If you happen to be someone from Funcom who has answers, please feel free to skip the first two parts of my post and go straight to the Concerns section, where I have questions that I think a lot of players will want answered. Thanks!
Living Settlements: Praise, Critique and Concerns
I have mixed feelings about the new “living settlements” feature. There are things that I like, but there are also things I find disappointing and things I’m worried about. Let’s start with the positive.
Praise
From the immersion perspective, I’m glad we’ll have the chance to create bases that will look more dynamic and lively. It’ll be a nice change from the theme park ghost towns we’ve been seeing plastered all over the unmodded PVE(-C) servers.
On top of that, being able to alter your crafter apparel has been one of the most requested features since… well, pretty much “forever” (i.e. since I joined the forums).
Even better, it’s not just an aesthetic change, it also has functional advantages. According to the explanations from the dev stream, it seems that we will be able to have one crafter thrall confer bonuses to multiple workstations within its area of influence. That’s a huge improvement.
When they announced that they were planning to convert crafters into placeable thralls, one of the things I worried about was the effect of having so many crafters suddenly run full AI on the server. Sharing a crafter between multiple benches is a very clever way of avoiding that.
Critique
Sadly, this is where my praise and enthusiasm ends, because I’m rather disappointed by the extent of what we’re getting.
Yes, our bases won’t be ghost town theme parks anymore, but they’ll remain just theme parks. Whenever I participated in discussions and suggestions for the settlement system, I always had the same focus: give the players new ways to create shared stories through interactions. And by “interactions”, I don’t mean “a new purge system that can be easily abused to wage war on a non-PVP server”.
Players on PVP servers have a way to create their own stories by waging war on each other. Yes, the current situation is extremely toxic, but I’m talking about the idea behind the PVP, not the execution of that idea.
Meanwhile, PVE and PVE-C players build theaters, shops, inns, taverns, brothels, castles, towers, livery stables, arenas, transportation hubs, jousting fields, and a myriad of other things. And out of all of those builds that I mentioned, the only ones that are functional are arenas, jousting fields, and transportation hubs (i.e. map rooms and/or transportory stones). Everything else is just decoration.
And yet, for the lack of a better thing to do, we build these things and we pretend they have a purpose and we try to derive enjoyment from other players stopping by and saying “nice build”, until someone gets pissed off and reports someone else and all this stuff we built in search of a shared story turns into a liability.
I can tell the devs are aware that we need more opportunities to create our own stories, but what they choose to give us is a canned, premade story – the companions – which we can’t influence much or share with others. Yes, a meal at a restaurant can be delicious, but a potluck is what brings the community together.
Concerns
Whether I like the upcoming system or not, it’s coming and won’t see any drastic changes at this point. Hell, if we’re lucky, this time they’ll actually do something about the bugs reported in beta.
Which brings me to the third part of this post: concerns.
There are questions that need answers, and here’s my list:
- If I don’t explicitly assign a crafter to a workstation when I’m placing it, will it still confer bonuses?
- If so, what does assigning it to the workstation actually do? What’s the difference between that and plopping it down on the ground?
- Can we confirm that one crafter can confer bonuses on all compatible workstations in its reach? That’s what the stream sounded like, but it would be good if we could have someone who knows actually confirm this.
- Certain workstations have recipes that require specific T4 thralls. For example, Tanner’s Table requires a T4 tanner to extract silk or weave, whereas a T4 armorer allows you to stitch hides into thick hides. How does the new UI deal with this?
- Will wandering crafters go through doors? Will they open and close doors?
- Will wandering crafters go up and down stairs? What about ramps? What about elevators?
- Will fighters, archers, and dancers also wander around?
- If so, can we issue a command that prevents them from doing so and makes them stay at their post?
- Will the thrall cap setting on official servers change?
- If so, will it go up or down?
- Can we still knock out NPCs and drag them to a wheel of pain?
- If so, what happens after they’re broken? Do they become inventory items in the wheel? Can we store them and trade them as before?
Well, that’s it. That’s my feedback on this feature. I hate to tag @Community, because I know it will ping a whole bunch of people, but I think it’s warranted in this case. Not for the praise or the critique, but the questions that needs answering. Fingers crossed they see it and post some answers.