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TOPIC: Safehold Program Thoughts?

Safehold Program Thoughts? 2 months 1 week ago #1



The plan is to announce the Safehold details in January. However, before we do, I thought it would be a good idea to get some broad feedback from the TD Community. We are going to introduce landholding into TD, and I'd like your thoughts on any ideas, hopes or concerns you might have about this subject. I am leaving the info very vague so as not to limit ideas. What I can tell you is that there will be five available levels of Safeholds to build (eventually) -- but doing so will take a lot of Trade goods and time.

Thanks for any input!
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Safehold Program Thoughts? 2 months 1 week ago #2

While I've never played any campaigns with landholding to draw from I am curious, will the benefits from having a safe hold be different for each class or more general bonuses?

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Safehold Program Thoughts? 2 months 1 week ago #3

Exciting! Thanks for introducing something new and cool. Can't wait to hear everyone's ideas. Seems like Safeholds could have some in game and some out of game perks. Perhaps some that apply to virtual and some to in-person.

Here's an idea: At Safeholds you have stores of supplies. So maybe, an ability to exchange trade goods for other trade goods. Trade off some Silk for Hides, or Bismuth for Aragonite. Wouldn't have to be one for one necessarily, but there have definitely been times I would have given 20 planks for 5 Steels or something. I don't know, it might mess up the secondary market too much. Just the first idea that came to me.

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Safehold Program Thoughts? 2 months 1 week ago #4

I'm not a fan of more slotless(or new safehold slot)"permanent" bonuses right now. We already have the path of enlightenment and uber avarice coming up to contribute to slotless permanent bonuses.
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Safehold Program Thoughts? 2 months 1 week ago #5

As a new player I'm finding it hard to keep up with everything coming up /out in 'years' but I do like the exchange idea. I don't have enough information for an opinion though
Two Tongues

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Safehold Program Thoughts? 2 months 1 week ago #6

My concern is that so many things are aimed at big spenders, either Patron awards or 8k bundle awards where the overlap with Patrons is extremely high. The expansion of 8k sales may be good for providing funding to activities and push prices of things down for a segment of the player base to chase rarer tokens, but it comes across like the player below the UR level experiences less and less of what goes on with TD.

Obviously any sort of transmute is easier to those who accumulate more tokens. Can try to use completions instead of other stuff to reward doing more runs, but that doesn't change a whole lot as higher end players are more likely to have ghosts, do more runs in general, whatever. It just comes across like the marketing strategy is to push a fraction of the player base to chase being in the most exclusive club.

On a different topic, how does something new interact with just playing the game? I don't mean in terms of power or difficulty or whatever but just the logistics of playing. Passage tokens enable doing a special run. Enlightenment a special run. Does Safehold have something to do with runs or is something outside of runs?

Will they affect treasure or other spicy subjects?

If it's more along the lines of "Okay, you are a 5th level Fighter with Safehold V, so you get +10hp, +2 saves, and immunity to psychic blasts.", then I kind of don't care even though I perceive an underlying problem with run difficulty in the game.

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Safehold Program Thoughts? 2 months 1 week ago #7

So far everyone is jumping to what are the in game benefits.

So I’ll go a different way.

I recommend drawing a large map of the TD world. Each stronghold would occupy a different spot on the map.

This will not only breathe some life into this token but start to open up some opportunities to explore the world you’ve created more deliberately.

You could even run a poll and ask what area is the community interested in exploring in 2025. Maybe these strongholds could play a part in future adventures, if they’re near where it takes place.

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Safehold Program Thoughts? 2 months 1 week ago #8

But if we own land, how do we continue being murder hobos?

But on a more serious note: I think the transmute costs for the 5 levels should be exponential (or even more steep).
The base level should be achievable for anyone who wants to work to get one.
Level 2 will either require a decent size purchase or be a good long-term goal for someone who doesn't spend much.
Level 3 should require massive purchase or take multiple years for most of us.
Level 4 is a long term goal for most big buyers; this level is out of reach for most.
Level 5 is a long term goal for the biggest buyers; only Laz, Trent, Smak, and others buying at that level will ever be able to get this level, and it should take them more than 1 year to get there.
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Safehold Program Thoughts? 2 months 1 week ago #9

Some quick thoughts:

1. Owning a safehold should be transferrable to other players; should have a registry.

2. The level of the safehold should perhaps have special resources given every year in relation to a new token release. This could be trade goods, unique items, and other special tokens that can act as boosts for the transmute process.

3. Offer a discount on transmutes (10/15%) the higher one goes, operating as a marketplace.

4. Titles comport to the landholder, so groups playing in a dungeon may get small bonuses for training or being squires under the lord of the manor.

5. Consider having different buildings available (mines, farms, smiths, temple), which can help generate additional resources or unique weapons/items.

6. More pets. Love animals and pets. Having a farm may let you select a unique pet for your adventures.

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Safehold Program Thoughts? 2 months 1 week ago #10

Joel Fogelson wrote: Some quick thoughts:

1. Owning a safehold should be transferrable to other players; should have a registry.

2. The level of the safehold should perhaps have special resources given every year in relation to a new token release. This could be trade goods, unique items, and other special tokens that can act as boosts for the transmute process.

3. Offer a discount on transmutes (10/15%) the higher one goes, operating as a marketplace.

4. Titles comport to the landholder, so groups playing in a dungeon may get small bonuses for training or being squires under the lord of the manor.

5. Consider having different buildings available (mines, farms, smiths, temple), which can help generate additional resources or unique weapons/items.

6. More pets. Love animals and pets. Having a farm may let you select a unique pet for your adventures.


1-4 are nice ideas, #5 ...not too interested in a token Farmville
Two Tongues

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Safehold Program Thoughts? 2 months 1 week ago #11

It sounds interesting, I wonder how this differs from a transmuted slotless token (or a transmuted token in the new "Safehold" slot). It seems kind of like that is what this is, just with a different name. I look forward to hearing the details. I do hope it doesn't grant additional treasure pulls in any way.

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Last edit: by Mike Steele.

Safehold Program Thoughts? 2 months 1 week ago #12

Pstyle wrote: I'm not a fan of more slotless(or new safehold slot)"permanent" bonuses right now. We already have the path of enlightenment and uber avarice coming up to contribute to slotless permanent bonuses.


Agree. I like Leitz's idea of connecting these to the lore of the game and the game world. I would much prefer that to statistical bonuses on the party card.

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Last edit: by Daniel White.
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