Arelith's looming homeless crisis
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Arelith's looming homeless crisis
With the player limits per server raised to 250, a few thoughts arise:
1. What is the PC capacity on average for high-population areas? For example, dungeons seem to be able to comfortably support one group of four players per area. What's this limit for areas in which PCs buy and sell, and craft? Same for houses? City centers?
2. With all the requests for expanded housing (more quarters per area, more quarters in castles, etc), would the developers consider adding more areas with bunkbeds and bunk housing? So far, the only quarters with this design that come to mind would be the barracks set aside for settlement guards/militias.
3. With the examples of Skal and Sencliff, are there plans to add more large-scale islands that have a possibility for more settlements on them? The ship system has added a variety of islands to explore, but these are, with the exception of the afformentioned areas and Raven's Landing, dungeons to grind instead of places to live on and settle.
4. The deleted gypsy camp from before the revised Cordor map used to serve as a high-capacity housing area, with tents (while not quarters per se) serving as a reasonable place for people to settle and live. Does Arelith have any large, open-ish space that could serve the same function (a second gypsy camp, or a place for people to put down tents and live)?
1. What is the PC capacity on average for high-population areas? For example, dungeons seem to be able to comfortably support one group of four players per area. What's this limit for areas in which PCs buy and sell, and craft? Same for houses? City centers?
2. With all the requests for expanded housing (more quarters per area, more quarters in castles, etc), would the developers consider adding more areas with bunkbeds and bunk housing? So far, the only quarters with this design that come to mind would be the barracks set aside for settlement guards/militias.
3. With the examples of Skal and Sencliff, are there plans to add more large-scale islands that have a possibility for more settlements on them? The ship system has added a variety of islands to explore, but these are, with the exception of the afformentioned areas and Raven's Landing, dungeons to grind instead of places to live on and settle.
4. The deleted gypsy camp from before the revised Cordor map used to serve as a high-capacity housing area, with tents (while not quarters per se) serving as a reasonable place for people to settle and live. Does Arelith have any large, open-ish space that could serve the same function (a second gypsy camp, or a place for people to put down tents and live)?
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Re: Arelith's looming homeless crisis
There's not a shortage of houses in my experience, there's fierce competition for what are deemed "Good" houses. As little as 2 days ago there were 4 open apartments in the Treadstone, 2 open vaults in Sharps, and 3 open vaults in the Fool's Clover. The housing is there, but players want The Big Houses, so they compete.
Guildhalls and the castles are also generally vastly underutilized because people don't want to be tied to a place they don't personally control and could get kicked out of based ona faction going under, an electrion changing, or losing an auction. People like long term stability and moving on their own terms.
Guildhalls and the castles are also generally vastly underutilized because people don't want to be tied to a place they don't personally control and could get kicked out of based ona faction going under, an electrion changing, or losing an auction. People like long term stability and moving on their own terms.
Re: Arelith's looming homeless crisis
Some areas are ages old. But rework takes time.
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Re: Arelith's looming homeless crisis
Aye, but what happens when even the substandard housing runs out? How much growth do the developers expect Arelith to sustain?
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Re: Arelith's looming homeless crisis
I've just made a suggestion about guild houses in the suggestion thread that I think would help with this.
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Re: Arelith's looming homeless crisis
People want beds and a place for their personal fixtures, not just a storage chest. At least I value Cordor's Commons higher than a random Inn room or a vault. And there is a lack of that - proper houses with proper bedrooms.
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Re: Arelith's looming homeless crisis
a good place for more housing might be adding on another floor or two to the mayfields, similar to the design of the skaljard lodge and the enormous amount of quarters it holds.
Re: Arelith's looming homeless crisis
This.TimeAdept wrote: ↑Fri Aug 10, 2018 4:25 amThere's not a shortage of houses in my experience, there's fierce competition for what are deemed "Good" houses. As little as 2 days ago there were 4 open apartments in the Treadstone, 2 open vaults in Sharps, and 3 open vaults in the Fool's Clover. The housing is there, but players want The Big Houses, so they compete.
Guildhalls and the castles are also generally vastly underutilized because people don't want to be tied to a place they don't personally control and could get kicked out of based ona faction going under, an electrion changing, or losing an auction. People like long term stability and moving on their own terms.
