The Apocryphal Strategist
Milesian
System
Gold:
Narrator
Tactician
Guild:
Apocrypha
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Post by Murasaki on Sept 19, 2015 3:27:14 GMT
Renovation of the Housing System is something on my to-do list. I'd like to request for the following. I'll likely try to implement whatever I can but I will not give any guarantees. One of the most important factors that I will take into consideration is whether an idea requires extensive upkeep or not. If you think you have reasonable ideas or would like to discuss others' ideas, please reply.
- Furniture: What kinds of things do you want to see in your personal or guild house? List a few of the things you'd like. You could list some item names as working concepts, ex: Or you can go more detailed in descriptions:
- Room Types: Are there any types of rooms not on this list that you want added?
- Assorted Feedback: I'd like to hear comments on what you think having personal housing should allow you to do. Do you want NPC Servants or workers? How would you hire or maintain them? Extra systems available for housing, such as Farming, Fishing, Gardening?
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Post by Deleted on Sept 19, 2015 3:50:11 GMT
Here, have this list of NPCs that I made.
Olga - Person of the Land Gender: Female Age: 57 Subclass: Housekeeper For Hire Ad: "Olga will clean house better than anyone. Trust Olga. Olga will do anything but no diapers." Description: Olga is a middle-aged, humorless woman with a thick accent. No one is quite sure where she picked it up or where she came from, exactly. She has a large, rounded body with short legs. Some wonder how she manages to support her mass on such stubby limbs. She smells a bit like vinegar but she's good at her job. She is prompt and expects others to hold up their end of an agreement. She always speaks in the third person although her words are few and far between. She hates children, animals, and anything you might call "fun".
Emma - Person of the Land Gender: Female Age: 19 Subclass: Housekeeper For Hire Ad: "Hello! I'm Emma and I would love to help keep your house looking it's best. I'm multi-talented and I have a passion for cleaning. I can guarantee your house will look better than before!" Description: Emma is a wide-eyed and ambitious teenager with curly sandy brown hair. She's good enough at her job but often times her promises are greater than her abilities. She's about as average as they come - she doesn't intend to make this her career, she just wants to save up some money for now. She's very talkative and will tell you all about her dream of being an Adventurer someday.
Sam - Person of the Land Gender: Male Age: 27 Subclass: Housekeeper (Gardener focus) For Hire Ad: "Never let your garden go unwatered! Let me do the dirty work for you weeding and maintaining your beautiful flowers, herbs and more." Description: Sam is tall and lanky with messy auburn hair and a dark tan. He is passionate about working outdoors, specifically in the garden. He's spent a bit too much time reading about it, though, so be careful he doesn't snatch you away into a conversation to explain the benefits of earthworms. He can do other things around the house but good luck pulling him away from the dirt.
Alfred - Person of the Land Gender: Male Age: Unknown, estimated to be at least 70. Subclass: Housekeeper For Hire Ad: "Please allow me to have the honor of serving you and your family. I will do everything in my capabilities to make your experience in your home more comfortable and enjoyable." Description: Alfred is the perfect old gentleman. He has silver hair and kind, wise gray eyes. He stands with perfect posture and easily blends into the background so as to not disturb others while he goes about his work. He treats all of her employers will the utmost respect, referring to them as 'miss', 'sir', or 'ma'am' where appropriate.
Tyler - Person of the Land Gender: Male Age: 23 Subclass: Housekeeper (Chef focus) For Hire Ad: "You haven't tasted cooking until you've tasted Tyler's. Whether you're looking to cook for one or twenty, think of me next time. I'll whip up something that will wow you!" Description: Tyler loves the kitchen and cooking. Sometimes he gets a little too creative with his ideas and it just doesn't turn out quite right, though. He's very over confident in his abilities. He also has a lack of respect for "personal space" and will often place his hands on others while talking to them. He's overly friendly and quick to invade your space but does not touch others inappropriately or with desire.
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Dwarf
Inactive Player
Gold:
Alchemist
Sigilmaker
Guild:
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Post by Fletcher on Sept 19, 2015 3:53:49 GMT
When looking at how Final Fantasy has done housing in their MMOs, a few things come to mind. From the XI days, you had a small room which functionally didn't really do anything aside from being a place to recieve deliveries and store items. There were trinkets you could place in this area to customise it, but these were mainly aesthetic things like beds and alike; events later introduced things that would play music or miniature statues of raid bosses and alike, almost like trophies of your feats in the game. Things like this could be cool, and could work in line with the Celestial Arms event in that you could have a miniature version of the boss's head on a plaque to hang in your custom house. Whether or not you want this to have effects like (Bonus damage to Water element enemies +5%) or whatever is going to effect how much of a push you want to have people owning their own space.
