#Introducing Taverns: A Social Hub for Enhanced Gameplay

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mint kelp
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Expanding upon community interest in deeper farming and cooking mechanics, we propose an exciting new addition for BitCraft Online—Taverns.

Taverns would become lively social centers that offer additional bonuses to existing gameplay features:

Enhanced Dining Experience: Regular eating and drinking mechanics remain unchanged, but consuming food and beverages within a tavern provides special bonuses, significantly boosting the experience.

Satisfaction and Happiness Meter: Introduce a new happiness and satisfaction meter influenced by eating, drinking, and resting in comfortable beds. Tavern meals and drinks would grant doubled benefits to this meter.

Interactive Consumption: Eating meals, drinking beverages, and resting in taverns will require dedicated time, similar to crafting processes, enhancing immersion and strategic planning.

Increased Productivity: Higher happiness levels would notably enhance player productivity, offering:

Faster crafting times.

Improved movement speed.

Greater overall efficiency in various activities.

This approach enriches gameplay, turning taverns into essential hubs where players can socialize, relax, and significantly enhance their daily activities.

mint kelp
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We suggest introducing a tiered system for taverns, offering players richer experiences and strategic gameplay:

Tavern Tiers: Taverns could have multiple tiers, with higher-tier taverns providing access to superior quality food and beverages.

Distinct Tavern Benefits: Tavern meals and beverages would specifically enhance the happiness meter independently of regular food items, meaning regular food and tavern food provide different types of benefits.

Meal Cooldowns: Players wouldn't be able to continuously consume tavern meals without restrictions. A cooldown system would motivate players to strategically select higher-tier meals.

Happiness Bonuses: Higher-tier meals would offer more substantial bonuses to the happiness meter. For example:

Tier 1 meals could offer a 10% happiness bonus.

Tier 10 meals could offer up to a 100% happiness bonus.

Realistic Consumption Mechanics: Players must wait until their happiness bonus expires (reaches zero) before consuming another tavern meal, reflecting a more realistic approach where happiness benefits act independently from hunger mechanics.

This system deepens the immersion, encourages strategic choices, and provides compelling reasons to visit and upgrade taverns regularly.

hazy kestrel
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I like the idea of the Happiness as a result of social interaction, but I fear it could end up being something more like a "charging station" than a bustling tavern. I'm sure there are groups that might just use them to "charge their automatons" and then get back to work, so just another step in the crafting/gathering loop.

I also am sure there would be other groups that could definitely find ways to make that work better. I am not a big fan of minigames, but if being in the tavern to get Happiness involves some multiplayer minigames (would likely need bots too so people don't depend on waiting for other people to get a game going) that encourage interaction, maybe it does turn into a social area of the Settlement.

I know many people have asked for proximity voice chat. I absolutely think it should be at least an option you can toggle on, and potentially could make the taverns feel lively if you have many people in one building. And any player who doesn't want proximity VC can just turn it off.

mint kelp
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persona;;y i dont wanna hear randome ppl voices. i need to turn it off like a game music or sfx

worthy quarry
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I feel like you have the right idea for the taverns there would need to be incentives for people to use them these being catagorised into 2 parts 1 being fun interactions and 2 being gameplay. I feel like there should be a temporary health boost to sleeping in a bed or sitting down to eat perhaps? incentivising people to make small camps and travel stops like taverns and cafe's around the map

austere heath
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Maybe a sleep and logout mechanic where players get a "well-rested" boost for taking a break from the game? Boost duration can be set to an amount that encourages a healthy session and sleeping in beds can enhance the boost.

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Another idea for Inns and Taverns as a social hub could be for it to take on a bit of an adventurer's guild quest provider. Players can post jobs at the Tavern requesting specific goods or services that isn't available on the market