Post by quicklite on Jul 24, 2013 2:32:38 GMT -5
@gb, I like your idea, but I feel like it's a completely different take on building. So, I'll just go over both our things in detail, in a pros-and-cons-ish fashion. Because hey, that'll help put things in perspective, and we might be able to draw some sorta compromise from that.
For the record, I'm gonna try not to be biased towards myself, but if I am, please call me out.
My idea
Pros
-Encourages co-operation: As stuff is such a pain in the ass to create, you need to work together to make what you want.
-Satisfactory rewards: After piecing together a facility, you get visible, awesome-looking, directly useful rewards which you can actively enjoy a heck of a lot more than a series of de-buffs, thus avoiding the 'grey goo' problem.
-Fits perfectly with the item system: Since starting, finishing, and then upgrading facilities is all tied in with the current dropabble item system, it will help tie building and construction into finding items, trading, and the item marketplace.
Nice sense of progress: Since you are crafting together pretty friggin big facilities, you get the feeling that you are helping with a massive project, giving you a sense of accomplishment as you piece the facility together.
Cons
Tedious as hell: Although you are technically supposed to work together to achieve this, and you are technically working on different pieces, there's a high chance that it'll just boil down to a fancier-looking version of the current facilities: Takes a while, and you really don't wanna bother when you can just dump them elsewhere for faster results.
What about gridshards?: This one is simple: if gridshards are lost on death, and you need items and gridshards to effectively build, then what do you do if you have the gridshards, but not the items? Drop everything and begrudgingly put your hard work into something else? Make an alt to save your gridshards? Try not to die? Jeez, these are sounding stupider by the minute
Encourages selfish behaviour: "So, you 20 guys seem to be working hard on this facility, eh? Oh, what's that? You need an item to finish it off? Just like the one I have here? Well, I should be a helpful player and help finish this, but since I do own the item...one of you guys better hack up 70 coins :3." <--This could happen. It might not happen, especially with the current community, but it definitely could.
Disrupts the flow of the game: There are 2 main problems with the current facility system: 1) The results from building facilities are there, but barely visible, not that much fun, and not experience-enhancing by any means. Although this idea covers 1) pretty well, it falls behind on 2): In a game like this, where you can do what you want, at your own pace and time, with a feeling of constant movement and progression, you do not want to spend your time dumping stuff into sockets. Which is why people prefer to just dump their shards into the single city center socket, rather than 10-20 facility sockets. Although sockets would be tougher to fill here, there would still be a walk to your chosen facility, and then the wait to choose what sockets to work on, and then the wait after that as your tank does the dumping. Although it isn't that long a wait, it definitely leaves a significant dent in the experience.
GingerBear's idea
Pros
Fast: There is a build mode button in the city. All you need to do is click on that button, click on your facilities of choice, deposit your licenses, and then watch as the results of your efforts appear all around you. It doesn't 'disrupt the flow' like my idea, doesn't involve any tedious movement or dumping processes, it just happens.
Makes you feel real important: The ability to just press a few buttons and cover a good chunk of town with colorful facilities makes you feel like you are generally contributing to the success of the whole server, and that you are really changing things, and that I can appreciate.
Easy Customization: Since you have everything in display and at your mercy, you can really pick out the exact facilities you want to build, and the exact ones you want to aim for, giving you a nice short/mid-term, in-game 'plan' build-wise.
Still some room for impressive facilities: Especially with the upgrading and progression system of facilities, you can still craft up some really game-changing facilities if you wanted, so this change doesn't necessarily mean 'no cool, big ones'.
Cons
Building big, cool, facilities will be no less tedious: Okay, so you can spit out legions of little facility things. This encounters the 'grey goo' problem addressed by amit and rob. But you can also customize and build and upgrade for bigger ones, but I still feel like this will be pretty annoying. If you're gonna give people choice, give them all the choice. Don't say 'Hey sure, you can build this...as long as you build 100 of these first, no matter if you actually like what they do'. I mean, once you're done perfecting your tree, cranking out the necessary small ones for said tree, finally getting the more complicated ones, then getting the materials for that (let alone upgrade it to a status of 'game-changing' usefulness), you would have spent a lot of time, and you would still have a grand total of...1 cool facility, as well as a large swarm of other, smaller, de-buffy ones which you may or may not have wanted.
Almost no co-operation involved: You can't help people here, nor can you really team up with people to build a group project. Everything is dictated by yourself, and there is really no room for compromise (facilities of different types damages that ideal tree of yours, not to mention taking up precious facility space) which would not only contradict the 'teamwork' style of grid, but it would also lead to the headbutting of players whose ideas collide, simply due to the fact that they can't fit together 99% of the time, because everybody is forced to do their own thing.
Items aren't really involved: Okay, building licenses are picked up often, but they can't be melded, traded, swapped, stashed, or really used in any other way than spent. As rob asked that he'd like any building features to be tied into the item system at least somewhat, I think there should be something that connects building licenses to the item system, at least somewhat.
Not much room for innovation: Since everything has to be tied to the same old de-buffs, it would be hard to really break off and do something completely original, and even if this was done, it would involve a lot of stages and a lot of tediousness, both on the part of the devs and the actual players. I think that if someone wants to do simple, they can go ahead, and that crazy should be harder, but I also think that if someone wants to go crazy, if someone sees something really cool and unique and thinks 'dang, I wanna make one of those!', they should be able to do so right off the bat, given the quick, easy, convienient, flow-like style of this idea.