FFXIV handled things similarly to how Log Horizon describes Guild Halls as a big shared space you could add stuff too. This is mostly covered by the room types, as in the FF version you added workspaces to do crafting with bonuses. As far as I can tell, you're unrestricted from crafting wherever you like, so a lot of the push to get say a Laboratory would be purely for RP benefit (not that there's anything wrong with that) unless you made an incentive to own that room.
Being new, I don't know what the economy is like. I'm in favor of you not having to pay upkeeps to own it, although I would imagine there'd be services similar to house cleaning that you could throw money at to get done, whether or not you contract the person doing it as a once off or weekly arrangement. I wouldn't make it inclusive to the package of owning a space. My fear of making it pay-to-keep on a whatever time period thing is a double edged sword: -Scenario 1: Someone has RL stuf and has to disappear leading to their ownership being stripped off them. When they come back they lose what they have worked hard for. -Scenario 2: Someone buys Big Ben and then leaves the site. If there's no lapse in ownership, then no one else can buy that property, which is more relevant for the special cases but for clutter's sake may be a problem if buying houses becomes overly popular.
I'm in favour of buying personal housing at some stage, and at the moment thinking about long term guildhalls as well. If I were to invest money in doing so, the questions I'm asking myself is "What's my return on investment?", "What does buying this give me for the hassle of setting it up?", "How accessible is it to me in order to get?". Given I could use the money to craft items instead, and I only get money for posting (as far as I can tell), things I'd be expecting from what I invest money in would be some kind of boost to my Alchemy (if I'm working in a proper Magitech lab it'd make sense for me to be able to just be able to make better stuff), if I threw enough money at it, a boost to calculated AP for Guild threads (Such as taking it from 10% bonus to 15% or something), and then the rest I'd be looking for a list of options.
That's my 2 cents though. I could probably theorise or tank about this stuff for ages; I'm just missing a bunch of information.
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The Apocryphal Strategist
Milesian
System
Gold:
Narrator
Tactician
Guild:
Apocrypha
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Post by Murasaki on Sept 19, 2015 5:36:50 GMT
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Dwarf
Inactive Player
Gold:
Tailor
Acrobat
Guild:
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Post by Sark on Sept 19, 2015 14:42:17 GMT
big disclaimer: I do not know the past of the site, but from the huge number of rules I am guessing there have been dramas with people exploiting things. That said, I do not see that at the moment. My thoughts on housing: 1) Make life easy. Have a large initial purchase, but no upkeep. It seems like a needless hassle for the mods to have to keep track of it all, and does not serve a benefit. In MMO terms it serves the benefit of being a gold tax, but we do not have the large-scale economics that needs that sort of money-sink. I'd also assume that furniture is included. This does make some of the tailoring/carpenter traits less worthwhile by assuming this, but getting a carpenter to make 15x tables and 60x chairs would be a pain in the bum for all involved. It'd also be another huge cost for an entirely IC-benefit, and strictly speaking that cold could be used on more useful things like fancy weapons, armours or potions. 2) I do like the idea of also spending money to "hire" (indefinitely) a Lander cleaner. You could call it wages in advance or something. The cleaner would become an NPC at the guild hall and would do all the cleaning whatnots. 3) Reading through this link: [here] I see lots of rules about making life hard for everyone. Specifying every room. Specifying where they are. Specifying what you're allowed. Specifying up to 3 bits of furniture and the type of floor. My question would be what benefit does this serve? Is does not seem fun, and it does not seem necessary. If someone wanted to do it- awesome! But the effort and trouble and needless beaurocracy does not seem to be worth it, especially when I can just say that my character is living in an inn with a library-onsen-cafe, or a stadium-shed. I can't even make a level 3 or 4 guild hall for some reason unless I work towards it? @_@ Given that Shiroe buys an entire building (which is presumably level 4) for a guild made like 5 hours ago ... this seems a bit silly and a good example of the many needless rules. 4) As Weaver points out, an IC benefit might also be something to consider. Possible something like for each level of guild hall, you get to choose 1 sub-class and it gets a discount for materials? Or AP boost? Discount might be better both IC and to encourage the high level people to join/make guilds and want a nice guild hall. It would also be a way to encourage more guilds or more guild attendance ^_^ On a related notes ... Personal Housing: To me this seems much more SAO than LH. I know you can get it in LH (eg: Serara with Nyanta during season 1) but it gets such a small look in from the series I get the vibe that most people use either guild halls or inns. I'd prefer to encourage guild-halls as they are community building (OOC) while personal housing is very private (or closed circle if it is IC couple buying a house.)
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Do or do not... there is no try.
