Please expand the map before Summer begins

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Please expand the map before Summer begins

Postby ricky » Sun Apr 23, 2017 9:14 pm

Hopefully the devs have already planned this, but I really hope they expand the map at the beginning of summer.

I go to school full-time so I cant afford to play during the middle of the school year, lest my grades suffer. There are plenty of summer fags like me that would jump at the chance to play during the summer if there was a soft world reset in the form of map expansion.

Just dropping this idea in the hopes that the devs see it before June 1
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Re: Please expand the map before Summer begins

Postby Kaios » Mon May 01, 2017 1:34 am

One thing I noticed about last world's map expansion was that none of the rivers/lakes from the old part of the map connected to any rivers/lakes in the new part of the map, this made travel via rowboat or knarr kind of annoying (more annoying for knarr) if you wanted to boat to the new areas.
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Re: Please expand the map before Summer begins

Postby ricky » Mon May 01, 2017 1:56 am

Kaios wrote:One thing I noticed about last world's map expansion was that none of the rivers/lakes from the old part of the map connected to any rivers/lakes in the new part of the map, this made travel via rowboat or knarr kind of annoying (more annoying for knarr) if you wanted to boat to the new areas.


I noticed this as well. ( my settlement was on the new world border)

unless the devs preemptively genned the world with the intention of expansion, the world would have that land border, unless they retroactively gen some rivers in the old map.

i personally didnt think it was that big a detriment, but it does need to be considered in the future. it did however make a really nice strait for travel by horse.
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Re: Please expand the map before Summer begins

Postby Tamalak » Mon May 01, 2017 4:01 am

NEVER EXPAND THE MAP. SMALL MAP MEANS GRAND GAMEPLAY
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Re: Please expand the map before Summer begins

Postby Grog » Mon May 01, 2017 8:08 am

The only thing necessary for the triumph of evil is that good men do nothing.


Or just ask for a map expansion instead of reclaiming the given map.
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Re: Please expand the map before Summer begins

Postby Kaios » Mon May 01, 2017 2:18 pm

Map expansion is a like a soft reset and I'm always happy to see one happen when it's about the right time because it adds some interest for remaining players as well as brings some players back.

Tamalak wrote:NEVER EXPAND THE MAP. SMALL MAP MEANS GRAND GAMEPLAY


Sarcasm, I hope!
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Re: Please expand the map before Summer begins

Postby Sevenless » Mon May 01, 2017 3:49 pm

Kaios wrote:Map expansion is a like a soft reset and I'm always happy to see one happen when it's about the right time because it adds some interest for remaining players as well as brings some players back.

Tamalak wrote:NEVER EXPAND THE MAP. SMALL MAP MEANS GRAND GAMEPLAY


Sarcasm, I hope!


Since the world is small already, I don't think a map expansion is out of order to coincide with summer break.
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Re: Please expand the map before Summer begins

Postby ricky » Mon May 01, 2017 5:26 pm

as an afterthought:


if you could kindly crank all variables to the fuckin max if you gen new map grids, i would be thankful.

would love to see killer rabbits and giant mountain biomes streching 800 meters and 30 walrus on a beach and Q 500 rocks.
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Re: Please expand the map before Summer begins

Postby ven » Mon May 01, 2017 11:26 pm

ricky wrote:if you could kindly crank all variables to the fuckin max if you gen new map grids, i would be thankful.

would love to see killer rabbits and giant mountain biomes streching 800 meters and 30 walrus on a beach and Q 500 rocks.


Yes, something like that has been suggested before and in my opinion it's one of the best ideas in C&I. At very least it would give the infinite grind a palpable purpose with immediate feedback:

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.
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Re: Please expand the map before Summer begins

Postby Sevenless » Mon May 01, 2017 11:44 pm

So lets think about this for a second. The center of the map, presumably where everyone starts, will be the safest/easiest to live in. Only more advanced factions will be able to survive further out. This is in direct conflict with a number of current game mechanics. First off, roads make travel trivial given initial input. Second, the game massively incentivizes settling fairly quickly and starting spirals with what you can find. Third, the area where everyone starts as a beginner would be colonized by these larger factions who are utilizing the transport systems available to them and just bussing it out to the tough areas for resources. Fourth, moving in haven is a *pain* in the ass. I don't think this idea is compatible with current mechanics at all. And at the same time, many of the mechanics that conflict it are useful and well tested, not something you just want to rip out wholesale.

If you wanted to introduce some mechanic of infinitely scalable resources that increase in challenge, I think the safest way to introduce it would be via a "pocket dimension" concept. Use some magical reagents in order to whisk yourself away to the hunting grounds of the gods, where challenge and potential quality that can be found is somehow based on ingredient input quality.

But before we do anything like that, we really need to get a handle on our current stat bloat system. I don't feel the current stat system is long term sustainable, so before anything gets calibrated quality wise that probably needs to get fixed first.
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