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We need farming in the game..consuder this idea and comment

NanulakNanulak Member UncommonPosts: 372

Now this idea may already be planed but yet to be disclosed.  Anyway here it is. We need farms (NPC’s actually farming).  If there are farms in a particular area this creates an area to protect and build structures around.  In my mind the farms can be seasonal producing crops only part of the year.  When the fields are mature we can then harvest the crop for the crafters to make us food and drink.  Conversely the enemy can sneak in and steal the crops for themselves or burn the fields so nobody gets anything.

I see harvesting these crops requiring wagons to take to market and of course defended on the way to the market.  And for the enemy to steal our crops they would have to use wagons to get the crop back to their market.

These mechanisms would create important lands to defend as well as convoys to protect/raid.

And where else are we going to get the grains required for our Ale!

Nanulak

Comments

  • ArcherBullseyeArcherBullseye Member Posts: 77
    You had me going with the 'farming' haha... Farming is a dirty word for MMO's :-)

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  • EdanyEdany Member UncommonPosts: 179
    I farm the corpses of my enemies, does that count? ;)
  • redcappredcapp Member Posts: 722
    The more 'sandboxy' the crafting and resource gathering aspects of this game are, the better.  I agree.
  • ArbroathArbroath Member UncommonPosts: 176
    Originally posted by grogstorm

    Now this idea may already be planed but yet to be disclosed.  Anyway here it is. We need farms (NPC’s actually farming).  If there are farms in a particular area this creates an area to protect and build structures around.  In my mind the farms can be seasonal producing crops only part of the year.  When the fields are mature we can then harvest the crop for the crafters to make us food and drink.  Conversely the enemy can sneak in and steal the crops for themselves or burn the fields so nobody gets anything.

    I see harvesting these crops requiring wagons to take to market and of course defended on the way to the market.  And for the enemy to steal our crops they would have to use wagons to get the crop back to their market.

    These mechanisms would create important lands to defend as well as convoys to protect/raid.

    And where else are we going to get the grains required for our Ale!

    He's right. We need ale !!

    It is in truth not for glory, nor riches, nor honours that we are fighting, but for freedom — for that alone, which no honest man gives up but with life itself. ~Declaration of Arbroath

  • tauraktaurak Member Posts: 174

    Omg are you really suggesting that CU steals WoW's farmville idea?

    While I do hope that CU has an amazingly deep crafting system, I personaly hope it doesn't involve farming. I do personally plan to play a crafter in this game for 100% sure, I don't know if it will be my main or not as I love PvP, but definately gonna try to be one of the #1 weapon and armor makers on my given server.

  • waynejr2waynejr2 Member EpicPosts: 7,771
    Originally posted by grogstorm

    Now this idea may already be planed but yet to be disclosed.  Anyway here it is. We need farms (NPC’s actually farming).  If there are farms in a particular area this creates an area to protect and build structures around.  In my mind the farms can be seasonal producing crops only part of the year.  When the fields are mature we can then harvest the crop for the crafters to make us food and drink.  Conversely the enemy can sneak in and steal the crops for themselves or burn the fields so nobody gets anything.

    I see harvesting these crops requiring wagons to take to market and of course defended on the way to the market.  And for the enemy to steal our crops they would have to use wagons to get the crop back to their market.

    These mechanisms would create important lands to defend as well as convoys to protect/raid.

    And where else are we going to get the grains required for our Ale!

     Wouldn't that be PVE and not PVP?

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  • redcappredcapp Member Posts: 722
    Originally posted by waynejr2
    Originally posted by grogstorm

    Now this idea may already be planed but yet to be disclosed.  Anyway here it is. We need farms (NPC’s actually farming).  If there are farms in a particular area this creates an area to protect and build structures around.  In my mind the farms can be seasonal producing crops only part of the year.  When the fields are mature we can then harvest the crop for the crafters to make us food and drink.  Conversely the enemy can sneak in and steal the crops for themselves or burn the fields so nobody gets anything.

    I see harvesting these crops requiring wagons to take to market and of course defended on the way to the market.  And for the enemy to steal our crops they would have to use wagons to get the crop back to their market.

    These mechanisms would create important lands to defend as well as convoys to protect/raid.

    And where else are we going to get the grains required for our Ale!

     Wouldn't that be PVE and not PVP?

    False dichotomy.  There is more to a virtual world than simply pve and pvp.

  • KuppaKuppa Member UncommonPosts: 3,292
    Interesting idea but this is WAY too complex to implement correctly, so I won't think it will happen just how you mentioned.

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  • TroianmanTroianman Member Posts: 82
    Originally posted by redcapp
    The more 'sandboxy' the crafting and resource gathering aspects of this game are, the better.  I agree.

    What he said.

    The bigger the box and the more sand the better. Though I do not think that the extent of the sandboxiness has been revealed yet since MJ has been very careful to say it isn't a sandbox game but one with sandbox elements. That being said I am always in favor of options, the more options for us as players the better.

  • EllyaEllya Member Posts: 99

    MJ has specifically mentioned cows for leather in Update 11. 

    Farming may be in... :)

  • GKermichilGKermichil Member Posts: 32
    I love this idea.  MJ has already mentioned players building mines.  I don't see this being a different mechanic, just a different resource.   As another poster said, "The more sandboxy the crafting resources, the better!"

