skaforhire wrote:Long time lurker over here, first time poster (this project got me to register, yay!) - so take this all with a grain of salt. I have been participating over in GoH and there are a few limitations I have seen that might end up hurting them in the end. I thought I might point some out here, so that it might all be avoided. Plus I wanted to throw in my own ideas that I would have presented had I been around at the start of GoH.
---
OK, Finally - and I know that things have progressed so far that many might think that it is too late for such ideas, but I really wanted to share them. Steal whatever you want from this post. This works best for a model where the project involves a game like atmosphere.(...)
Anyway, just a few thoughts. No matter what I plan to participate. I have been building a lot of eastern and desert style stuff in GoH, I am looking forward to building more European style things once in a while.
If the administrators of the project need any help, just let me know. I think this will be fun. (Although I was hoping that eventually there would be a super event EB v. CC Worlds)
Holy Mega Bloking Mega Bloks... that was a lot of content
OK, as one of the members who's actively developing this, I am very keen on picking up suggestions from someone who wants to improve on the EB experience. Let me go thru some of your suggestions...
1) No expansion territory - I think CC's map should be made to expand, and not just to another continent, but on the same continent the factions are on. Historica is really cool, but if they ever want to do a "war" they are going to be hard pressed, because they are going to have to destroy some of the stuff already created. Not that that can't happen, but I feel they boxed themselves in.
I agree with you, for the most part. I don't think we "need" to have a map that is attached to an "off-camera" landmass, but it does seem like it would make it easier to expand later if we did. A large unexplored region, big enough for another Province would allow the same, I think.
2) Guild masters. I like all the guild masters, they are all great people and run the guild to the best of their ability, but there needs to be more than one person in charge of a guild
if the setup stays the same.
Right now we are going to probably have 1 primary leader and 1 (I don't like this term for it, but for simplicity's sake) assistant leader. We can add more if needed as the project grows.
3) More factions! I will present my alternate take at the end of this post... But I feel they could have incorporated more factions.
We are trying to build into this as much freedom as possible. We don't want to "trap" anyone into a certain building style just because they belong to the "Desert" or the "Arctic" faction. Everyone will have a variety of terrains to choose from, and if you want to build something entirely different, just put a representative of your Province in there holding a standard and make up a story about why he's "in the desert" or "trapped in the dungeon of an evil castle". We also are "assigning" official lego crests to certain regions, but people will be encouraged to create their own custom factions, either using generic torsos or decals.
4) Judging. Personally, i have no problem with it in GoH, but I know some do. All four of those guild leaders are master builders in their own right. However, they do have similar styles to some extent. Also, it seems that larger builds are usually chosen over smaller. I personally don't care if something is SNOT built or bumpy - as long as it looks cooled, but I think they may have a different opinion. I know some people are a bit disatisfied after the Tower challenge because they did not see the results or felt left out. Like I said, I personally don't mind how they are doing it - but this challenge may want to do it differently.
I think that we are leaning toward the leaders hand-picking the top few entries from each region and then opening it to a CC-wide vote over in the main MOC forum. This will both promote the LCC and keep the personal preferences of a select few from determining the winner.
1)Low magic zones. I see a lot of people fear magic over powering this community build. I think an island is alright, but that also limits where those people can build. What about just low magic ares of the continent? say some powerful deity or object limits magic to almost uselessness.
I think that everyone has agreed (for the most part) to tolerate occasional magic use in areas other than the island/designated "magic hub" (centaurs/elves/druids in the forests, dwarves mining in the mountains, putting a wizard in the top of your castle's tower). We want to keep the restrictions off as much as possible so that people's creativity isn't dampened.
2)Factions being CC figures... One of the things that was annoying about GoH was that the guilds all made a standard foot troop (other than Nocturnus). It can get quite expensive trying to buy these - especially if 20 other people are buying them. Equally, those who do not use stickers will be hard pressed to create classic castle looking figs.
see above. There will be several official lego crests available to each region, and generic or custom decals are also welcome. Basically, if you can make it fit the general feel of your area, we aren't going to be Nazis about it.
3) Lastly, I think there is an identity crisis here, one that it doesn't seem people have mentioned. Is this a copy of GoH, in the sense that it is a community build about a world, or is it something totally different? It seems many people have mentioned "taking over lands" or waging "war." None of that can really happen in GoH, because they locked themselves in, and would really have to tear one another apart. I think they will eventually war, but with no foundation rules, people are going to get angry. This may be the game designer in me, but if rules are set out in the beginning less problems will occur later on. So my question again is: Is this a large story driven community build or a large story driven community build that is also a game? This forum is a bit more militaristic than the EB forum, so it kind of seemed like a lot of you were leaning towards the later.
Being that we're mostly castle-builders, we like builds with conflict. I don't think we can make it as dynamic as what you proposed in the second half of your post, but we definitely plan on building some conflict into the in-game story, which will be progressed by periodic global challenges.
4) Wiki = great idea. You can really show the history of the project that way, while leaving the discussion and MOC review here.
I'll let someone else respond to this. I'm not familiar with them.
As for all of the gameplay suggestions. I don't know how to implement them how you've described without it totally taking over my life. I work 60-70 hours/week and am married, so I personally can't run something like that. I think this will be a MOC based land with an evolving storyline, but what you've described almost seems like it needs it's own operating platform to keep track of everything.
Anyways, welcome to our little project. We're definitely happy to have you and I'm sure you'll be an asset in the development of this project as it grows.
And yes, an EB vs CC showdown would be pretty cool, though I'm sure we have a lot of people who participate in both forums, so it would be tough to choose which one to represent. We'll have to see if we can make that happen at some point, though.