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Proposed Trade Routes by Dev.

mmoesportsmmoesports Member UncommonPosts: 161

https://forums.darkfallonline.com/showthread.php?407814-Trade-Routes

Hello

We would like some feedback on this feature that some of you might already know as "Trade Routes".

The initial idea, is that in several locations around the world, some structures are placed called Trade Routes.



When you interact with the "vendor", you can choose from a variety of items you can transfer to some distant land. This can vary from gold, to rare materials (we can exclude the most rare ones, or particular materials based on your feedback)

Then you choose the quantity. The bigger the quantity, the bigger the reward in the end, obviously. "Max runs" could also be rewarded with bonus items (house deeds).
A visible backpack will then appear on your back, indicating that you're on a trade route mission. You will no longer be able to teleport, but can still use mounts/ships etc.

If someone kills you, a ~70% of what you were carrying for the trade route, will appear in your grave.

The faster you deliver the goods, the bigger the reward. This will "force" players who want to get the maximum reward, travel through a particular path.

Rewards: The baseline reward could be a simple percentage% of what you are carrying in your trade mission. For example, if you carry 100 rares, you may get from 1% up to 20% depending on how fast you did the run. So that is from 1 up to 20 rares, depending on the speed. If maximum quantity was used (in the case of rares that could be 100), a global message could appear for everyone that somebody is attempting a "max run" at Faction X. This makes the run riskier, however if it is successful it could reward bonus items such as house deeds mentioned earlier


In the beginning, we can have different factions trading with each other only. The idea here is to tempt players take particular "risky" paths in order to attempt better rewards, where they can be ambushed by others.

Here is a very rough draft of how that could look like.



Note that a lot of the trade routes "pairs" or "factions", have the sea as the quickest way. This is to promote usage of seas and naval combat.


Timers: These could go live every hour, so there is always some potential Trade Route you could attempt, going "live" soon.


----

Enhanced version:

Trade Routes could be deployable structures placed anywhere in the world. You could place the start and the end, however there should be several restrictions and other gameplay elements:

They must be at least X tiles apart.
If the "run" goes through at least X sea tiles, bonus reward is added.
If the "run" goes through X danger zone 5 tiles, bonus reward is added.

Starting a run could place a world marker on the map, indicating beginning/end
..other restrictions based on your feedback...


Note that we could start with the "simple" version, and on top of that add the 'enhanced' version later.

Comments

  • eHugeHug Member UncommonPosts: 265
    There was something like that in Archage. It got boring really fast, even if you ignore that such a themepark feature doesn't really fit in DFUWs new "sandboxy" vision.
    LFG!
  • mmoesportsmmoesports Member UncommonPosts: 161
    Originally posted by eHug
    There was something like that in Archage. It got boring really fast, even if you ignore that such a themepark feature doesn't really fit in DFUWs new "sandboxy" vision.

    Good point.   They are taking input before finalizing it.

  • d_20d_20 Member RarePosts: 1,878
    Wasn't there something like this in the original DF? I can't remember exactly, but it doesn't seem like a lot of people participated. Maybe they thought the rewards weren't good enough.


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