#End Game Settlement Mechanic

1 messages · Page 1 of 1 (latest)

vestal cloud
#

Proposal: Settlement Tasks as Late-Game Resource Sink and Community Content

Objective:
Introduce a late- to end-game system that creates sustained demand for resources, stimulates the in-game economy, and encourages community collaboration.

Background:
-Resource sinks are crucial for driving market demand in MMO economies.
-Example: In Albion Online, PVP gear loss creates constant demand for crafted equipment.
-In this game, settlements and empires already act as ongoing resource drains but will it be enough?

**Proposed System: "Settlement Tasks"
**
Overview:
-Far-off NPC empires periodically send high-level tasks to player settlements that have reached a certain development threshold.
-Tasks function as community-wide objectives requiring large quantities of specific resources.

Example Task:
"Deliver 5,000 Leather and 5,000 Cloth to Empire X within 7 days."

Participation Mechanics:
-Settlement leadership can post the task to their community.

Players contribute by:
-Gathering or crafting the required resources.
-Trading or purchasing from other settlements to meet the demand.

Rewards:
-Upon successful task completion, the settlement receives a small, permanent bonus.

Example: +0.05% crafting speed for a specific profession.

-These bonuses are incremental and stack over time, rewarding long-term investment and participation.

Benefits:

**Economic Stimulation:
**
Creates ongoing demand for core resources, supporting player-driven trade and production.

Community Engagement:
-Encourages collaboration within and between settlements.
-Provides clear, shared goals for player groups.

Settlement Prestige and Progression:
-Grants settlements long-term advantages that can attract new residents and crafters.

Scalability and Replayability:
-Tasks can vary in difficulty, resource types, and rewards.
-Systems can scale with settlement tier, maintaining relevance across stages of the game.

river veldt
#

Not sure about permanent buffs, but maybe long duration buffs, like week long, even month long would be cool.

wet gorge
#

Settlement progression already requires basically (almost with salt, mushrooms and ocean fish being the exception) every resource in a funnel up. With the lower tiers being the largest amounts needed, so even a newly started player can help.
Demand basically will never run out. I doubt we'll even see a T10 claim during EA with the occasional wipes being expected.

hearty crystal
#

every settlementlevel the area of it grows right? so how far away from another settlement do i have to be for the maxsize and what happens if someone put their too close to mine?

austere spire
#

has the potential to grow, not everyone will because of the hourly cost increase

hearty crystal
#

soooo if i make my settlement lvl 10 the size wont change automaticly? or what do you mean

austere spire
#

the owner and co-owners can claim single mini tiles using the build menu up to their allowed cap and shape the claim

hearty crystal
#

so when you upgrade the claim you get an incresed amount of ''allowed tiles''? i dident have a chanse to try out having my own claim. so i thought the claims were automatically a circle that expanded lol

austere spire
#

that would have been sad for everyone near the water

hearty crystal
#

yea thats why i was worried about people settleing close to me lol

normal timber
#

while i dont have a direct idea towards settlments, i do have a end game idea.

the proccess to get or use this im still thinking of, or you can think of something, but how about this..

once every month, a giant node of a special resource spawns somewhere, containing a massive health pool, 10? 100? million? this node stays for a week before ~mysteriously~ vanishing, anyone can contribute if they have the respective tool, and the reward is equally distributed across everyone who participated, making it a group effort into "damaging" the node as much as possible for more rewards dependant on how much health it lost.

or you can make this a player activated event too if a settlement is high level enough

wet gorge
#

Optimistically T10 is 10 months out. Realistically it will take over a year.
I wouldn't mind not getting wiped until then but I do think it will probably happen earlier.

wet gorge
#

To my knowledge there are two groups who have reached T6

#

The requirements keep on doubling up, so it slows down significant for the later stages

cerulean hearth
#

Some groups have t6,definitely. Were it not for the t4 berry crisis, probably even more