Discussion in   Suggestions   started     8 years ago   July 06, 2016, 02:08:27 PM   by   Shinangyo

Player Housing Idea

Shinangyo
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3 Posts
Topic :   Player Housing Idea
8 years ago  July 06, 2016, 02:08:27 PM

I have an idea for player housing....

INTRO
For this example, i will use Britain.

So you would create a portal inside the bank and this will take you to a separate server allocated for player housing only.  Each city would have a portal AS NEEDED.  So you can create a template and once done just copy, paste and add a new portal to a city when a player housing area is full.

To describe how it would look would be to look at the American flag, minus the stars field.  So basically just the strips.  The white stripes would be land, the red stripes would be water (obviously, the land would be grassy and the water blue etc).

WWWWWWWWWWWWWWWWWWWWWWWWWW
RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
WWWWWWWWWWWWWWWWWWWWWWWWWW
RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
WWWWWWWWWWWWWWWWWWWWWWWWWW
RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
WWWWWWWWWWWWWWWWWWWWWWWWWW
RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
WWWWWWWWWWWWWWWWWWWWWWWWWW  <- last row set for vendors.  see below.

On each end and in the middle will be a bridge.  the land space will allow for each player to have a custom 18x18.  each row would allow for example 10 plots.  so you can start by creating 5 rows plus 1 row for the vendors.

DETAILED HOUSING
xxx          zzzzzzzzzzzzzzzzzz
xxx          zzzzzzzzzzzzzzzzzz
xxx          zzzzzzzzzzzzzzzzzz  fffffffffff
xxx          zzzzzzzzzzzzzzzzzz  fffffffffff
xxx  ooo  zzzzzzzzzzzzzzzzzz  fffffffffff
xxx  ooo  zzzzzzzzzzzzzzzzzz  fffffffffff
xxx  ooo  zzzzzzzzzzzzzzzzzz  fffffffffff

The x's above are flowers, the o's represent area for keeping bees (and the water between each strip would then allow for bees -- the flowers on the side + water), the z's represent the 18x18 custom house area and lastly, the f's represent farmland so that everyone can grow crops of every kind.  You can even get more detailed by allowing sprinklers and a water troft, with the sprinklers being tied to the water troft so that you can water your farm area, if applicable.

Each area in the actual housing area (z) would allow for vendors as usual.

THE LAST ROW
The last row can allow for a vendor that would sell seeds for crops, specialized fertilizer to make your crops grow faster etc.  It would also have a portal that would take you back to your respective city only (in this case, Britain).  The last row will also have public vendors that players can place down.

WHAT ARE THE BENEFITS
I. Reduce latency, shrink databases etc. on the "adventure" server
Well first, by having all the public vendors and housing here, it will reduce databases on the main server which will help with lag.  This also goes for housing.  Once a player takes a house in the new player housing, their old houses will decay and they will have 30 days to pick up and move all their stuff and then pull up their house and reclaim their money.  after that, their house goes poof.

If a player cannot afford the entire 18x18 plot, then you make the plots expandable by just paying the difference.  so if they can only afford a 6x6 for example, that's what size they get. HOWEVER the entire 18x18 space is reserved for them so that they can expand over time. This fairly allows each player to have an 18x18, which is plenty of space (each custom house has 3 floors plus the roof - if you need more than that, then you are a space hog for sure).

Guild leaders can place their guild stone on the first floor and use an entire floor for their guild.  If they decide to bitch and complain, then you can make a separate portal in brit that would do the same thing for housing minus the bees and flowers and farm and just a custom house (of whatever you decide) and its for guild housing only.

You can even have it so that if a player pages a GM, or you create some kind of schedule, they can request one of their houses be moved in its entirety to the new 18x18 area.  However the rest of their houses will still decay in 30 days.

it cleans up all the towns with public vendors so no more mess there.  As a player places a public vendor in the new player housing area, their old vendor will decay and eventually go poof into a deed so that eventually all that is left is deeds and then GM's can remove them and clean up the towns.

As previously stated, this reduces the size of databases which will help with latency on the "adventure" server and most of all, if people want to afk for hours or days at a time, they can do it on the player housing server and this way you will reduce latency on the adventure server even more.

II. True city economy
As each city receives one of these new portals to the new player housing when the first fills up, and players place individual vendors as well as a "public" vendor in the last row area, their economy will actually based for that server.

Britain will not be the city where everyone will hang out anymore.  For example, if you decide to start with 50 plots per city, then players will hang out in their respective cities.  You start by filling each city one at a time.  As a city is full, then you open in another city in alphabetical order until each city is full.  Then you can open up a new strip on each city.  Each row can have lets say 10 plots.  So after 5 rows are filled in each city, you can then expand each city by 1 row and once every city row is filled, you can expand another row.  This keeps it even and each city will have its own population so to speak.

The bonus is that each city will now have a true economy happening.

Another bonus is all that cleared out land will now allow you to create entrances to new dungeons or even portals to new world servers -- by world i do not mean new shard, but rather new lands to adventure.

dwthomas05
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5 Posts
#1 Re :   Player Housing Idea
8 years ago  July 06, 2016, 11:58:29 PM

Or they could just have the IDOC system run automatically instead of having to manually remove houses every six months. 

I wouldn't want a house in an area like this.  I've played on shards that employ similar housing only areas and they are just miserable to be in.  Way more lag and all the people afk macroing spirit speak and musicianship...  I enjoy having my house out in the middle of nowhere, next to a mountain for mining and a forest for woodcutting.


As for latency issues, I'm not sure that there is one.  I play on a very old computer that can't even play youtube videos without them freezing up and skipping and the sound messing up, but I have almost no problems at all playing on this shard, even in areas with lots of housing.  I don't even experience latency issues at things like triple champ spawns. 


I also don't see an issue with everyone hanging out at Brit bank.  That has just always been a thing, not just in UO but with every MMORPG ever.  A large portion of people that play MMORPGs want to be around other people in game, hence joining an MMORPG in the first place.


This proposition wouldn't create a 'true economy' any more true than the one currently in place.  Player vendor prices would continue to average out.  No one is going to pay more for an item in the Trinsic vendor area if they can go to the Britain vendor area and buy the same item cheaper, so people in Trinsic will price their items concurrent with the shard average as they always have.  The only true economy in this game is the global economy.


Overall it seems like an expensive way to deal with issues that don't exist or that could be dealt with much easier.  Since running a separate shard instance on the same server wouldn't help with any of the latency or database size issues you mentioned, a whole new server would have to be purchased/rented and of course that would have it's own maintenance and upkeep costs. 




There is definitely a housing space issue and the public vendor areas are a mess.  Here are simple solutions to both:


1.  Public vendors decay after no activity from the owner in thirty days, sending any remaining gold/items to their bank.


2.  Enable auto-IDOC.


3.  One house per account unless you have a guild with five or more (active) players, then you could purchase a guild house.  Three houses per account (with even more available with donation) may have worked out when there wasn't such a large player base, but as it is now it is unreasonable.  You could still offer linked plots purchasable with ED because two or more linked plots != multiple houses, just a bigger house.  But seriously though, who even needs three or more separate houses.


Anyone with a basic knowledge of Ultima can join the shard and make enough gold to buy three 18x18 plots (or even stupidly huge houses like castles) in a few days time, especially with skill gain as fast as it is.  So they join, play for a few days, buy up house plots and then get bored and quit, leaving that space unavailable for six months or so.  (And just guessing here, but I'd wager that six months is way longer than most players stay on the shard.)