Human
Inactive Player
Gold:
Pharmacist
Animal Trainer
Guild:
Unaffiliated
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Post by Icyferno on Sept 19, 2015 15:22:32 GMT
Throwing in my one cent. Sark1) There is already no upkeep, as far as I know. If there's upkeep, that would be annoying to calculate. Saki mentioned sustainability earlier, so I assume this has not changed. As for furniture, I believe the houses come empty, and it is up to you to fill it. Spending money on weapons and armor is the same as spending on furniture. You're just spending on items which changes the way things play out when they are involved. Of course, weapons and armor play a more important role, if you were to consider combat events. Also, did you say potions? Funny, no one seems to buy them.2) Adding on, there should be some restrictions for this, i.e.: How many PotL can be hired based on guild house level, what kind of roles they can perform. A flat fee is a must. They don't work for free. (If you want a lore-friendly explanation for their wages, you could always say the guild members constantly craft for profit/hunt weak mobs for maintenance costs) A PotL cleaner or two will definitely allow Oxford's guildmembers to not do the chores. About the roles thing, one could expand upon this for more RP-flavor. For instance, you could have a PotL who could craft low-level items at a discounted price should the necessary room be available. Or maybe a guy who does supply runs for the guild. The more roles people can come up with, the more flavor you can bring into your guild. Not just, "Maid A, Maid B, Maid C, clean up this mess!" I mean, you COULD do that, but that's entirely up to the individual guild. I shudder to imagine a whole horde of maids running around Londinium getting random stuff for their guilds... 3) To avoid spoilers, I'll just say everyone is supposed to have just started off in this site, so we don't have years of accumulated wealth through grindfests and events. As for specifying every room, that is to ensure people make use of whatever they have since they've committed to buying a guildhouse, unlike me who has yet to do anything with my two houses and generally wasting two subforums with my name on it. I'd say it isn't terribly difficult to pick out rooms, and again, it gives RP flavor. It could work in conjunction with the PotL roles mentioned above. If you don't want to go into detail, you can either let someone who wants to do so do it, or just spend a minute or so selecting random rooms using simple random sampling. It'll just be plain weird to have a bunch of empty rooms in a guild hall for no particular reason other than too lazy to write in description. 4) IC benefit? See (2). I'm not in a position to say whether the current guild AP bonus is sufficient, having never joined a guild, but I feel that too much benefits will pressurize newcomers to join guilds, or they'll miss out on huge benefits which will make life that much easier for them. If the things in this post get implemented, the discounted lander things could already make it very attractive to join a guild, especially one which invests in such things in a bid to attract people. Moving on. For unique landmarks, perhaps there should be a way for a transfer of ownership in the event of abandonment. For instance, if someone already owns it but goes inactive, people could approach a mod to buy the landmark off of the poor fellow for a slightly higher price. The inactive person will have 1-2 months to deny the request, unless (s)he specified a long absence beforehand. Or maybe something like pointing out someone else who will be in charge of the building in the event of a long period of absence upon purchase. I dunno, this part is a bit difficult. Oh hey, it's getting late. Hope you enjoyed my cent, and don't wait up for the other one.
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Post by Deleted on Sept 22, 2015 22:40:02 GMT
More NPCs. Olga - Person of the Land Gender: Female Age: 57 Subclass: Housekeeper For Hire Ad: "Olga will clean house better than anyone. Trust Olga. Olga will do anything but no diapers." Description: Olga is a middle-aged, humorless woman with a thick accent. No one is quite sure where she picked it up or where she came from, exactly. She has a large, rounded body with short legs. Some wonder how she manages to support her mass on such stubby limbs. She smells a bit like vinegar but she's good at her job. She is prompt and expects others to hold up their end of an agreement. She always speaks in the third person although her words are few and far between. She hates children, animals, and anything you might call "fun".
Emma - Person of the Land Gender: Female Age: 19 Subclass: Housekeeper For Hire Ad: "Hello! I'm Emma and I would love to help keep your house looking it's best. I'm multi-talented and I have a passion for cleaning. I can guarantee your house will look better than before!" Description: Emma is a wide-eyed and ambitious teenager with curly sandy brown hair. She's good enough at her job but often times her promises are greater than her abilities. She's about as average as they come - she doesn't intend to make this her career, she just wants to save up some money for now. She's very talkative and will tell you all about her dream of being an Adventurer someday.
Sam - Person of the Land Gender: Male Age: 27 Subclass: Gardener For Hire Ad: "Never let your garden go unwatered! Let me do the dirty work for you weeding and maintaining your beautiful flowers, herbs and more." Description: Sam is tall and lanky with messy auburn hair and a dark tan. He is passionate about working outdoors, specifically in the garden. He's spent a bit too much time reading about it, though, so be careful he doesn't snatch you away into a conversation to explain the benefits of earthworms. He can do a few other things around the house but good luck pulling him away from the dirt.
