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Would you return to play Darkfall Unholy Wars if AV implemented a local banking system (with global gold)? I'm not sure if this subforum will get enough traffic to provide a clear indication though.
If you voted no, please let me know what if anything would bring you back? I personally believe local banking is the single best thing that AV can change to improve the game that would bring people back.
Of course, you couldn't just flip a switch and bring in local banking. You would need to add and adjust many things which I will address below:
1) Local Banking
I believe local banking to be the single greatest thing, if implemented, that would improve Darkfall. It is also probably one of the easiest to implement but will still require some development work to add some things to make local banking shine.
Local banking provides meaningful pvp and promotes local and regional conflict. Forging alliances will require more thought and strategy as you will want to shorten your war supply lines.
Local banking will also help improve the economy. Wouldn't it be cool if you saw that the price for neithal wood was a lot more cheaper in Okrim but way more expensive in Sanguine, so you bought it all up and transported it down to sanguine for a healthy profit? However there is risk to the reward. People know that their is a steady stream of goods is making its way between two points so those areas are littered with brigands. Maybe a guild makes a weekly trek for protection in numbers. Maybe spies inform the enemies. So much intrigue and pvp is spun off this point that I could go on but I hope you can see it.
Things that need to happen to make local banking work:
I) Restrict runestones and shards from working on people that are overburdened. Portal chambers would work as normal.
II) Add pack mules and craftable wagons to allow for the carrying of more weight
III) Roads should provide a speed bonus
IV) Boats should have vast storage cargo holds to allow for large shipments.
V) As part of local banking, I do not believe a captured city should lose you your bank. A workaround would be that a captured city would have your bank loot automatically transferred to the nearest chaos bank.
VI) Armour and weapons would have their weight increased
VII) Cut down the drop rate on shards and runestones
2) Alignment System
I would push for an alignment system similar to Eve and improve upon the mistakes made upon Darkfalls first iteration of alignment.
You start blue and upon X number of kills (X can be determined by the community) then you go red. When you hit someone you turn grey. You only lose alignment upon gank. If you attack someone you go grey and if you kill one person you are neutral and stay grey. No alignment hit if you are at war with someone and they can be killed anywhere. However, war costs money and there should be an upkeep cost to remain at war with a clan.
If you are blue then you can enter the lone starter city of Sanguine which will naturally be the trade capital . No one can be attacked within the city limits and the few surrounding mobs. The other cities will be neutral cities and you can be attacked but towers will zap the person who hit first and only blue and grey people can enter. Red people will have a few chaos cities and chaos stones enter.
Certain prowess and gold gaining incentives for being blue. No penalties for being red other than city entering restrictions. More details can be discussed with the community at a later point.
3) Sandbox, sandbox, sandbox
I strongly support sandbox features. Give us the tools and let us play. With that in mind I would see if its possible to have housing removed as a lottery item and instead make them craftable. I would like to see them placeable anywhere, but I doubt that would be possible. But at least we could make the housing items inside all craftable. I would also bring back player merchants.
I would not support features that take away from open world pvp and am strongly against adding a pvp arena.
4) Hamlets should have access to all the crafting stations. The downside and danger is there are no walls.
5) Further localization of resources. For some resources, I want only obtainable from one mob location. For example, the Leenspar Golem on Yassam could be the only mob in the gam that will drop leenspar wood, but the leenspar golem on ruby would drop leenspar cloth. I also want some of the easy mobs spawns replaced with harder more profitable spawns. A lot of the mob spawns would need to be reorganized.