#In-depth Game Dis, Future, Opinions

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ashen flare
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Hope that this can help lead on to more in-depth talk of the game in its stage of development. Also hope this can answer more questions as time goes on to share knowledge and experiences within the MMORPG community.

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As exploration will be a huge factor of the game having key features to aid in exploration will be very important. Tools. Skills. Types of additional aid.

Surveying land for resources. Zoning for different types of purposes such as agricultural means and of course building to begin a small town development.

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Traveling - Having the proper gear for weather conditions. Stamina growth and strain. Using consumables produced by players to defy the elements and keep the player alive and healthy. Type of cargo, backpack, inventory reduces stamina and speed. Planning ahead for your travels. Creating personal or community waypoints (rest stops) player built areas for explorers to gather by a campfire or a cabin of sorts to regain stamina depletion, health and or conduct trade. Possibility a trading post. Constructing roads within community's and or a trade route development from one town to the next built by players.

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Gathering - As many MMO have their own ways of gathering the most simple way is a node of a resource to take from to obtain whatever item from that node.

My opinion would be to have (if possible) randomly regenerated nodes or "pockets" across XYZ to keep surveys useful. Keeps people from tracking timed resources and locations so as to keep toxic players from building around or hoarding one specific resource to monopolize. This gives new gatherers the same level of opportunity as veterans. Also in-depth to gathering having the proper tools to gather that resource. This is not to say that it wont let you gather. Yes you can still "attempt" but depending on your gear, skills level, even environmental factors give you X% of obtaining Y and or Y High grade. This keeps gathering entertaining, challenging, and fulfilling. If everyone is gathering everything and there is no reward but the item itself gathered then value of that item becomes worthless.

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Crafting - Im hoping this is a huge factor in this game and also one of the most challenging! Im speaking of opinion for this but I could craft 8 hours a day and never get bored when it comes to creating items for others.

Lots of games have crafting so simple and boring I need 1 of this 1 of that and bam i made 1 of those. No the fun the challenge the reason to even create something is gone. I believe if you factor in the same similarities as i mentioned before with gathering it will be a better outcome. Of course gathering and crafting is not for everyone that's why there's so much to do in an MMORPG.

So we factor in skill level type of gear you have equipped and we can even factor in type of crafting station to give us a formula of how we craft our item. Not just a skill number but using actual skills to forge a piece of equipment or mixing up a potion. Equipping the correct gear and of course different gear levels for different crafts. We wouldn't use a blacksmith hammer to make a potion and you cant just craft something just because you have the items you need the tools! If you craft 10 pieces of gear and 5 fail 2 became high grade items and 3 were regular items the value of putting in the work becomes worth it.

Maybe a profession as an architect of sorts. Creates blueprints to sell trade or give to crafters to create a special type of item. Or you have that Indiana Jones type who likes to seek out those relic treasures and the architect can decode them to help make their blueprint!

static lance
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Since it is a MMO there will at some point be a lot of people in one city who attempts to sell the same thing, this might be good for competition between the markets/shops. But at the same time at one point there will be people in the city who is way better at producing food than others. This might naturally solve itself if players build early-game/cheap shops at the towns outer sides, while the high-end game foods only can be bought from the old shops in the heart of the town.

Well my point was... That instead of the above there could be multiple uses for the same resource. For example the berries could be used for wine, jam or as an ingredient for a meal all which could spawn at least three different shops if the profession of cooking is that branching that specialisation is possible in a certain profession.

ashen flare
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One resource having multiple uses is great im sure they'll do something like that. Even minerals have tons of multiple uses. It comes down to how often it spawns and the accessibility. That's why I was saying hopefully they can conquer a way to make resources still have value but also prevent a monopoly. One big world where 1000 people are in an empire built over gold and some new players trying to get that resource would be impossible unless they pay a ridiculous price or just go without. That's the big issue i see with only one server where whoever joins Day 1 and plays 24/7 wins. Regular folk are done for.

sullen kernel
# ashen flare Traveling - Having the proper gear for weather conditions. Stamina growth and st...

I love the idea of traveling and needing to meet it's needs. From the trailer I can see that the main protagonist needed to travel far to get to a pillar emanating a beam of light into the sky that seems to be connected to the magic of the land. Climbing and rope was a thing in the trailer and I am curious to see what other things will be needed for travel.

Many people want to settle down and build huge towns but I am curious if we need to chase these lights and if having a nomadic lifestyle would be more beneficial.

low hedge
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Even leaving behind 'abandoned' camps as you go ( with maybe a small cache of useful items ) to make explorng/travelling easier for those who follow your path ๐Ÿ™‚

sullen kernel
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That would be cool. Then I wont have my minecraft problem of having too much... xD
I'd rather be nomadic with a few close friends than sit with a large town..

Im worried about space. if people build so big and around other people. Would there start to become a space crisis..

low hedge
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if you get too many close neighbors , you could always move out into the wilds and wander into town for supplies on occasion ๐Ÿ˜„

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with the world being proceduraly generated though , running out of room shouldn't be an issue .

sullen kernel
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I know.. but I am curious how spawning will be and where people will settle..

ashen flare
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Great feedback! The difficulty of appeasing every single style of play will be super high but you can only do so much. Im just glad they are open to try and bring something a bit different to the table.

As far as space goes i believe or hope they can iron that out by creating zoning. Example would be creation of a small town has X block space to work with but when upgraded to a big town it now has Y space. Combing that town with an empire unlocks Z space with X and Y. Also giving whatever amount of room from other players neutral towns. They will have to apply something to this idea to prevent over building on resources. I'm sure certain zones will be unavailable to build on or around. We cant have people taking over ancient relic dig sites and destroying what could be lore to the game.

low hedge
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I'd imagine ( like most games ) that some will strike out for the wild spaces , but most new folk will settle fairly close to where they spawn in .

Really depends on how , as you say , players first spawn in the world ( random or a set spawn area for all )

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Even not building by the spawn area being a rule or not crowding your neighbor being one will not prevent that sort of thing . Though I would hope you could at the very least keep somebody from building in your garden ๐Ÿ˜„

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I see this all the time in public worlds on Creativerse , even when the world rules are clearly posted ๐Ÿ˜„

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though of course those maps are big , they are limited being premade

ashen flare
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Yeah were going to have trolls either way trying to bring down other players gameplay and prevent progression. I just have to hope they counter that from the start or come up with a game plan for when that does happen

low hedge
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yarp

low hedge
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Q: How many "Servers" (game worlds) will there be?
A: BitCraft is a single massive world hosting all players.

Q: How many players can the BitCraft world hold?
A: There is no hard upper limit on how many players can enjoy BitCraft. The server design enables the permanent addition of more land once it gets too crowded. Reaching these new areas can become a long journey for older players but it will stay possible for all players to interact.

This looks like the world will be on several servers , even though it is only one world for every one ( or at least that's how I read the second bit there about land expansion as the world get populated ) though I could of course be wrong ๐Ÿ˜„

ashen flare
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Well im hoping they release multiple servers or a way to have private servers and if not at least figure out a way to make it even so if i play for 2 years and some new player joins they can still get good experience like i did from the start

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Hard to keep up with general chat and the misunderstandings

low hedge
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yeah it is pretty nuts in there ๐Ÿ˜„

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Personally any sort of property protection would be nice as long as it is implemented well .

sullen kernel
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One thing I liked about trove...

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Weird voxel game but your homestead was in this cube and you could summon it to any homestead... and while you were offline you took up no space...

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to me that was genius...

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idk how bitcraft will handle land and building..

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Will people space themselves out

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or will people be greedy

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Will it still be there when people log out?