THICCthighssavelives wrote: »Maybe put entrance to Campgrounds in Festia's Frontier Zone, and have it be another attraction. The park rangers can be Festia employees.
Or, just allow camping almost anywhere in Erinn. That way the entire game world becomes your campgrounds. But then the question becomes, why camp in the first place? Real life camping skills provide you with food and shelter in the wilderness. We as Milletians don't need shelter, and we don't need food for hunger (we do, but few use it). Food for buffs, yes, but there's no need to make that food on-site.
I would love to camp, but it needs to have more benefits and game effects (good and bad, to allow for strategy). Camping also competes with Homesteads, thematically. Why make a camp when you can teleport to your homestead? To really make camping popular it must have uses that homesteads can't replicate. Possible new camp effects:
- Placing a camp and fire wards away animals (reduces spawn rate and keeps them away). This is good for safety, bad for hunting.
- Iria should be more inhospitable in general. It ain't comfy Uladh! Your campsite keeps you warm in the freezing Physis snowstorms and protects you from the harsh Longa Desert sandstorms. There's also increased hunger rate in Iria that camps alleviate.
- Put a timer on raw foods (or all foods?). For example, raw meat only lasts 6 hours, forcing players to cook it, preserve it, or lose it.
- Make some dungeons so long and inhospitable that we have to take camp breaks just to eat and rest (120 floors, takes 2 real life days). No visiting your homestead. The camp is your home now.
- Campfire skill renamed to Camping and allows creation of campfire kits and camp kits for use and trading. High rank Camping skill gives buffs to camp and campfire effects.
- What else?