W10 is too small

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: W10 is too small

Postby Tamalak » Fri Jan 27, 2017 2:09 pm

If you don't like having neighbors simply KILL YOUR NEIGHBORS
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Re: W10 is too small

Postby xdragonlord18 » Fri Jan 27, 2017 2:10 pm

r u kidding i can walk for like 30 minutes in every direction before i see an active base even more if i want to see a large active base or a group of people if i stay in our quadrant of the super grid i pretty much dont see anybody except the same 2 or 3 people dont bitch about being close to neighbors when u arent will to move to the places that dont have people what is wrong with u
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Re: W10 is too small

Postby shubla » Fri Jan 27, 2017 2:21 pm

But does the size matter anyway.
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Re: W10 is too small

Postby xdragonlord18 » Fri Jan 27, 2017 2:29 pm

shubla wrote:But does the size matter anyway.

yeah the larger the map is the less casual scrubs have to worry about pairs of neetle fukers just desotrying their settlements
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Re: W10 is too small

Postby maze » Fri Jan 27, 2017 5:54 pm

Honestly.
I see maybe 6 people a day....and I'm a world traveler.
Idk understand why you people cry about seeing a camp next to you. I use to beg for interaction late game.
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Re: W10 is too small

Postby ven » Fri Jan 27, 2017 6:23 pm

A larger map doesn't necessarily kill interaction. It's been argued before in two or three threads but these ideas sum up the basics:

NotJimmy97 wrote:Why not just make basic survival scale in difficulty with the distance you travel from the center of the map? Trees get tougher to chop, animals get more aggressive and stronger (and more valuable), and other interesting challenges arise for players in the far reaches of the hinterlands? It could scale linearly such that players can progressively explore the farther recesses of the world, but at a certain point the challenges of living would be greater than any experienced player could deal with. I'm probably just rambling here, but that sounds like a system that would be a lot more organic than the invisible wall that currently encloses the world map.

Kaios wrote:I like the sound of this quite a bit, makes sense and seems fair enough in terms of balance. Even the tree chopping becoming more difficult is a reasonable idea since it limits how far out you can go before you get to a point where it becomes too difficult to establish a settlement at your current level preventing players from going hours upon hours away from any civilization at least for awhile.

Loftar has mentioned a few times that making an infinite map is his ultimate goal in this regard. The idea above seems to be a good solution that pleases everyone and doesn't ruin interaction.
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Re: W10 is too small

Postby AriZona » Sat Jan 28, 2017 2:05 am

ven wrote:A larger map doesn't necessarily kill interaction. It's been argued before in two or three threads but these ideas sum up the basics:

.....



That is quite balanced and smart idea.
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Re: W10 is too small

Postby Kearn » Sat Jan 28, 2017 6:38 am

a scaling, procedurally generated map would produce some pretty interesting dynamics
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Re: W10 is too small

Postby jorb » Thu Jun 29, 2017 12:54 pm

A bit torn. Some new lands could be fun, but the player count isn't huge either.
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Re: W10 is too small

Postby ven » Thu Jun 29, 2017 7:20 pm

jorb wrote:A bit torn. Some new lands could be fun, but the player count isn't huge either.

Then make life exponentially more challenging the further one goes from the center, in such a way that it would allow exploration and expeditions but would not let people settle too far apart.
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