I'm for more dangerous above ground biomes personally.
All the forests in the game are pretty much the same aside from 1 or 2 different foragables. Pretty much the only above ground biome that's dangerous are the mountains.
loftar wrote:I don't mind the general idea, but I'd rather it be more akin, in some manner, to the old concept of the Civilization rating from Legacy, where the civilization rating is independent of the biome (though I guess the biome could be part of the civilization calculus), and is indicated more in terms of other graphical effects (not sure exactly what, desaturation, cloudiness, weird fogs, &c&c). It could also be conceivable, for example, that remote continents natively have lower civilization ratings.
loftar wrote:VDZ wrote:This doesn't feel Haven-like at all, being more like a general high fantasy setting.
I don't think this counts as particularly "high" fantasy, it's just a wild and hostile part of the world as far as I'm concerned, and it has long-standing precedents both in terms of, again, Legacy's civilization rating as well as Salem's Darkness. I'd also just like to add as a general observation that Haven wasn't really ever intended to be hyper-realistic, it's more that we want to keep the more magical elements away from everyday/mundane gameplay (lest they become commonplace, and therefore not special).
Tamalak wrote:I'd love to see more RPG content like this. I've always thought of this game as the game UO should have been.
azrid wrote:VDZ wrote:This doesn't feel Haven-like at all, being more like a general high fantasy setting. (Then again, I also think Dungeons feel un-Haven-like...)
There are trolls, giant snails, slimes, giant bats your vision of the game has been lost a long time ago. They also want to add dragons.
VDZ wrote:but rather having a combat area ("would give you increased lp gains and much higher chance of obtaining combat moves") featuring skeletons and goblins
loftar wrote:I don't mind the general idea, but I'd rather it be more akin, in some manner, to the old concept of the Civilization rating from Legacy, where the civilization rating is independent of the biome (though I guess the biome could be part of the civilization calculus), and is indicated more in terms of other graphical effects (not sure exactly what, desaturation, cloudiness, weird fogs, &c&c). It could also be conceivable, for example, that remote continents natively have lower civilization ratings.
VDZ wrote:My problem isn't with the 'spooky supernatural place' aspect, but rather having a combat area featuring skeletons and goblins, especially as a biome. It just really feels typical 'Slay 10 Goblins then report back to Sir Genericfantasyname' MMORPG-like. I don't mind magical elements, but Haven isn't the kind of 'if you're level X go to hunting grounds Y to grind monster Z' game this suggestion sounds like.
VDZ wrote:But again, dungeons are already practically 'if you're level X go to dungeon Y to grind animal Z' places.
VDZ wrote:I just like how unique Haven is and making it more like typical monster-fighting MMOs would in my opinion make it less unique.
VDZ wrote:All of these fantasy monsters are exclusively underground, and only in the deeper layers (with the exception of the troll, which is just extremely rare). You don't just encounter random monsters while normally travelling and decide then and there to whack them with your sword to gain XP and raise your level receive bonus LP and increment your skills.
Users browsing this forum: Claude [Bot], Dotbot [Bot] and 39 guests