Once more features of the TCS start rolling out and provide a better picture of it's direction, a new write-up may be warranted.
As a solo player this scares the hell out of me. could you at least tone down the amount of people you need in a clan to take a holding? 10 is a bit extreme seeing as almost all the holdings are empty and a clan of 3-5 could at least live out of one if they could take it. I'd love to have one of the many hamlets no one uses. chances are inactive clans would come back just for the siege anyways to deny it to active players then log back off but at least I could try. edit: I really believe there needs to be a holding tax thats cumulative the more holdings you have and if not paid they holding goes free. one or two clans own half the map and do not even log in. edit2: Use platinum for this.
Absolutely horrific idea. They have tried the carebear "everybody gets a holding for free" lets hold hands theory, it does not help darkfall. The game needs to be balanced around clans, not solo players. If you want to play as a solo player by all means go for it, but expect it to be hard and challenging and not to have the game design catered to your selfish desires.
sure lets keep it so clans who dont even play own 75% of the world. and i never said free. You should have to be ACTIVE to have the holding, abd active in that particular holding. also i dont care how elite and good your 10 player clan is they shouldnt own ALL hotspots and ALL holdings because all that does is drive people out of the game. wonder why you are getting pvp from the same 15 people at gargantuas? Anyone else who bothers to try gets shit on. Keep gating all content behind " you must be able to outzerg squanto and co" is not a survivable model UNLESS the pop is there to support it. ive seen multiple threads where newer clans tried to siege a holding only to see an inactive clan log in just to deny them and log back out. They should not be able to keep holdings if they arent playing. go read kilrains reply in the platinum thread.
We do plan upkeeps for holdings and we've talked about cutting siege requirements in half. If you can hold a city with 10 or a hamlet with 5 I see no reason to deny a chance to take it. Upkeeps will possibly be tied in with platinum, giving reasons to generate it, steal it and fun/interesting uses for it will benefit holding value.
So golems will not drop rare ore any more?? Mines being primary..while keeping Gollum’s secondary..and what about the rare ore vanes from just regular mining in the world??
Always timers. Nobody likes timers. What is the point of making clans own a city, how does that actually benefit the system?
plz dont remove player city mines, as they are currently the ONLY incentive to hit player cities at all, and removing them will remove another potential pvp experience, fighting in a player city over a mine. rather than ruining one part of the pvp experience, why not just add more. keep city nodes, and add the cool resource node fighting. removing city mines will only result in negative feedback, More dead holdings, and less player city pvp. start reconstructing ideas to incorporate incentive to fight within city walls. This is what darkfall should be about. Raiding cities, and having fun + gaining resources doing it. Random chaos nodes is cool, reminiscent of unholy wars' 'super nodes' which involved clearing a dense mob spawn and hitting a super node. Sounds like a cool idea. however removing city nodes or any incentive to hit cities is not smart or well thought-out. if that's understandable. ALSO: raiding cities and being blue means i'll lose alignment... this is wrong. i should not go red for raiding enemy player cities and slaying them. That's not understandable.
So your adding remote mines into the game that anyone can hit but the catch is you need to transport a pack to unlock the materials. Here is what you need to do, have items that spawn on the ground (when pressing a control lever) called "Trade Goods" in clan cities. Clan cities would be able to make a Trade Post to spawn these. These goods spawn a backpack on a player and allow them to use a Resource Control Point (RCP) The game will keep track of every time a clan tags a resource control point and after about 10 transactions on one point a "chariot" spawns and reward a clan for transporting it to a Trade hub. The resource point gets locked down from spawning more "chariots" for a few hours If another clan destroys the "chariot" the "RCP Goods" drop on the ground and can be turned in for a lesser reward. If a player looses connection or dies a "Trade Good" will spawn at their last location if they have a pack on. This fixes DCing on Trade routes, adds smaller PvP oriented trade runs that use funhulks as a slow moving convoy and encourage players to raid player Cities for "Trade Goods"