Treadmill world

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

Treadmill world

Postby pppp » Thu Dec 27, 2018 12:03 pm

The idea is to make world act like a treadmill belt.
New areas would be periodically generated on west side and at the same time on the eastern side same amount of land would gradually sink into ocean and be subsequently removed from the world. New players would be spawned in new areas. The world shape would be rectangular with E-W side longer. The time from generating to fully sinking should be around one year. Some warning signs should be provided to let players know it is time to escape.

That would not help with high qualities but will allow for some fresh land as well as force permanent struggle for new resources.

*The direction of migration east-to-west was chosen because of dominant migration direction in recent 2k years.
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Re: Treadmill world

Postby jorb » Thu Dec 27, 2018 12:15 pm

That's a somewhat interesting proposal!
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Re: Treadmill world

Postby Aceb » Thu Dec 27, 2018 12:40 pm

Very fresh and nice idea but it won't change much.

Small hermits could re-build themself quick enough, but supporters of "no-easy-quick-travel" would hate that.
Medium villages also with combined work would migrate quick enough but here's few problems I see:

Projects like Community Fair, Kingdoms, very large villages, moving that would be a big issue. Especially that building Kingdoms that benefits all of buffs also is very time consuming (same way rebuilding CF probably?).

That would not help with high qualities but will allow for some fresh land as well as force permanent struggle for new resources.

I don't really think it would change. Fresh land would be same way it is now. Kingdoms, bigger projects, people moving constantly from E-W, not even building too close to E border for obvious reasons. Closer to E border would be ruins and left land / littered earth with roads, claimed resources to be milked last time before being swallowed by void & for resources appearing on the W side. Kingdoms rebuilding as close as possible to W border, eventually if fighting, for mostly space, than resources.

The real, only impact it would create, would be recreating underground in a little.
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Re: Treadmill world

Postby iamahh » Thu Dec 27, 2018 3:52 pm

I can see the appeal of fresh underground

Fresh land is just a matter of staying away from botters and big factions, which also solves the underground issue

Cheap alternative make the world bigger and make roads a Village feature, travel posts only visible to villagers, without collision
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Re: Treadmill world

Postby shubla » Thu Dec 27, 2018 8:14 pm

Very very interesting idea indeed!
Quality would still increase over time, as characters, crops and whatnot could always be moved though!
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Re: Treadmill world

Postby Granger » Thu Dec 27, 2018 8:55 pm

From viewtopic.php?f=48&t=59556
Granger wrote:IMHO world resets (as we know them) should be dealt with by removing the reasons for them.

jorb wrote:Perhaps, but significant changes to map generation are hard to push without a reset.

Granger wrote:There have been discussions about how the world could revolve (faked by generating new space at one end while gnawing away at the other), this could be used to renew it in an incremental fashion.

Regarding on-disk data I'm confident that these could be versioned so old structures would update on the fly (on demand with use), new terrain features like river currents (as example for what would be cool but not yet existing) would only exist in the freshly generated areas though, but that could give additional incentive to move there.


As Jorb seems to have skipped that topic after his post he might want to read it again, fully, as it also has other interesting ideas in it.
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Re: Treadmill world

Postby wonder-ass » Thu Dec 27, 2018 9:35 pm

i like the idea but, this game is far too time consuming for it to delete your shit so fast. nobody would put time in creating elaborate bases and villages.
most likely it would all be throw away villages where you can move all your shit as quick as possible with roads and premade new settlements.
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Re: Treadmill world

Postby Sarge » Sat Dec 29, 2018 7:43 pm

Heya p's.
factnfiction101 wrote:^I agree with this guy.
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Re: Treadmill world

Postby Dakkan » Sat Dec 29, 2018 11:58 pm

Unclaimed land on the east side could decay into ocean, but villages (and some buffer terrain around it) could be preserved, resulting in the east becoming first an archipelago, followed by more and more sparse islands of the earliest, longest lasting villages. A village losing authority would be an Atlantis-level catastrophe.
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Re: Treadmill world

Postby bmjclark » Sun Dec 30, 2018 4:56 am

Wouldn't this kind of suck if you lived on the east side of the world from the start though? I think everyone would just settle to the west.
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