Why a Map Without Boundries is a Boring One

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

Re: Why a Map Without Boundries is a Boring One

Postby Potjeh » Thu Sep 03, 2009 3:21 pm

Pumpkin wrote:Don't get me wrong, I feel that there is without a doubt a place for players who wish to play peacefully, I just don't think you can really escape the darker side of a world set in a make believe Germanic/Eastern European wilderness.

I could go to the nearby mountains right now and live out the rest of my life as a hermit without ever meeting another human again. I live in the Balkans. Granted, people here are dissuaded from wandering the mountains by all the minefields laying around, but there's also a lot more people today than there were 500 years ago, so I think it balances out.

Just because I escaped humans doesn't mean I escaped problems, though. Living as a hermit has it's own set of problems, such as dying of hunger and thirst first time I get seriously ill.
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Re: Why a Map Without Boundries is a Boring One

Postby Pumpkin » Thu Sep 03, 2009 3:22 pm

Or not having access to major industrial resources because there are settlements around these limited and rare locations OH WAIT.
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Re: Why a Map Without Boundries is a Boring One

Postby Blaze » Thu Sep 03, 2009 3:22 pm

Pumpkin wrote:So why not impliment an endless map once teleporting is fixed? Once there are mounts and boats to cover the -massive- amount of terrain that's going to be generated?

And yes of course a lot of this is personal opinion about how I play the game, and want to see the game being played. I never said it wasn't.

A lot of things need to be fixed, we don't exactly dictate the order in which they come.
I, for one, have been pushing for the "increased MHP also heals some HHP" fix for months.
I'm another 150 HHP below the limit, AGAIN. Jorb Damnit Loftar.

What. This doesn't even make sense. We're getting a new map to introduce a variety of new features, not because it's overcrowded.


If that was the case, it'd be easier to just take the original map size and copy the characters over.
No matter how big a world is, a limited world will eventually become filled.

Heck, we're still in alpha and the map is already crowded, No more Mordor Image
So with a map that's 4x larger, we can accomodate 4x more players before ending up like this again.
Last edited by Blaze on Thu Sep 03, 2009 3:26 pm, edited 1 time in total.
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Re: Why a Map Without Boundries is a Boring One

Postby Pumpkin » Thu Sep 03, 2009 3:24 pm

Yeah, see that's where I like the concept of random generation. Once the map has been filled, and later in the development process when new terrains and resources have been introduced, they can be placed on a supergrid not too far from established towns. If a town is established 5 Supergrids away from the edge of the map, all it means is that when new terrain is added, they're 5 supergrids away from the additional places.

In a more controlled map, this wouldn't be the case.
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Re: Why a Map Without Boundries is a Boring One

Postby Potjeh » Thu Sep 03, 2009 3:24 pm

Pumpkin wrote:Or not having access to major industrial resources because there are settlements around these limited and rare locations OH WAIT.

That too. However, I think that limiting the map size is wrong way to go about it. Player specialization (which we are getting with the reset, thanks to quality levels) is.
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Re: Why a Map Without Boundries is a Boring One

Postby sabinati » Thu Sep 03, 2009 3:28 pm

yeah there should be some kind of limiting factor to expansion... not sure exactly how it would work but maybe if there is not enough civilization within x distance it won't generate a new grid, just have an invisible wall. or just have like a -1 civilization level way further out that has level XXX bears.
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Re: Why a Map Without Boundries is a Boring One

Postby Pumpkin » Thu Sep 03, 2009 3:29 pm

sabinati wrote:yeah there should be some kind of limiting factor to expansion... not sure exactly how it would work but maybe if there is not enough civilization within x distance it won't generate a new grid, just have an invisible wall. or just have like a -1 civilization level way further out that has level XXX bears.


This won't work because people will simply trap them in construction sites and shoot them to death for billions of LP
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Re: Why a Map Without Boundries is a Boring One

Postby Blaze » Thu Sep 03, 2009 3:30 pm

sabinati wrote: level XXX bears.

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Re: Why a Map Without Boundries is a Boring One

Postby sabinati » Thu Sep 03, 2009 3:32 pm

Pumpkin wrote:
sabinati wrote:yeah there should be some kind of limiting factor to expansion... not sure exactly how it would work but maybe if there is not enough civilization within x distance it won't generate a new grid, just have an invisible wall. or just have like a -1 civilization level way further out that has level XXX bears.


This won't work because people will simply trap them in construction sites and shoot them to death for billions of LP


fine... level XXX ghost bears with no bounding box.
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Re: Why a Map Without Boundries is a Boring One

Postby Blaze » Thu Sep 03, 2009 3:35 pm

sabinati wrote:
Pumpkin wrote:
sabinati wrote:yeah there should be some kind of limiting factor to expansion... not sure exactly how it would work but maybe if there is not enough civilization within x distance it won't generate a new grid, just have an invisible wall. or just have like a -1 civilization level way further out that has level XXX bears.


This won't work because people will simply trap them in construction sites and shoot them to death for billions of LP


fine... level XXX ghost bears with no bounding box.


That reminds me, let's not forget that the Devs eventually want to allow animals to murder.
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