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  • Plastic-MetalPlastic-Metal Member Posts: 405
    Originally posted by Edany
    I farm the corpses of my enemies, does that count? ;)

    I see what you did there with your signature.  We're two of the few.

    My name is Plastic-Metal and my name is an oxymoron.

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  • LeFantomeLeFantome Member RarePosts: 696

    Just a future Free to play game... again.

    Money rules in this industry.

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  • StonemasonStonemason Member UncommonPosts: 26
    Totally agree with this idea. I want a deep, compelling crafting/resource mechanic in my RvR centric game. Player/realm controlled mines for metals and precious gems, logging camps for lumber, quarries for stone, and  farms for food and ingredients used in other consumables like potions. All of which can be attacked and controlled by the enemy.
  • gylnnegylnne Member UncommonPosts: 322
    Originally posted by ArcherBullseye
    You had me going with the 'farming' haha... Farming is a dirty word for MMO's :-)

    Speak for yourself. I happen to love farming and fishing in an MMO:)

  • gylnnegylnne Member UncommonPosts: 322
    Originally posted by Plastic-Metal
    Originally posted by Edany
    I farm the corpses of my enemies, does that count? ;)

    I see what you did there with your signature.  We're two of the few.

    Nice Plastic, I want ducks in mine:(

  • grimjakkgrimjakk Member Posts: 192
    Originally posted by Arbroath
    Originally posted by grogstorm

    Now this idea may already be planed but yet to be disclosed.  Anyway here it is. We need farms (NPC’s actually farming).  If there are farms in a particular area this creates an area to protect and build structures around.  In my mind the farms can be seasonal producing crops only part of the year.  When the fields are mature we can then harvest the crop for the crafters to make us food and drink.  Conversely the enemy can sneak in and steal the crops for themselves or burn the fields so nobody gets anything.

    I see harvesting these crops requiring wagons to take to market and of course defended on the way to the market.  And for the enemy to steal our crops they would have to use wagons to get the crop back to their market.

    These mechanisms would create important lands to defend as well as convoys to protect/raid.

    And where else are we going to get the grains required for our Ale!

    He's right. We need ale !!

    And Spam!

    ...

    I mean, HAM!

  • KrullenKrullen Member Posts: 18
    Soon as you said burn the farms I thought of greifers chain burning and them being a wasted feature.

    If the crops ticked over at a certain time and they were valueable enough they could turn into a king of the hill area with all sides trying to own the farm for the crop proc/gather.

    DAOC - Krullen - Hero/Tristan

  • meddyckmeddyck Member UncommonPosts: 1,282
    Yeah there should be farms. Guards in keeps need to eat. If you take a nearby farm, that should weaken them, simulating in a rough way what actually happens in a castle siege.

    DAOC Live (inactive): R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R6 Healer

  • GKermichilGKermichil Member Posts: 32
    Originally posted by Krullen
    Soon as you said burn the farms I thought of greifers chain burning and them being a wasted feature.

    If the crops ticked over at a certain time and they were valueable enough they could turn into a king of the hill area with all sides trying to own the farm for the crop proc/gather.

     

    It's not griefing to deny your enemy resources.  Just stop them from doing it.  That is what makes RvR meaniful.  You're not fighting for the next set of armor, your fighting for the protection of your realm.

    It also helps break up the zerg.  The zerg can't defend every mine, every farm, or every keep.  Small groups will be needed to raid, and small groups will be needed to prevent those raids.  The zerg will have its purpose.  Crushing a major fortification should only be able to be done by large numbers, but a realm that only zergs should see it's lands and homes burn behind them.

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  • NanulakNanulak Member UncommonPosts: 372
    Originally posted by HouseKermichil
    Originally posted by Krullen
    Soon as you said burn the farms I thought of greifers chain burning and them being a wasted feature.

    If the crops ticked over at a certain time and they were valueable enough they could turn into a king of the hill area with all sides trying to own the farm for the crop proc/gather.

     

    It's not griefing to deny your enemy resources.  Just stop them from doing it.  That is what makes RvR meaniful.  You're not fighting for the next set of armor, your fighting for the protection of your realm.

    It also helps break up the zerg.  The zerg can't defend every mine, every farm, or every keep.  Small groups will be needed to raid, and small groups will be needed to prevent those raids.  The zerg will have its purpose.  Crushing a major fortification should only be able to be done by large numbers, but a realm that only zergs should see it's lands and homes burn behind them.

    +1

    Nanulak

  • grimjakkgrimjakk Member Posts: 192
    Originally posted by grogstorm
    Originally posted by HouseKermichil
    Originally posted by Krullen
    Soon as you said burn the farms I thought of greifers chain burning and them being a wasted feature.

    If the crops ticked over at a certain time and they were valueable enough they could turn into a king of the hill area with all sides trying to own the farm for the crop proc/gather.

     

    It's not griefing to deny your enemy resources.  Just stop them from doing it.  That is what makes RvR meaniful.  You're not fighting for the next set of armor, your fighting for the protection of your realm.

    It also helps break up the zerg.  The zerg can't defend every mine, every farm, or every keep.  Small groups will be needed to raid, and small groups will be needed to prevent those raids.  The zerg will have its purpose.  Crushing a major fortification should only be able to be done by large numbers, but a realm that only zergs should see it's lands and homes burn behind them.

    +1

    Just flashed on the Barbarian's Birthday Song:  "May the candles on your cake burn like cities in your wake..."

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