Create a "Maintenance Cost" for structures (Rust Like) to prevent abuse

Konar, you are absolutely right in every aspect!

i have an idea now including BUILDER’S TABLE. Crafting a foundments, walls ceillings etc. could be moved from “handcraft” inventory section to the builder’s table and builder’s table would manage the maintenance for you if it’s supplied with the right resources on it’s “inventory box” below. It would have it’s “burn time” bar. It would be like a hybrid of worktable, dismantling bench and campfire.

We all know that building is an object of extreme abuses.

So let’s make a CHOICE for others to play. Create ECO-SERVERS, with foundations limits or maintenance costs. So, those who prefer that way can have a choice.

Establishing a limit for the building parts would be kinda funny, like: I’m building a wall around my base on a plateau with a t3 foundations and instalty i find out that i’m unable to close it and i know that i f***ed up. :stuck_out_tongue_closed_eyes: Maybe there is some solution for the example i dished up, althought the limit itself sound like a not a bad idea. I would implement this sweet thing on my server to avoid throttling so personally i’m enthusiastic about this idea anyway :upside_down_face:

Players should have professions and further specialisation under Feats > New non craftsman feats. New profession feats> Blacksmith, Carpenter, Fisherman, Town guard, Raider/Marauder(pve conflict or pvp), Artisan, Bowyer, Tanner, Tamer, Inn keeper, Priest, Instructor, Explorer, Adventuring warrior…New Feat specs for new professions, lifestyles and roleplaying through in at live online game…True sandbox experience !..(Right now every single player is a meister of everything but also doesnt even need anyone else with supreme gear and runs the settlements with thrall and pet armies…This is not good for multiplayer experience and bringing player together and make them socialise. (It ceertainly causes massive lag aswell)

Some of those players would be busy with building and maintaining the settlements (faster decay) when other players keep exploring or help builders defend the settlements. (Less weight on thralls and pets-drop their availability and population > bring actuall players together to work and play together)

Players should be building, defending settlemnts together pve or pvp. So the restrcition for building smaller scale structures would balance it with players coming together to build a new settlement together. It is online multiplayer server afterall. Anyone can go singleplayer and admin mode to build cities all over the map and hold god powers to beat anything single handedly ; but at multiplayer it should not be.

Meanwhile at the offical servers, right now

True, but that’s not the only reason to play singleplayer and locking players into defined roles, so that they can either be a builder, or an adventurer, or have pets or thralls or etc would effectively end singleplayer as an actual play mode. In singleplayer you have to be able to do ALL these things, or you cannot play the game.

I suspect that it could also prove quite limiting for other game modes as well - I doubt there would be many PVPers who want to play their clan’s blacksmith or tamer rather than actually engaging in the game mode they choose to play - and non-RP focused PVE players would likely feel much the same.

I certainly applaud the desire to expand the game and add more depth - and for RP focused players, these suggestions would potentially add quite a lot - but anything that reduces the player’s freedom to engage with all of the game’s content is likely to have quite negative impacts on a broad swath of the player base.

They can still log in with their other account at the same server though, with another set of skills as if another virtual personality living at the same settlement.

Besides if the rules for structure and settlement size gets restrictions, this would mean craftsman even at pvp servers will be at high demand. They would be respected citizens of any settlemnt and clan; since they will be needed to build, craft, maintain and repair…Thus would be rewarded fine by their governors. (The walking dead twist… ok,sigh…)

Again I point out - Singleplayer mode - no alternate accounts available, no ‘logging into server’, in order to create a second character the game wipes your existing character and starts a fresh world. And, with your newest suggestion, progress slowed to grindier than the grindiest game in grinding history, as the singleplayer is now expected to not only play full time as the ‘leader’ of the settlement, but is also expected to have the time to log in and perform the other roles, while none of the others are progressing.

And this still ignores the fact that this idea limits player freedom to actually play the game. Most players enjoy playing multiple aspects of the game - a bit of time building, a bit of time fighting, a bit of time exploring etc. A majority of players do not enjoy just doing the same small aspect of the game over and over again, that’s why it’s called ‘grind’. This idea exclusively works for RP servers, with communities that enjoy playing a single cog within the overall machine. Rewards are meaningless outside of that context, since for everyone else they are rewards for not playing the game.

@Konar

I was wondering for a few moment what are you up to… and… i definitely agree with you that roleplay supported by mechanic is an awesome and immersive thing.
(Tiny offtopic! Moderator please don’t delete: i Would add to this: dragon powder jug, and explosive jar weight should be overhauled to not be against the laws of physics and to make raids more immersive/cooperative but it’s a subject for a different topic so let’s get back to the subject so the moderator don’t delete this conversation:

-Building capacity limit to be “per clan member” so people don’t build silly/trolling buildings while playing solo on multiplayer server and to make people come together for common purpose?
Is this what you mean exactly ?

I was speaking of could be changes for Multiplayer server, where Conan exiles game and players and Funcom , certainly needs, more of socialising to bring the players together and to make the game live in the future…just to underline it.

I was not speaking about Solo player mode, where players should be able to do anything they wish to do all alone.

…Maybe. Worth discussing…
And i don’t want to be mean but you have to make a new topic for it.

Its the same topic. Land/item/npc spamming allover the map and turning the official; online/multiplayer servers in to unplayable realm of Lagxiles.

Structure size and preventing abuse through putting rules but also maintenance costs at online/multiplayer servers.

Limiting number of thralls/pets at multiplayer server and giving players a chance to specialise at specific multiplayer roles (which we dont have at single player setting) are all closely related.

It is about giving players a small amount of ingridents, to bake a slice of cake instead of giving everyone the ready baked biggest cake ever baked. There is no way to prevent abuse nor the major lag problem; also the lack of live gamers at the servers, when everyone builds its own palaces and then its own cities and fake/npc settlers at the same map.

Imagine players coming together and slowly building a town like Septemeru. (Biggest settlemnt at the map should be like that and should have required maintenance instead of continiously growing and adding more lag)

Right now every single player is after building his own tens of Septemerus at southern, central, northern, western and easter portions of the map. Now multiply this with the number of players who log in to the same server.

Another option is, we may get more of these slow build and maintenance required servers which also doesnt let players summon more than three npcs; a single thrall, a pet and a single mount; but every single player gets a role and builds bricks, chops wood, fights npcs and gather resources, or pray gods for ensuring safety of their settlement. To build a real life like settlement bit by bit and maintaning it continously since it decays much faster.

If anyone decides to start a brand new, empty and full hardcore, slow paced server, with faster decay timer (before the devs decides to build a system for the game) please inform me. I would be happy to join that empty server.