Alfred - Person of the Land Gender: Male Age: Unknown, estimated to be at least 70. Subclass: Housekeeper For Hire Ad: "Please allow me to have the honor of serving you and your family. I will do everything in my capabilities to make your experience in your home more comfortable and enjoyable." Description: Alfred is the perfect old gentleman. He has silver hair and kind, wise gray eyes. He stands with perfect posture and easily blends into the background so as to not disturb others while he goes about his work. He treats all of her employers will the utmost respect, referring to them as 'miss', 'sir', or 'ma'am' where appropriate.
Tyler - Person of the Land Gender: Male Age: 23 Subclass: Chef For Hire Ad: "You haven't tasted cooking until you've tasted Tyler's. Whether you're looking to cook for one or twenty, think of me next time. I'll whip up something that will wow you!" Description: Tyler loves the kitchen and cooking. Sometimes he gets a little too creative with his ideas and it just doesn't turn out quite right, though. He's very over confident in his abilities. He also has a lack of respect for "personal space" and will often place his hands on others while talking to them. He's overly friendly and quick to invade your space but does not touch others inappropriately or with desire. Phillippe – Person of the Land Gender: Male Age: 22 Subclass: ? Interior Decorator For Hire Ad: “Is your home looking just drab and uninspired? Let me transform your dull space into a lively and exciting living area.” Description: Phillippe is a very energetic, verging on flamboyant, individual who enjoys decorating spaces. He has a French accent and is quick to pass judgement on pieces of furniture, dismissing anything he finds unappealing to his supposedly highly trained eye. He is on the shorter side and very skinny, always dressing himself in what he considers to be the finest of clothing. Courtney – Person of the Land Gender: Female Age: 18 Subclass: Chef For Hire Ad: “A truly well cooked meal is one cooked from the heart, with love. I will provide you and your loved ones with healthy, home cooked meals which will satisfy even the pickiest appetite.” Description: Courtney is a young and inexperienced chef with bright red hair. She specializes in home cooked, hearty meals you would find in the country. Particularly enjoyable on a cool night or after a long day. She is a nice girl although she is slightly inexperienced with dealing with Adventurers. Hailey and Hannah – People of the Land (Duo) Gender: Female Age: 25 Subclass: Housekeeper and Chef For Hire Ad: “Why hire one when you can hire two at once? The two of us together will make your residence or guild sparkle and shine while filling it with the most delicious smells of freshly made food. You won't need anyone else with Hailey and Hannah around.” Description: A pair of twins who always work together. Hailey (the chef) has a slightly flirtatious personality, regardless of the gender of her client whereas Hannah (the housekeeper) is a bit more serious and focused on the task at hand. Being twins, it can sometimes be difficult to tell the two brown haired girls apart. They are honest girls who will do the work properly. Jack – Person of the Land (Londinium-Area Only) Gender: Male Age: 13 Subclass: Courier For Hire Ad: “Hello, my name is Jack and I can deliver your letters and other important documents and packages to anywhere in Londinium faster than anyone else can!” Description: Jack is a young boy who delivers things for a small fee. He often has a dirty nose, likely from having recently fallen, but he works hard. Being young, he has a ton of energy to sprint around the streets of Londinium. Due to his age, he cannot leave the city though so his delivers are restricted. Clara – Person of the Land Gender: Female Age: 19 Subclass: Dancer For Hire Ad: “Whether you're looking for entertainment for your next party or perhaps something slightly more personal, I'm your girl.” Description: Clara is a beautiful young girl with blonde hair. An entertainer by trade, she often appears on stage for mesmerizing dance routines. Because she will do one on one performances she has a reputation around town for not exactly being the most innocent of women. It isn't true, however, and all of her performances are professional and have strict no touching policies. Isaac – Person of the Land Gender: Male Age: 31 Subclass: Bodyguard For Hire Ad: “I swear my life on keeping yours safe. The reasons for why you need me are yours to share or not but I promise to protect you.” Description: Isaac is a large man who spends his time perfecting his muscles and keeping people safe. He keeps secrets better than anyone else and once he has taken on a job, he sees it through to the end. He is very serious but has a soft spot for kittens. Scarlett – People of the Land (Group of 3) Gender: Female Age: 18-23 Subclasses: Idol, Dancer For Hire Ad: “Our band is called Scarlett and we can spice up your next get together with our music. We're loud and know how to have a good time.” Description: A three person band named after the lead singer, Scarlett (Idol). The two other members are the Dancers, Sara and Anna. Scarlett is the youngest at 18 and has red hair. Sara, black hair, is 20 and Anna, brown hair, is 23. Fun loving girls who enjoy their craft. All very sociable and attractive.
