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Commerce Upgrade brainstorm
During the campfire meet n greet/ Q&A someone asked if there would be any updates to the commerce system. Now i'd personally love to see some new mechanics worked into the commerce system like (A) An actual caravan system. Where a group of people can caravan together and receive an accumulated reward (For instance everyone takes the same stuff or even different stuff and the profit of all the combined players in the caravan is given to everyone, but not nccesarily shared so like if the profit for everyones stuff accumilated to 100k everyone would get 100k. and my other idea would be a (B) Body guard system. We already do body guarding, Why dont we get paid for it? So when someone runs a caravan or when someone begins a commerce theyre assigned a body guard if they Apply for one, and when that body guard shows up wthin proximity of the player and actually assists the player with the commerce to its completion the body guard gets a reward ...hopefully a worthwhile one. Maybe there can also be a grading system of some sort that tell's you the skill lvl of the body guard. We could even build on this idea and make it so we grade our body guards with its own system, And the higher the body guard lvl the better the rewards or the more opportunities are available to them
I'd like for us to discuss this if anyone else has any ideas please post your own or build off mine if you so wish
Comments
Or something like we have with the squires where we have a hub that can we send commerce partners out to run commerce with their success rate being driven by their level? I mean soul link kind of makes them weak in combat compared to pets now so it will give them something extra to do
General:
I think the Marks in Iria (Flower Mark, Human Mark, Flightless Bird Mark, Scorpion Mark, etc.) would make amazing places for trading posts. The Routes would be fairly short and straight forward but the further you go the better the profits. Since there can be quite the distance between certain areas, the profit margins could be quite large.
Additionally, the other suggestions to allow players to group up into a Caravan would be nice.
Bandits and Outlaws:
I also think that, if Commerce were to be implemented in Iria, there should be new Outlaws, ones that match the races of the areas (like an Elf who frequently robs Vales, or a Giant that terrorizes Connous, or a Head Hobgoblin that harasses Cor residents). I also think, due to the short distance between certain marks, bandits should be stronger than they are in Uladh.
Zardine has no Marks? Use Materials: A system similar to Belvast could be implemented up in Zardine to make up for the lack of Marks, where monster materials from all over Iria can be exchanged for commerce goods (Various hooves or horns from different enemies can be exchanged for, idk, a glue or medicine commerce item.), to give them an alternative use, and a reason for players to linger in the map areas outside of raids.
NPC Caravan/Train?: An NPC caravan system would also be great, similar to the Smuggler, Life-Skillers can get an alert to say "The Caravan has arrived at Connous Fish Mark" or "The Caravan will be leaving Connous Fish Mark Shortly, and will be heading towards Maiz Prairie Human Mark.", if ambushed, a group of NPCs can aid players who might not be strong enough to commerce alone. This also allows newer players to group up and travel in their own groups, and keeps the market active. GTCvActium's suggestion is also good for this.
If we added a body guard system why not allow players to be a bit more evil as well,and have bandit outposts where you can go rob people and get a little money for robbing in the name of some bandit boss. (Of course you'd need a way to equalize the stats so massively power people can't just bully newbies.)
I've always liked games with some randomness/chaos in it since its more immersive, so why not have random events for commerce? For example you step on the beneficial event spawn point and say a caravan of some wealthy merchant spawns and is being attacked by bandits, scaled to the players level/to however much they are carrying. After defeating the bandits, the merchant would offer decent ducat reward. (Again a scaleable/relative one)
We can also add new titles you get for commerce which can give more carry weight, or a increase in ducats gained.
Investing, add several new npc/groups around the world and some sort of grand exchange that allows you to invest ducats in these businesses, they can either make or lose money based on the activity of that business.
Of course all these new ways to make ducats, there has to be a update to add more exclusive and expensive items. Maybe regional/cultural specific ones,
Another solution is to simply set a minimum for how prices should go, allowing for all goods to be always profitable, though I caution against basing the minimums on the trade meta.
In regards to another problem, limited goods are too limited. While I adore the idea of competition, 200 Succubus Swimsuits is much too low. The usual max with an alpaca splits it up into 100 Swimsuits a piece. We ought to do away with this system, in some manner. Maybe have a certain amount be available to anyone player within a specific time interval.
However, I would love a bulk caravan party bonus to be established. Commercing in groups just slows people done past a certain level of combat strength, and speed is the name of the game. Of course, you have bounty hunters willing to help, but honestly...the time spent looking for someone to do such a thing is astronomically low.
My logic is that people are willing to pay more for rare goods in bulk. Have a unique party system where one can team up with players to transport goods from any single town, which offers a prospective percentage bonus in rewards. This can also be used to allow more dangerous spawns, such as multiple Ogre bandits, for example.
Now on to idea's of what to add. Commerce in Iria means pirates, so a couple of ideas with that:
1 We need more port cities. So "port" Ceann becomes a real town.
2 If AH, removes the need for residential areas, then maybe the Dugal Residential area can be remapped to become a port.
3 The giants and elves each gain a port city
Traditionally, before railroads and airplanes, the fastest way to get around was by sailing ship. So having many ports has the opportunity of getting to markets quicker by sailing along the coast, say. To make it a choice, make Pirates stupidly dangerous: say either really strong or make pirate stolen goods irrecoverable. Then you have to decide whether to risk it.
Then pirate hunters can join the caravan and have the REVERSE BOARDING action where they jump onto invading ZEPPELINS and fight through the pirates to get a "base map" which will teleport them and their party to a pirate base which they attack. Attacking a pirate base returns the goods like normal bandit hunting and has a chance at some rarer stuff like enchants, crafting materials, manuals. Like the normal bandit raids there will be a pirate boss that function like a raid boss and its quite powerful.
Reiterating a supply/demand functions that will give prices more flexbility, and events that cause surpluses and shortages that will give more realistic affects to the market.
New idea: Escort caravan. Add a function where players can escort caravans set at certain times of the day going to certain towns and locations from bandit attacks. These attacks are not the normal ambushes and are larger and levels should be set like shadow missions. The actual bosses take part as well depending on how far the journey takes.
Karu Forest Treetop Village
Who could live here? I'm leaning toward goblins that have expanded from Lappa.
Cenae Safari & Wildlife Reserve
Nestled in a valley surrounded by the Errans and Rupes mountain range, this for-profit Wildlife Reserve gives tours and organizes safaris, all for the benefit of visiting Uladh humans and their money. They also fervently protect the Cenae wildlife from poachers and hunters, who have the audacity to kill animals without first buying a hunting license from the Reserve.
Longa Nomadic Traders
Always on the move, these nomads of the Longa Desert are very difficult to find. They live off the land and rarely buy anything from adventurers. They always have something interesting to sell, though.
I don't think the current geography and technical abilities will allow Cor to develop a seaport in that bay up north.
But, I would suggest that rafting route become a trade route that connects Vales up North to Cor with a redeveloped Lappa in between and Hobgoblin bandits after your goods from above.
Make use of those dangerous cave routes like in Solea to become a worthwhile tradelane.
Oasis should definitely be a trade stop and nomadic traders in Connous would work.
Redevelop the fishing boat spot to be a trade port connecting somewhere along Connous Beach as a new port.
Make a Renes and Hot Springs trade stops too, or maybe Calida covers the entire area?
If crossing points for the river that runs right through the middle of the continent can be made trade stops too (it can be similar to American westward expansion across the Mississippi from the 19th C).