Some more houses to account for the pop influx and return us to baseline should be in order, but the focus should really be on promoting organized RP with better/more guildhouses. After all, Arelith is not a "life simulator" in that sense and it's not necessary that every character have a private home. It ought to be, in my opinion, that locking down server property is more the realm of factions than individuals.
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Re: Arelith's looming homeless crisis
Exactly, nothing is worse then suddenly finding out you are locked out of your quarters and you have no idea who the new owner is. the Darkheart grove really could use a few huts or caves.TimeAdept wrote: ↑Fri Aug 10, 2018 4:25 amThere's not a shortage of houses in my experience, there's fierce competition for what are deemed "Good" houses. As little as 2 days ago there were 4 open apartments in the Treadstone, 2 open vaults in Sharps, and 3 open vaults in the Fool's Clover. The housing is there, but players want The Big Houses, so they compete.
Guildhalls and the castles are also generally vastly underutilized because people don't want to be tied to a place they don't personally control and could get kicked out of based ona faction going under, an electrion changing, or losing an auction. People like long term stability and moving on their own terms.
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Re: Arelith's looming homeless crisis
Time to rebuild Benwick and Wharftown? :}
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Age: 45
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Re: Arelith's looming homeless crisis
There's a lot of people who just want storage though and only buy a quarter for that reason. How many quarters out there are solely used to dump heavy raw materials for for crafting and see no RP whatsoever?ltlukoziuz wrote: ↑Fri Aug 10, 2018 7:12 pmPeople want beds and a place for their personal fixtures, not just a storage chest. At least I value Cordor's Commons higher than a random Inn room or a vault. And there is a lack of that - proper houses with proper bedrooms.
I think the settlement storage update could alleviate things a bit. I am fine with housing being a luxury and maybe it should be even more expensive than it is as long as every character is able to offload a fair amount of heavy items somewhere.
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Re: Arelith's looming homeless crisis
The only name i recognize was Sharps. What about commonly accessible surface areas? I don't want a big house lol arelith has always had a partial homeless problem. I think that is why citizen storage system was added.TimeAdept wrote: ↑Fri Aug 10, 2018 4:25 amThere's not a shortage of houses in my experience, there's fierce competition for what are deemed "Good" houses. As little as 2 days ago there were 4 open apartments in the Treadstone, 2 open vaults in Sharps, and 3 open vaults in the Fool's Clover. The housing is there, but players want The Big Houses, so they compete.
Guildhalls and the castles are also generally vastly underutilized because people don't want to be tied to a place they don't personally control and could get kicked out of based ona faction going under, an electrion changing, or losing an auction. People like long term stability and moving on their own terms.
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Have not played for over a year, thinking of returning again
Have not played for over a year, thinking of returning again
Re: Arelith's looming homeless crisis
The Fool's Clover is in Cordor.
Re: Arelith's looming homeless crisis
Even bad quarters are in shortage, most of the time I check Cordor for available quarters, the only free ones are inside guilds.
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Re: Arelith's looming homeless crisis
Right, but the problem is that Arelith is expecting to grow, with the player-cap more than doubled, and even the current housing doesn't seem sufficient. The only places that appear available are either guilds, hard to find (unofficially named?), or were invented in the past year or so.
Another problem arises in Arelith's projected growth is in its dungeons. When Arelith starts getting over 100 players per server, how often will more dungeons and content be added?
Another problem arises in Arelith's projected growth is in its dungeons. When Arelith starts getting over 100 players per server, how often will more dungeons and content be added?
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Re: Arelith's looming homeless crisis
The writ system could use more missions and variety. There are a fair amount of low and mid level areas that arent even assigned writs and more patrol writs can be added too, so I don't think new lvl 1-20 areas need to be created necessarily.
Epic content might need a little love especially as it gets easier to reach those levels. There's still a lot of it that's rarely seen and maybe more reason to visit different areas could be considered.
Of course new areas are always welcome if a Dev is inspired!
Epic content might need a little love especially as it gets easier to reach those levels. There's still a lot of it that's rarely seen and maybe more reason to visit different areas could be considered.
Of course new areas are always welcome if a Dev is inspired!