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The Apocryphal Strategist
Milesian
System
Gold:
Narrator
Tactician
Guild:
Apocrypha
|
Post by Murasaki on Sept 22, 2015 23:11:17 GMT
Housing Prices and Special Guild Housing
Guild/Personal Housing: - Lv1 Housing = 1000 Gold - Lv2 Housing = +1000 Gold (2000 Gold total) - Lv3 Housing = +2000 Gold (4000 Gold total) - Lv4 Housing = +4000 Gold (8000 Gold total) - Lv5 Housing = +8000 Gold (16000 Gold total)
- Guild Special Housing (Lv4) = 10000 Gold - Guild Special Housing (Lv5) = +10000 Gold (20000 Gold total)
- Prices are a one-time payment. There is no upkeep required. - A character may only have 1 Personal Housing at a time to reduce logistics confusion. Characters with more than 1 house at the time of update will have to select one of their houses to keep. All others will be refunded at full price. - Guild Housing will be held by the guild leader creating a new account for the guild itself.
- Guilds can opt to purchase regular housing or special housing where they claim a public landmark. Public landmarks are not much different from regular housing, except that they come with a special bonus in terms of housing stats. - If a guild chose a public landmark for Guild Special Housing, there will be an opportunity to repurchase the landmark in the case that the guild disbands or goes inactive. - A guild will lose a public landmark immediately if the guild officially disbands and there is no replacement leader. - Activity checks will be done every month for guild accounts. A guild will lose a public landmark by inactivity if the guild account fails 3 Activity Checks. - If a guild loses a public landmark by any means, they will not lose the progress put into furnishing the housing. The only thing that is lost will be the special bonus. The guild will obtain housing of the same level (Lv4 or Lv5) and all of their furniture/rooms will be transferred into the new housing.
- A player may sell their personal house to any other character. The prices are negotiated between the two characters and the new character will inherit the personal housing with all of its features and settings (excluding furniture). - Guild housing can be done in the same manner except that both the seller and buyer must be guild accounts. - Alternately, a player or guild may choose to relinquish their housing and sell it back to the market center. They will receive 75% of the total gold that was spent into purchasing the house.
Housing Stats:
- Depending on how you design your housing, it will gain stats that will lead to certain benefits over time. - There is a maximum cap of 100 in any one housing stat. Well-furnished homes at high levels will likely be able to max 2 stats or have a decent amount of points spread out.
Solidarity (SOL): A housing stat that promotes organization in terms of combat and militarism. Bonuses granted from improving this housing stat will give benefits toward battles. Bureaucracy (BUR): A housing stat that promotes diplomacy and social activity. Bonuses granted from improving this housing stat will give benefits toward employment and diversity of housing NPCs and servants. Innovation (INN): A housing stat that promotes advancements in science and research. Bonuses granted from improving this housing stat will give benefits from performing research threads and assist certain types of crafting occupations. Ingenuity (ING): A housing stat that promotes engineering and commerce. Bonuses granted from improving this housing stat will give benefits from performing commerce threads and assist certain types of crafting occupations. Recreation (REC): A housing stat that promotes leisure and events. Bonuses granted from improving this housing stat will give benefits toward improving favor toward housing NPCs and servants. Cultivation (CUL): A housing stat that promotes sustainability and conservation. Bonuses granted from improving this housing stat will give benefits toward auxillary housing systems such as gardening or farming.
Special Housing and Landmarks:
Old Royal Naval College: +25 SOL Royal Observatory: +10 SOL, +15 INN Westminster Abbey: +10 SOL, +15 BUR Tower of London: +25 BUR Buckingham Palace: +15 BUR, +10 INN Oxford University: +25 INN Tower Bridge: +10 INN, +15 ING The British Museum: +15 INN, +10 REC Natural History Museum: +15 INN, +10 CUL Big Ben: +25 ING The National Gallery: +10 ING, +15 REC London Eye: +25 REC St. Paul's Cathedral: +10 REC, +15 CUL The London Zoo: +25 CUL
Naturally, not all the landmarks in the Unfounded Kingdom are fit to be housing, such as Big Ben or the London Eye. In such a case whenever possible, your guild will be considered to have its housing situated next to the landmark in-RP. The housing will still receive the special bonus.
Rooms:
Rooms give in-RP flavor to houses. You get all of the following rooms when you get housing. They do not give housing stats but can be customized with furniture.
- Bathroom: Indoor. A basic bathroom. One bathroom is added per level of housing.
- Bedroom: Indoor. A basic bedroom. One bedroom is added per level of housing. If the housing is guild housing, there are a number of bedrooms equal to the number of guild members (more slots are added when more members are added).
- Garden: Outdoor. A basic garden.
- Living Room: Indoor. A basic living room.
- Basic Kitchen: Indoor. A basic cooking facility.
Specialty Rooms:
- Specialty rooms are housing upgrades that add to the specialization of a particular housing. Many specialty rooms are for in-RP flavor but others possess their own special effects. All specialty rooms boost housing stats.
