Rest is good, the games will still be waiting for your return even if you are asleep for ten years.
i think my max is 53 hours, at that point i started to hallucinate and then eventually just feel asleep sitting up. might make for a great dicsussion whether or not we should have a rest/tiredness system ingame, but that is offt topic. might make a post about it.
Does this really matter for the topic? This is not your game so im pretty sure there will be atleast some mechanics that wont work as you would like them to do. And if already one feature you dislike is enough to keep you from playing i dont think you will be happy with any game as long as you dont code it yourself.
Now back to topic.
As @TheBirne said there has to be some beacon upkeep system, Otherwise there would be way to many abandoned beacons 1 year after the release(Not everyone that sets up a beacon at the release will still play a year afterwards). And in my opinion “fueling” the beacons is the most lore friendly way to implement such a system.
That way wonderstruck would also bypass a “max. beacon limitation” system. People who play more simply mine more fuel and therefore can fuel more beacons. Simple and fair.
And the only thing that has to be balaned out is the availability of the beacon fuel, which can be done by simply playing with the numbers in the world generator until the community says they fit.
An (in my opinion) awesome idea for guild beacons could be:
The more member a guild has the bigger its beacons radius gets(and with that the fuel consumption increases). So it would be impossible for small guilds to occupy excessive amounts of land and would also prevent overcrowded guilds due to the increased fuel consumption.
I think allowing bigger guilds to make bigger beacons is a pretty good idea, but i dont think it should be forced. if they for example just want a small base somwhere.
for the topic of bigger beacons for larger guilds sounds not fair, cuz many people want to play with ony few people or solo and if they want to have larger beacons they would be forced to join what they normaly didn’t wanted to. To have bigger beacons should just be a matter of work for it, so a large guild may need a few days to reach a large beacon, while a smaller one or a single player may need more days or even weeks.
Yeah that is also a good argument, but i think the logic is that bigger guilds needs more space. like some people talked about that they didnt want 1 person to just make a huge town for whatever reason.
i personally still think we should have the limit on personal beacons and then being able to connect guild beacons. kinda.
Really i’m tired of you doing that ..
Each time anyone suggest one think you don’t like “i will quit the game” “i will not play” really, and later if anyone critizes you, you will just say saying you have the right ..
Please stop doing child comments ._.
Also sorry for the gramar mistakes.
ah yeah wasnt meant like that, but i know some people feel the same, not everybody can play every day or even every week
but on the other hand i find it even more annoying that out of the 20 arguments you pick out the personal one. talk about being childish though, ah well. ad hominum attack is what we need
However i do apologize, it was a bit poorly written, i wanted to write something along the lines of ‘‘A thing that would turn the game off for me, was knowing that you cant have a safezone unless you log in regularly. meaning anything you have build and saved, could be destroyed and taken from you if you are gone for more than a certain period of time, hence greatly punishing casual players, which i know other potentional players and buyers will also be turned off by too, cause not everybody can play every day’’
Having beacons cost to run sounds trouble some but also annoying while trying to play you will have to worry about all your beacons. Or for thous who can’t get on that often
Some people who love to build and do a great job at it and pretty much play oort just to build would really lose out especially if they built awesome things all over having hundreds of beacons.
As if the beacons ran out it would be a free give away thus being a great target to grief
I think some things shouldn’t be destroyed but there should be a way to recycle some land and maybe a way to prevent massive cluster of beacons or of abandoned homes
I hate that there pretty epic cities In game right now which are sadly abandoned ones
maybe use the token system to vote on which should become permanent. So say 75 people walk by and liked it they could drop a token Showing they like it and once it’s above 75 there could be no more cost to run it.
I still think there should be something to recycle other beacons other then a free give away and possibly something to avoid mass clutter of beacons and such which aren’t used because thousands of players will be going through each world so a little huts with a beacon every where will kill the beauty of the land
this would still be a pain for people like me who just wants a small house with my stuff, where i dont have to worry about keeping it up.
but the other subject you touched on was also kinda discussed, but i dont think we ever got an answer to it, the thing about beacons having a buffer zone, or a safe zone or what should you call it, are we going to have some sort of ‘‘20 block distance’’ that does not count as part of the beacon, however there cant be a beacon placed there, as a sort of privacy measure, or should we be able to place beacons just directly next to another players beacon, and how would that tie into building connected beacons (this they talked about) and the likes? its a very curious subject indeed.
