Hey all,
Has anyone else thought it odd that Inn's would even exist at game-start? There was just a 100 year cataclysm and the world has just about ended. There should be other things to give out quests in the early game, with inn's not showing up until early mid-game. At least imo. Thoughts?
I agree...
Its fantasy with no real thought.... its almost unimaginative, the old cliche all quests start in Inn's. *yawn*
It could easily be replaced with refuge or vault. That way it makes sense throughout the game.
Just a thought...
umm.. The game starts 2 centuries after the cataclysm, afaik...
The cataclysm was over a hundred years ago.
Along the same lines...one thing that has annoyed me is I will see 2 inn's right by each other. I mean c'mon now...
Have you never seen two Inns next to each other in real life? The distance between two tiles is quite long.
Yes! I see them all the time in the villages near me.... you can have two Pubs on opposite sides of the street.
100 years from nothing (utter destruction) to disposable incomes, fairly large scale fermenting and the security to share a pint with mates.
It makes the cataclysm seem like an annoyance!
Maybe you can find inns, camp sites, caves, minors races, etc... that give out quests. And not just inns.
Once people are aware of alcohol's existence, nothing can stop them from finding ways to get or make it, not even the end of the world
It'd probably feel less odd if those picturesque inns weren't the only thing standing in an otherwise completely desolate wasteland.
They do seem out of place. It kinda cheapens the feel of the world.
When I hear "a hundred years after the cataclysm", I imagine a post apocalyptic world. 100 years is really not that long when you start from nothing. Inns all over the place make it feel like nothing really happened.
Which made me wonder . . why can't I build Inns and then tax them? NPCs need wench time too, right?
You can't just make a big deal out of a Cataclysm and then toss players in a generic fantasy world with inns and damsels in distress. And we've seen that so many times before - it's stale and boring. Please stick with the apocalypse story and make it believable by putting the player in it. Desolate landscape with eerie wind, makeshift camps of survivors who are only out for themselves.. and a Sovereign who has the power to change that.
A hopeless, broken world where you are the beacon of light or the harbinger of doom makes for a much more powerful story.
I believe the campaign will be dealing with just those sort of concepts. However, the sandbox mode is going to be a bit more open I would image.
Just my $.02
Oops Double post
I'm really curious why anyone would think there wouldn't be inns. Pretty sure a few years after 2012 there will be inns.
Agreed,
Hopefully, the sandbox, quick play, and multiplayer modes ignore the storyline to a large extent.
I wouldn't mind the option to start a game with mid-game seeded inns, but that should be an option when configuring the map.
In a world where civilization boils down to refugee camps and roaming bad guys inns would be an unlikely find. Even if you did find an inn you would likely find yourself murdered in your sleep for your belongings. Or you may find inns but they would be few and far between, and certainly not cozy little inns; they would be fortified to protect the few travelers that stop by from roaming monsters. Once the Kingdoms begin to bring civilization back to the lands you would start to see cozy inns pop up in areas that have been rejuvenated and have the protection of the kingdoms guards. Just my opinion but I think even if you did find an inn you would likely want to avoid it.
That's really the point - it's been 100 years and the land is dead... the longer time passes the less technological people would have become, and things like Inns would have been abandoned in the earliest years following the event....
It also cheapens the role of the you, the player...the channeler..the sovereign that will fix everything. Inns and damsels in distress make it feel like the world is already on its way back...and not something you are spurring.
I don't mind too much the concept of inns poping up to give quests (though I would prefer something less cheesy tbh)...but at least make it something that happens only in revived land after attaining certain techs.
I'd rather see the first quest hubs as small, struggling makeshift settlements. Performing their quest might induce them to join your city, boosting your population, or adding free military units.
What defines an inn btw? A stop along a major trade route or a place where strangers find food and a bed in exhange for something? Something=work rather than money since there are no currencies any longer.
The latter would be out of place, but if it's the former I'd call it a refuge or something and those would appear within weeks of the apocalypse. Might be very inn-y but more of a haven than a pit-stop.