- Lv1 Housing = Maximum of 2 Specialty Rooms - Lv2 Housing = Maximum of 4 Specialty Rooms - Lv3 Housing = Maximum of 6 Specialty Rooms - Lv4 Housing = Maximum of 8 Specialty Rooms - Lv5 Housing = Maximum of 10 Specialty Rooms
Every time the housing is upgraded, all specialty rooms are also upgraded to the same level. When doing so, the room bonus for a room is increased by 3 points. (A Lv1 Apothecary gives [+3 INN], a Lv2 Apothecary gives [+6 INN], etc.) For rooms that give bonuses to multiple stats, the highest stat gains +2 while the 2nd highest stat gains +1 (A Lv2 Amphitheater gives [+3 BUR, +4 REC] while a Lv3 Amphitheater gives [+4 BUR, +6 REC])
Level 1:
- Apothecary: Indoor. A room dedicated to potion and medicine making. Pharmacists in the guild are treated as though their crafting subclass level was 2 levels higher. [+3 INN]
- Clothier: Indoor. A room dedicated to sewing and tailoring. Tailors in the guild are treated as though their crafting subclass level was 2 levels higher. [+3 ING]
- Crafts Room: Indoor. A room dedicated to artisan crafting. Artisans in the guild are treated as though their crafting subclass level was 2 levels higher. [+3 ING]
- Brewery: Indoor. A room dedicated to brewing. Brewers in the guild are treated as though their crafting subclass level was 2 levels higher. [+3 INN]
- Housekeeping and maintenance: For those who like to DIY. Contains tools for doing things around the house and washing/mending clothes. [+4 ING]
- Forge: Indoor. A room dedicated to smithing. Blacksmiths in the guild are treated as though their crafting subclass level was 2 levels higher. [+3 ING]
- Garage: Indoor. A room dedicated to mechanical engineering. Mechanics in the guild are treated as though their crafting subclass level was 2 levels higher. [+3 ING]
- Deluxe Kitchen: Indoor. A room dedicated to cooking. Chefs in the guild are treated as though their crafting subclass level was 2 levels higher. [+3 INN]
- Laboratory: Indoor. A room dedicated to alchemic experiments. Alchemists in the guild are treated as though their crafting subclass level was 2 levels higher. [+3 INN]
- Meditation room: This sparsely decorated room is designed for those who wish for some peace and quiet. It holds a magitek device which can produce pleasant smells. [+4 REC]
- Office: Indoor. A room dedicated to the management of documents and stationery. Scribes in the guild are treated as though their crafting subclass level was 2 levels higher. [+3 INN]
- Storage room: A poorly secured place to drop off all of that stuff you have been accumulating and want to "donate" to the guild. [+1 ING, allows for 3 more furniture slots in the house.]
- Workshop: Indoor. A room dedicated to carpentry. Woodcrafters in the guild are treated as though their crafting subclass level was 2 levels higher. [+3 ING]
Level 2:
- Amphitheater: Outdoor. An outside stage, often used for theatrical performances. [+3 BUR, +4 REC]
- Bazaar: Outdoor. A part of the guild hall dedicated to the sale and trade of items. [+7 ING]
- Church: Indoor. A room designed for religious worship. [+7 CUL]
- Classroom: Indoor. A room optimized for teaching students. [+7 INN]
- Cafe: Indoor. A room designed not only as a small eatery but a meeting spot. [+3 INN, +4 REC]
- Farm: Outdoor. A specialized farm plot with a small shack to hold tools. [+7 CUL]
- Library: Indoor. A room lined with shelves of various books. [+7 INN]
- Meeting room: A medium sized conference room. [+7 BUR]
- Quarry: Outdoor. A stone work and rock quarry claimed by the guild territory. [+5 ING, +2 CUL]
- Post Office: Indoor. A logistics department designed for the retrieval and delivery of packages. [+7 BUR]
- Shrine: Outdoor. An outdoor place of religious worship. [+7 CUL]
- Bathhouse: Indoor. A pair of separated baths. [+7 REC]
- Stable: Outdoor. A penned up structure for the housing of farm animals. [+7 CUL]
Level 3:
- Armory: Indoor. A fortified room meant to store weapons and armor. [+10 SOL]
- Bank: Indoor. A room used to store funds in the case of an emergency. [+10 ING]
- Barracks: Indoor. A station often utilized by combat guilds to prepare combatants for battle. [+10 SOL]
- Circus: Indoor. A stage of entertainment using exotic acts, often open to the public as a source of profit. [+10 REC]
- Courtroom: Indoor. A room dedicated to bringing justice to criminals. [+3 SOL, +7 BUR]
- Diner: Indoor. A fair-sized eatery that comes with equipment designed to serve multiple people during busy hours. [+6 INN, +2 ING, +3 REC]
- Game Room: This room houses a collection of tables and games to be enjoyed from ping-pong to dungeons and dragons. [+3 INN, +9 REC]
- Research Facility: Indoor. A well-equipped lab used for the sake of research. [+8 INN, +3 ING]
