Dynamically Spawning Monuments and World Wonders

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

Re: Dynamically Spawning Monuments and World Wonders

Postby Handofevil » Wed Oct 13, 2010 10:46 pm

Not is Sab drives them all off.
NaoWhut wrote:a nice juicy jorb dong.
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Re: Dynamically Spawning Monuments and World Wonders

Postby Irish_Pride » Wed Oct 13, 2010 10:47 pm

Handofevil wrote:Not is Sab drives them all off.

:cry:
Lol why u mad tho?
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Re: Dynamically Spawning Monuments and World Wonders

Postby sabinati » Wed Oct 13, 2010 10:51 pm

no, i get it, they're fucking majestic unicorns of the sea and all that shit, but that's completely irrelevant to this topic
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Re: Dynamically Spawning Monuments and World Wonders

Postby Irish_Pride » Wed Oct 13, 2010 10:53 pm

sabinati wrote:no, i get it, they're fucking majestic unicorns of the sea and all that shit, but that's completely irrelevant to this topic


They're wonders of the world, AKA world wonders.
Very relevant.
Lol why u mad tho?
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Re: Dynamically Spawning Monuments and World Wonders

Postby Handofevil » Wed Oct 13, 2010 10:59 pm

Replace boats with narwals :)

Going to be serious for a bit, but as for the world monuments, I think that it should be built in sections. You could reserve a space for the entire monument, but it should mainly be built in sections.
NaoWhut wrote:a nice juicy jorb dong.
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Re: Dynamically Spawning Monuments and World Wonders

Postby rye130 » Wed Oct 13, 2010 11:06 pm

bitza wrote:
rye130 wrote:
Right now there really isn't any "need" for ingame drama, if the community so choose we could very easily make a utopian society wherein goods are distributed fairly and equally


not all raids are carried out just for the lolz, there have been plenty of fights over mines, clay spots, etc


Didn't mean to make it sound like I was considering all I game raids to be pointless, just meant more that a lot of the conflicts are completely player created and could be completely avoided and I think a lot of the conflicts are avoided.

I think that with a monument being the center for some sort of territory control/king of the hill meta game, that the conflicts or raids and such would be a lot more meaningful and therefore not be avoided as much (good thing IMO). It would add a real reason for conflict between groups.
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Re: Dynamically Spawning Monuments and World Wonders

Postby rye130 » Mon Jan 03, 2011 3:50 am

Bump.

More endgame please!
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Re: Dynamically Spawning Monuments and World Wonders

Postby DatOneGuy » Mon Jan 03, 2011 3:52 am

rye130 wrote:More endgame please!
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . .Hi. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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Re: Dynamically Spawning Monuments and World Wonders

Postby Danno » Mon Jan 03, 2011 12:10 pm

Geysers and stuff sound cool.
DatOneGuy wrote:
rye130 wrote:More endgame please!
RIP
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Re: Dynamically Spawning Monuments and World Wonders

Postby Melgui » Mon Jan 03, 2011 12:35 pm

rye130 wrote:Bump.

More endgame please!


Agree, maybe geysers, volvanoes, or any other natural stuff would be nice but no "random spawing" buildings please. Keep the game clean of non-user-made content.
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