That's... Incorrect. After a cataclysm of that scale and type, the level of Technology wouldn't scale downwards over time. Barring what few specialists would be left to make use of technology, the average level of technology on a global scale would INSTANTLY drop to near nil. Then it would slowly ramp back up. After 100 years of horrific survival conditions, I think people would learn how to build Inns. After 100 years of re-population as well, I wouldn't be surprised to see quite a few of them scattered about.
It might be somewhat unlikely, but nowhere close to impossible to find them. Furthermore, if you happen to find a populated Inn that's somehow managed to stay afloat despite a near global extinction, chances are, rather than be murdered, the people would live there, maybe even build their own houses nearby, start a town, etc etc. And as life slowly comes back, they'd grow and survive. Channeler's only speed up the rejuvenation process, not enable it. If there wasn't a single place that went unaffected by this, then there wouldn't be any Channeler's anyway, since everyone and everything would be dead, on account of there being no food.
You're also assuming the worst in people, but the most dramatic changes in personality happen when a persons life is most at stake. If they have a place where they can finally get out of the rain and snow, and sleep on something resembling a bed, and use dishes, and grow their own food, and SURVIVE, I really doubt they'd do something as stupid as just kill everyone and leave. On the other hand, it is entirely conceivable that some of these people may have set up the Inns as traps for others, landmarks to draw them close, then kill them and steal their things... But considering it's 100 years or more after the fact, those people are long gone, their Inn's inhabited by someone else, someone who sees the PROFIT of not killing every innocent that passes through their door.
Furthermore, there are nobles, even 100 years after the fact. That means that possibly, on some small scale, there has been something governing the remaining people, that thing most likely being the mutual need of survival, but it's possible that there are some people bound to a noble or small house running those inns as way-stations for people looking to join the Noble Families/Houses.
Lastly, fortifying an Inn in a post-apocalyptic setting? Puh-lease. It probably took them weeks just to find the materials to BUILD the Inn's, much less fortify them. And most conceivably, the Inn's were built fairly close to the time the whole Cataclysm business went down, so monsters probably were as little of an issue as people themselves. Not to mention, 'Monsters,' 'Beasts,' and 'Animals,' as long as they have a modicum more intelligence than an insect, are generally more afraid of people than people are afraid of them, so again, a non-issue. The exception to this I think would be Trolls, at least this far into the Beta. (Read: Haven't seen any monsters that fit the same Psyche Profile.) Trolls, while not mindless, are highly aggressive and brutal. They eat what they kill, so they kill as much as they can. That's probably how the Trolls survived, honestly, is by killing and eating wandering people who were looking for shelter... Like, say, an Inn.
In short... I find your lack of faith, (and you inability to suspend your disbelief,) disturbing.... And unfounded.
From what I have been able to gather from the beta, Inns are perfectly acceptable. I find it strange to see someone say, "That Inn is totally stupid." It would make much more sense to be suprised that the Inn is there and go inside for a pint, accepting it because it is there and useful. Why sit outside and criticize it while everyone else is enjoying it and the beer sodapop it offers? It seems cynical to demand they change it to fit your view of the apocalypse when you really have no lore to support your expectations.
Beyond that, there are definitely small villages in the game that have no sovereign. There are bandits that sometimes attack or invade these little villages. There are nobles and estates. There are shrines and workshops functioning independently. It seems that since the big C, much has either developed or been saved from the past. Inns are merely one aspect of the remnants of civilization and it doesn't really matter what we call them, because the people that own them call them Inns.
Be humble like the Inn.
Also remember that the cataclysm was not a nuclear war and people were already not reliant on technology even before the cataclysm. Don't think of this as a post apocalyptic setting in the modern sense. This is not Fallout 3 here, think of an event like this during the middle ages. How much would truly be lost considering they were already at a very low technological standpoint to begin with. Everyone probably had farming/hunting/building experience before the cataclysm because living in the middle ages is not much more than living in a post apocalyptic setting anyway. All these skills are simply passed down from generation to generation much like it had been for thousands of years. Only the fertility and life of the land is affected. A small village or inn would still survive because it was already pretty self reliant to begin with, even if the land was semi arid.
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