- Museum: Indoor. A gallery for the exhibition of valuable and cultural works. [+1 BUR, +1 ING, +9 REC]
- Pool: Indoor or outdoor. A place where guildmembers and guests can relax and swim. [+3 SOL, +8 REC]
- Prison: Indoor. A room well fortified to prevent captives from escaping. [+8 SOL, +3 BUR]
- Theater: Indoor. A room designed for acoustics for the use of presentations. [+3 ING, +8 REC]
- Zen Garden: A rock garden arranged in patterns supposedly to help one's meditation. [+6 REC, +5 CUL]
Level 4:
- Atrium: An indoor garden housing rare plants and birds. [+3 INN, +2 ING, +9 CUL]
- Caravansary: Outdoor. A modified stable designed as a place for travelers and merchants to rest their pack animals. [+5 ING, +6 CUL]
- Colosseum: A room dedicated to sparring and combat, complete with spectator seating. [+13 SOL]
- Factory: Indoor. A room designed for the automated mass production of minor goods. [+13 ING]
- Master's Suite: A room fit for a king. Or a guild master. Or someone who's rich enough to boot. This corner suite offers some of the best views in the entire building. [+10 BUR, +4 REC]
- Hospital: Indoor. A well-stocked office for the treatment of injury and disease. [+2 SOL, +10 INN, +2 ING]
- Hotel: Indoor. A small section of guest rooms consisting of a bedroom and small bathroom, utilized by guests as a place to rest up. [+2 SOL, +5 BUR, +7 REC]
- Observatory: Indoor. A room stocked with equipment designed for the study of astronomy. [+13 INN]
- Restaurant or Tavern/Saloon: Indoor. A large eatery with a sizable menu and well-maintained equipment to serve a large number of customers. [+6 INN, +1 ING, +7 REC]
- Vault: Indoor. A highly secured storage area, accessible only by guild officers. [+10 BUR, allows for 5 more furniture slots in the house.]
Level 5:
- Archives: A highly organized sealed library of special books and documents. [+16 INN]
- Ball Room: Indoor. A large open space for holding more formal events. [+10 BUR, +7 REC]
- Bell Tower: Outdoor. A large bell tower can be added to the estate, when rung it's deep tones reach for miles. [+6 SOL, +6 BUR, +5 ING]
- Fortifications: Walls and defenses can be placed around the perimeter of the residence to help defend against attack. [+16 SOL]
- Ice Skating Rink: Outdoor or indoor. consisting of bleachers surrounding a wide plane of ice. Powered by constant replacement of mana ice crystals. [+16 REC]
- Port: A section of docks for homes close to water that allow for the docking of ships. [+10 ING, +7 CUL]
- Stadium: A large outdoor arena dedicated to competitions of a friendly nature. [+6 SOL, +11 REC]
- VIP lounge: A special room where only guild members may enter. First rule about the lounge is you do not talk about the lounge. [+8 BUR, +9 REC]
- Zoo: Outdoor. A place where a variety of animals are put on display in comfortable environments that are often used by animal researchers to understand their behaviors. [+16 REC]
Furniture
Furniture can be obtained and placed into the guild house in order to further boost its housing stats. Furniture can either be bought, crafted, or obtained from events.
- Lv1 Housing: Maximum of 10 Furniture - Lv2 Housing: Maximum of 20 Furniture - Lv3 Housing: Maximum of 30 Furniture - Lv4 Housing: Maximum of 40 Furniture - Lv5 Housing: Maximum of 50 Furniture
Furniture List:
- 36 Furniture Items have been released in the Housing Gachapon. These may all be used. - There will be craftable furniture recipes released during the Housing Update, players will choose a housing stat that they wish the furniture to have. - Higher-level furniture will have higher housing stats.
Affected Recipes:
Multiple Artisan art recipes (Painting, Sculpture, etc) can give bonuses to ING, REC, or CUL. Multiple Scribe recipes can give bonuses to SOL, BUR, or INN.
Metal Furniture Materials Required: 100 Gold Posts Required: 3 Requirement: Level 10 Blacksmith or Mechanic Description: Metal furniture like benches or tables. Higher levels range from basic housing appliances to forges and kilns. Metal furniture is known for their sturdiness and less so for their comfort. The Blacksmith or Mechanic crafting this recipe may rewrite its name and description when crafting their furniture. The crafter must also choose an available housing stat (SOL, BUR, INN, ING, REC, CUL) to apply to the finished furniture item. That item will give +1 to the respective stat. Choose a stat appropriate to the description of the item. For furniture crafted with an item level of 31-60, the stat bonus increases to +2, except that the Material Fee becomes 250 Gold. For furniture crafted with an item level of 61-90, the stat bonus increases to +3, except that the Material Fee becomes 500 Gold.