Well, that's my thoughts, anyhow. If a few of the cons were mis-guided, feel free to point out how. Anyways, my idea would to be to try and make some sort of combination of the 2: Not sure how that would work, but I think it could work, and it would be fun to capture the best of both worlds.
For the record, I'm gonna try not to be biased towards myself, but if I am, please call me out.
My idea
Pros
-Encourages co-operation: As stuff is such a pain in the ass to create, you need to work together to make what you want.
-Satisfactory rewards: After piecing together a facility, you get visible, awesome-looking, directly useful rewards which you can actively enjoy a heck of a lot more than a series of de-buffs, thus avoiding the 'grey goo' problem.
-Fits perfectly with the item system: Since starting, finishing, and then upgrading facilities is all tied in with the current dropabble item system, it will help tie building and construction into finding items, trading, and the item marketplace.
Nice sense of progress: Since you are crafting together pretty friggin big facilities, you get the feeling that you are helping with a massive project, giving you a sense of accomplishment as you piece the facility together.
Cons
Tedious as hell: Although you are technically supposed to work together to achieve this, and you are technically working on different pieces, there's a high chance that it'll just boil down to a fancier-looking version of the current facilities: Takes a while, and you really don't wanna bother when you can just dump them elsewhere for faster results.
What about gridshards?: This one is simple: if gridshards are lost on death, and you need items and gridshards to effectively build, then what do you do if you have the gridshards, but not the items? Drop everything and begrudgingly put your hard work into something else? Make an alt to save your gridshards? Try not to die? Jeez, these are sounding stupider by the minute
Encourages selfish behaviour: "So, you 20 guys seem to be working hard on this facility, eh? Oh, what's that? You need an item to finish it off? Just like the one I have here? Well, I should be a helpful player and help finish this, but since I do own the item...one of you guys better hack up 70 coins :3." <--This could happen. It might not happen, especially with the current community, but it definitely could.
Disrupts the flow of the game: There are 2 main problems with the current facility system: 1) The results from building facilities are there, but barely visible, not that much fun, and not experience-enhancing by any means. Although this idea covers 1) pretty well, it falls behind on 2): In a game like this, where you can do what you want, at your own pace and time, with a feeling of constant movement and progression, you do not want to spend your time dumping stuff into sockets. Which is why people prefer to just dump their shards into the single city center socket, rather than 10-20 facility sockets. Although sockets would be tougher to fill here, there would still be a walk to your chosen facility, and then the wait to choose what sockets to work on, and then the wait after that as your tank does the dumping. Although it isn't that long a wait, it definitely leaves a significant dent in the experience.
GingerBear's idea
Pros
Fast: There is a build mode button in the city. All you need to do is click on that button, click on your facilities of choice, deposit your licenses, and then watch as the results of your efforts appear all around you. It doesn't 'disrupt the flow' like my idea, doesn't involve any tedious movement or dumping processes, it just happens.
Makes you feel real important: The ability to just press a few buttons and cover a good chunk of town with colorful facilities makes you feel like you are generally contributing to the success of the whole server, and that you are really changing things, and that I can appreciate.
Easy Customization: Since you have everything in display and at your mercy, you can really pick out the exact facilities you want to build, and the exact ones you want to aim for, giving you a nice short/mid-term, in-game 'plan' build-wise.
Still some room for impressive facilities: Especially with the upgrading and progression system of facilities, you can still craft up some really game-changing facilities if you wanted, so this change doesn't necessarily mean 'no cool, big ones'.
Cons
Building big, cool, facilities will be no less tedious: Okay, so you can spit out legions of little facility things. This encounters the 'grey goo' problem addressed by amit and rob. But you can also customize and build and upgrade for bigger ones, but I still feel like this will be pretty annoying. If you're gonna give people choice, give them all the choice. Don't say 'Hey sure, you can build this...as long as you build 100 of these first, no matter if you actually like what they do'. I mean, once you're done perfecting your tree, cranking out the necessary small ones for said tree, finally getting the more complicated ones, then getting the materials for that (let alone upgrade it to a status of 'game-changing' usefulness), you would have spent a lot of time, and you would still have a grand total of...1 cool facility, as well as a large swarm of other, smaller, de-buffy ones which you may or may not have wanted.
Almost no co-operation involved: You can't help people here, nor can you really team up with people to build a group project. Everything is dictated by yourself, and there is really no room for compromise (facilities of different types damages that ideal tree of yours, not to mention taking up precious facility space) which would not only contradict the 'teamwork' style of grid, but it would also lead to the headbutting of players whose ideas collide, simply due to the fact that they can't fit together 99% of the time, because everybody is forced to do their own thing.
Items aren't really involved: Okay, building licenses are picked up often, but they can't be melded, traded, swapped, stashed, or really used in any other way than spent. As rob asked that he'd like any building features to be tied into the item system at least somewhat, I think there should be something that connects building licenses to the item system, at least somewhat.
Not much room for innovation: Since everything has to be tied to the same old de-buffs, it would be hard to really break off and do something completely original, and even if this was done, it would involve a lot of stages and a lot of tediousness, both on the part of the devs and the actual players. I think that if someone wants to do simple, they can go ahead, and that crazy should be harder, but I also think that if someone wants to go crazy, if someone sees something really cool and unique and thinks 'dang, I wanna make one of those!', they should be able to do so right off the bat, given the quick, easy, convienient, flow-like style of this idea.
Well, that's my thoughts, anyhow. If a few of the cons were mis-guided, feel free to point out how. Anyways, my idea would to be to try and make some sort of combination of the 2: Not sure how that would work, but I think it could work, and it would be fun to capture the best of both worlds.