There is a god! This is what I always wanted in a game...
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Current Status:
* Player housing
In the game at the moment almost every tester has their very own private home in which they can store their possessions. Players will be able to set their structures as public, private or even set up an entry fee. When going offline or leaving the area, they'll want to to assign at least one NPC from their households to handle things in their absence. These merchant NPC's can also sell the contents and buy things from shoppers if the owner so desires - so people can set up shops, workshops, arenas etc. |
You can charge admission fees! This is a great idea which I am sure will come in handy. So if we want to create a massive garden (people and come in and look for a small fee), etc.
The ability to change public and private, excellent. We can put the townhall, towers, barracks, etc. as private and set our npcs to attack on sight those that are not members.
The ability to have npcs sell stuff for you, sweet. This will make easier for those of us who could not be bothered or have grown to large to handle such transactions. They can even buy items specified by the master... :D
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| At the moment we're not letting anyone break into structures and rooms but soon, if there are no NPC's to guard it, break-ins will be possible in the non-policed areas (i.e. beyond the reaches of Roman law). There must be no NPC's guarding the structure before a break-in can be attempted however and so it's prudent for players to assign NPC's to guard their structures when they're not going to be around. Even in the safer areas, the number of guards assigned to someone's private residence is somewhat of a status symbol and is often a good indicator of how 'important' the owner is. |
This will make things interesting and also make it that much more difficult for people to steal from our store house and treasury. It also makes stealing from the townhall or barracks suicide B)
Crafting...
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| The crafting in Roma Victor is truly comprehensive and you'll find a huge amount of resources and components can be put together using the hundreds of skills in the game. Almost everything in the game world can be crafted. For example, having picked up a small wooden stick a player can use their knife to carve a notch in it, thereby crafting a simple handle. This handle could be combined with a sharpened blade to make another knife perhaps. The sharpened blade might come from some raw iron ore that has been smelted into a lump of iron in a furnace, cast into a flat strip in a forge, hammered into blade form at the anvil and then sharpened at a grindstone. As another example, flax can be grown, carefully harvested, left in a muddy retting pit to rot, taken out and dried, heckled into tow fibres with a comb, spun into twine at the distaff and then woven into a linen sheet at a loom. Grain can be milled into flour, which can be mixed with saltwater to form a basic dough, which when left out will go sour. Mix the sour dough with some fresh dough and bake it in an oven to make some bread. Of course a crafter's skill has a substantial effect on the quality of the components or products that they craft and this has a direct bearing on the economic viability of crafting as a whole. There is much much more to crafting but it's simply beyond the scope of this document - we just wanted to give some examples of the crafting activities going on in the game right now. |
While they make it sound that everything you see can be picked up and molded, that is not the case. I have to admit though that almost everything can be crafted one way or another, so I can offically say "There is a purpose now to all those rocks and other paraphernalia we have collected in our rpg experiances!"
Unfortunatly I do not know if you can custom create items, and how many different varieties there are.... -_-
Construction...
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| Construction is simply a glorified term for crafting big things! Construction involves more resources and components than crafting. Crafting usually requires a few resources and components, a stationary device (such as a forge, anvil, workbench etc.) and at least one tool of some kind. In addition to that Construction usually involves bringing large amounts of resources and components to the construction site. When building anything from a forge or an oven, up through simple buildings like roundhouses and simple stone huts, all the way up to temples, major buildings, bridges etc. you'll need to ensure you have all the necessary skilled labour and a good supply chain to finish the job. This almost inevitably involves other players and NPC's. |
Nice. This means that it requires many resources and will likely take a lot to make a wall or a temple. So we will not be seeing huge castles being made my a pc and a few npcs :) (Unlike some other games, who shall remain nameless <_< ). From what I understand they are aiming at that in order to build some of the bigger buildings you will need a variety of resources. Cool, this will help boost trade in RV as there will likely be no region containing all the ones you need.
This will open up merchants and merchant roods, as well as bandits, which thus lead to mercs being hired to protect the caravan. Which means that taverns and other places will have an increase in patrons. It keeps on going and going and going.
Decoration...
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| Buildings have been purposefully designed without much in the way of integrated decoration and this allows much more freedom for the players to furnish and decorate their households as they'd like. An ever-growing range of furniture, banners, statues, mosaics etc. lets players ensure that their home is both stylish and unique. |
Glad to see that we can put our own stuff inside instead of being forced with some generic crap. Hopefully there will be a wide selection of different types of decorations least my glorious estate look likes meth shed on the inside (Meth, lol, I think I will call you Bubbles from now on).
Clothing and Armor...
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| The broad range of clothing and armour, all of which is both historically authentic and appropriate is expanding all the time. Furs, hides, plant-fibre textiles, metals and alloys can all be crafted into wearable items and this natural diversity yields substantial variation in character appearances. |
Hopefully they are not boosting.