I think you´ve got me wrong when i talked about beacon fueling, Of course this system shouldnt imply that you have to log in every day. Lets say that beacon fuel is as common as coal in minecraft and then lets say a player beacon uses 1 unit per hour. Then 1 “mining trip” per week could easily fuel a beacon, I think everyone could keep such a beacon up without worrying too much . If you want more beacons you simply have to mine more. And lastly add 5 fuel slots with a max of 200 units for each slot. That way your beacon would be save for about 6 weeks if you fill up all those slots.
Those “builders” are usually also the players that mine the most, so they would probably benefit the most from such a system (selling fuel to raiding/pvp player).
In my opinion increased beacon numbers should involve increased maintenance. So a single player doesnt get too many beacons, also if one, as you said, has that many beacons that he runs the risk to forget to fuel one, then that player has clearly too many beacons anyway^^
I like your idea of permanent beacons, but dislike the token idea( big guild would just abuse it). What about making this a monthly community event post 1.0? Every month a community chosen beacon (of course only if the beacon owner agrees to participate the voting) gets marked as “landmark” by the devs. With that the ownership is transferred to the devs (so he cant abuse this special beacon) and it gets permanent.
How about zoning specific parts of the world in risk vs reward levels. The idea here is in line with the topic in a way that allows siege to take place at a degree and in locations in which beaconowners decided to take the risk.
Zones:
Risk 0 / reward 0:
Areas in which the materials are common, less abundantly available and in general yield the least amount of money.
Furthermore, people can build a beacon here without ever risking losing it unless they don’t log on within a specific time.
Risk 1 / reward 1:
Materials available in the zone are a bit more uncommon/rare, avg availability and in general these zones yield more money.
However. People can use crippling devices to influence your beaconarea and your business by using a hijacking device: this influences the respawn rate of materials and could potentially degrade the kind of materials that spawn inside your beacon thus making you lose money.
Risk 2 / reward 2:
Interestingly wide variety of the rarer blocks can be found in this zone. The materials found here generally yield above average money.
People can now also start leeching with a device. Still not pushing back any areas you control but instead giving the owner a random range/amount of rarer blocks per time spent. The attacker must collect the items as it can only carry a certain amount of blocks.
Risk 3 / reward 3:
These zones are extrenely lucrative, give lots of unique blocks that can potentially grant access to lots of wealth.
Beacons built here can however get attacked by another extra siegeweapon carrying special ammo which upon hitting the beacon will soften the beacon. Wherever it hit the beacon it will slowly soften up enough to become harvestable as a resource, also pushing back the beacon one block after harvest (by hand).
might be easier to just have a time for each beacon to start at log off and reset every time they log on
And just set it at like to 8 months that would turn off at that making it unprotected or filled with mobs that would deal with the in activeness issue
But if you had a player that made temples and amazing builds that were not that players homes so like things like this
or
things that future players could explore and get inspired from you would make these builders have to remember to get fuel and then find the beacon and if they do builds all over different worlds and different tiers then that would be a super big pain to do so and also i think it would be a shame to see these get destroyed
That could also work, but 8 months are way too long. I would say two months should be the maximum,
That could be cool
I said 8 months because some people have things get in the was of letting them play that might be longer then 2 months
and i think that having a time is better then a fuel source unless you add like 5 coal and it lasts from 2 months that might be okay but a lot of people don’t want to deal with the stress of did i fuel my beacons and so on and this being a game you dont want to have a lot of things that take away from the experience of enjoying the game
Informative conversation.
I expected beacons to disappear on an inactivity timer to help reduce garbage worlds and ghost towns, but I do not know the plan.
But with these world’s being generated, there’s other options to consider. Either way, I have good confidence in the team’s direction.
I think it would be cool if there is something in the beacon that when the timer runs out it gets infested with Mobs that a player has to clear out to fined a boss and defeated the boss before they can take over that inactive beacon
Also 100% for a landmark system so that special builds that people love dont have to apply and get greifed
Type 3 i think it would suck to force non guildies to pay to get in
you could probably still have it work would out destroying anything but windows and doors say if there was a way that people couldn’t block paths or block up the thing that they had to get to win
In an all PVP world, I think it could work really well. The one thing I think could be improved is that the side who wins should have a chance to scavenge any valuable materials from the oppositions base as opposed to it resetting to undeveloped land ( I hope I understood that part correctly) It’d be great to run off a rival guild’s attack, then scoop up some unused oort stones and scrap their fortifications for materials.