Magic Display Materials Required: 100 Gold Posts Required: 3 Requirement: Level 10 Alchemist or Pharmacist Description: An object designed through scientific or magical properties to bolster the aesthetic potential of a house. These inventions are typically little trinkets if manmade, or flora that is preserved through the use of potions or magic. The Alchemist or Pharmacist that crafts this item may rewrite its name and description. The crafter must also choose an available housing stat (SOL, BUR, INN, ING, REC, CUL) to apply to the finished furniture item. That item will give +1 to the respective stat. Choose a stat appropriate to the description of the item. For food crafted with an item level of 31-60, the stat bonus increases to +2, except that the Material Fee becomes 250 Gold. For food crafted with an item level of 61-90, the stat bonus increases to +3, except that the Material Fee becomes 500 Gold.
Food Display Materials Required: 100 Gold Posts Required: 3 Requirement: Level 10 Chef or Level 10 Brewer Description: Food that is made mostly for decorative purposes, resulting in the item's prolonged visual preservation even if it is left out for long periods of time. It's typically crafted with looks in mind, which means that the taste and nutritional value is very low. The Chef or Brewer that crafts this item may rewrite its name and description. The crafter must also choose an available housing stat (SOL, BUR, INN, ING, REC, CUL) to apply to the finished furniture item. That item will give +1 to the respective stat. Choose a stat appropriate to the description of the item. For food crafted with an item level of 31-60, the stat bonus increases to +2, except that the Material Fee becomes 250 Gold. For food crafted with an item level of 61-90, the stat bonus increases to +3, except that the Material Fee becomes 500 Gold.
Cloth Furniture Material Required: 100 Gold Posts Required: 3 Requirement: Level 10 Tailor Description: A recipe for things like beanbags, futons, curtains, and otherwise large home decorations that require a more extensive amount of fabric. They are often stored inside personal or guild housing for convenience. The Tailor that crafts this item may rewrite its name and description. The Tailor must also choose an available housing stat (SOL, BUR, INN, ING, REC, CUL) to apply to the finished furniture item. That item will give +1 to the respective stat. Choose a stat appropriate to the description of the item. For furniture crafted with an item level of 31-60, the stat bonus increases to +2, except that the Material Fee becomes 250 Gold. For furniture crafted with an item level of 61-90, the stat bonus increases to +3, except that the Material Fee becomes 500 Gold.
Wooden Furniture Materials Required: 100 Gold Posts Required: 3 Requirement: Level 10 Woodcrafter Description: Basic wooden furniture like chairs, tables, and bedframes. They are often used to decorate guild or personal housing and combined alongside Cloth Furniture in order to create larger furniture such as beds. The Woodcrafter crafting this recipe may rewrite its name and description when crafting their furniture. The Woodcrafter must also choose an available housing stat (SOL, BUR, INN, ING, REC, CUL) to apply to the finished furniture item. That item will give +1 to the respective stat. Choose a stat appropriate to the description of the item. For furniture crafted with an item level of 31-60, the stat bonus increases to +2, except that the Material Fee becomes 250 Gold. For furniture crafted with an item level of 61-90, the stat bonus increases to +3, except that the Material Fee becomes 500 Gold.
To-Do List:
- Housing Perks System (cash in your housing stats to obtain guild buffs)
- Auxillary Housing Systems (farming, fishing, etc)
- NPC and Favor System (hire NPCs and gain their trust and friendship)
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Dwarf
Inactive Player
Gold:
Tailor
Acrobat
Guild:
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Post by Sark on Sept 23, 2015 8:49:07 GMT
It looks complicated, but it looks complicated for a reason and I love it! :) My attempt at a template for it: GUILD HOUSE: <name of guild house>
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Specialty Room/NPC 1: XXX Specialty Room/NPC 2: XXX Specialty Room/NPC 3: XXX Specialty Room/NPC 4: XXX
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Do or do not... there is no try.
Human
Inactive Player
Gold:
Pharmacist
Animal Trainer
Guild:
Unaffiliated
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Post by Icyferno on Sept 23, 2015 15:36:50 GMT
NO TEMPLATE BEST TEMPLATE.
At the end of the day, an organized post containing all the info you need is all that's important. Fancy templates just make it more appealing. A standardized template, however, would be good for keeping things in order. Sark's one looks simple and functional, hopefully not full of coding disasters waiting to be unraveled.
Also, this post holds nothing constructive, nor anything funny. Just a single question that I am too lazy to ask in the cBox because Saki doesn't seem to be online right now. Move along, Sark, you're not getting any jokes this time, unless you found the underlined bits funny.
Question: How does having multiple houses impact the benefits given by the glorious roof over your head? Obviously, having higher level housing appear to be more beneficial, but I'm asking this question because I happen to have two dead and empty houses at lv.2, and I want to confirm if they stack benefits, since the overall benefit is lesser anyway, or if the already smaller benefit is diminished in any way.
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