Map reset

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Re: Map reset

Postby Thursday » Sat Aug 08, 2009 5:55 pm

Well, perhaps to balance out the increased effort and investment of finding a mine, they'll decrease the amount of materials needed to make one, and/or some of the stuff that requires metal.

I was surprised that brick walls required metal at all, especially wrought iron, and don't the gates need steel? I figured a wrought iron gate would be what was made, but then again brick walls are incredibly tough now, thanks to having their stats buffed.

Well, in the end it probably won't affect me. My property defense will be bears since I'll build in the boonies, and since animals can't break fences that will probably be what I build.
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Re: Map reset

Postby KoE » Sat Aug 08, 2009 5:59 pm

Since we already have wild plants, I can only imagine the new stuff'd be growing wild too.

As far as the mine thing goes - Inventory's got 24 slots. To get a square/rectangular brick wall with a gate, you need (if memory serves) 5 steel and 35 wrought. The inventory space of two people can give a settlement the best protection available, so for any decently sized town (not to mention alts, assuming J&L don't nix that somehow) I don't think it's that big a deal. Not to mention you could just go with palisades, if one can get them (which might be more effective if you've got a wall and there's plenty of targets that don't). I think we're going to wind up with temporary settlements in any situation, anyway.

I should also think that the new RoB is likely going to have at least one, if not more, mines with which to get the iron necessary to build a village.
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Re: Map reset

Postby kobnach » Sat Aug 08, 2009 6:19 pm

KoE wrote:Since we already have wild plants, I can only imagine the new stuff'd be growing wild too.

As far as the mine thing goes - Inventory's got 24 slots. To get a square/rectangular brick wall with a gate, you need (if memory serves) 5 steel and 35 wrought. The inventory space of two people can give a settlement the best protection available, so for any decently sized town (not to mention alts, assuming J&L don't nix that somehow) I don't think it's that big a deal. Not to mention you could just go with palisades, if one can get them (which might be more effective if you've got a wall and there's plenty of targets that don't). I think we're going to wind up with temporary settlements in any situation, anyway.

I should also think that the new RoB is likely going to have at least one, if not more, mines with which to get the iron necessary to build a village.


Palisades also require wrought, for the gates. And given past history, any resources at the new ROB will be claimed/destroyed/walled in within 24 hours, even if potentially shareable.
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Re: Map reset

Postby kobnach » Sat Aug 08, 2009 6:20 pm

Peter wrote:
I kind of like the idea of everyone being thrown into a new, harsh world with only what they can carry.



Without the griefers etc. it would be fine. With them - blech.
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Re: Map reset

Postby Peter » Sat Aug 08, 2009 6:31 pm

Um... that's odd, I'm pretty sure I built a palisade gate without wrought.

As for the griefers, you're probably right. But when have walls prevented them? That's why it's such a great advantage to have this expanding map. Just go west, young man, for three solid days of walking, and griefers won't be a problem.
Surprise.
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Re: Map reset

Postby Jackard » Sat Aug 08, 2009 10:50 pm

kobnach wrote:
loftar wrote:
Thursday wrote:But seriously, I wonder how we're going to detect mining points?

Jorb and I haven't discussed it in detail yet, but we are agreed that finding mining points will be far from trivial.

My mental model for quite time is indeed that you go around prospecting for ore, in such a way that when you've examined the minerals of a point, you'd get an indication of how rich that point is in minerals (from, say, 0% to 100%, where 100% would mean that it would be possible to build a mine at that point) -- that way, you'd have to "home in" on the mining point by trying to find the direction in which the mineral content increases. It would probably be possible to detect trace amounts of mineral from quite large distances (though not too large, seeing how it should be hard).

I do wish that I could make it a little more exciting, though. One thought might be that it would require some "chemicals" of some kind, which would be consumed when prospecting. That way, the whole process would be larger and more complex than just following the mineral trail, which would, at least, make it a bit more varied (and it would be reasonable to detect mining points from further away, as well).

I'm not sure yet, though. We might make it something completely different after discussing it.


*sigh* This sounds interesting - but if it comes on right after map reset, it'll be a PITA. Everyone will be in temporary settlements - which will need walls etc etc - intending to move when their group discovers a mine. (OK, maybe not everybody; there must be some nature people not planning to settle in a group that includes industry people....) But the thing is, iron is vital for defences, making an iron mine a necessity not a luxury. And given that some people prefer stealing to production, those temporary camps will need defending.... doubly so if the prospecting chemicals take time to produce, and thus can be stolen during that process ... but the defences need metal. Not a good idea, in terms of playability.

It has to be possible to accumulate the tools needed to make defences, even in an environment of random theft and grieving.

*sigh* Can't make my very own perfectly defended village in the middle of bumfuck nowhere anymore... where I do almost everything by myself, am entirely self-sufficient and start threads on how taxing it is to run my own village by myself.... might have to rejoin society

times are tough
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Re: Map reset

Postby Colbear » Sat Aug 08, 2009 10:57 pm

Seriously, it's not going to be THAT hard. You can build palisades without anything but a stone axe, OR you can import brick pretty easily from altvaults. And, hey, thieves can't get metal either! So they won't have an advantage there, so YOU can always go right back and smash them for stuff or kill them or whatever. Or you can set up a small perimeter while making a mine, and just have people keep an eye on it.

You're just whining because you can't play an entire village by yourself. Hint: you're not meant to.
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Re: Map reset

Postby Jackard » Sat Aug 08, 2009 11:05 pm

G-guys... why can't I have my hermit village.... why would it get targetted when there is no one there to defend it.... :cry:

viewtopic.php?f=5&t=1163&start=0

kobnach wrote:Palisades also require wrought, for the gates.

No, just 30 logs.

You are an incredible whiner. Raiders are a natural risk of holding a homestead on the frontier, far away from civilization. If you cannot accept that, perhaps you should join an actual town for the protection and support they provide. More people banding together is a good thing.
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Re: Map reset

Postby KoE » Sun Aug 09, 2009 1:34 am

kobnach wrote:
KoE wrote:blah blah blah why does this guy talk so much?


Palisades also require wrought, for the gates. And given past history, any resources at the new ROB will be claimed/destroyed/walled in within 24 hours, even if potentially shareable.


Whether the palisades require wrought or not, it's still easy enough to carry through the Ragnarok. I'm also guessing (though I'm usually wrong on these things...) that J&L plan to make the new RoB a bit newbie-friendlier with some sort of unique 'god'-claim thing that doesn't wind up with it being trashed and molested by griefers every few days. Plus I addressed that with multiple mines - gonna be difficult to wall them all in. Claiming could/should/would be fixed by aforementioned 'newbie' protection.

There's gonna be a lot of ruckus with the map reset no matter what, and I imagine it's being planned for. Probably a good idea to bring it up, though. I for one have been sitting on my worry that old stored scents will be brought across and people murdered with reckless abandon before they can even think about getting settled, which seems unfair to just about everybody. Probably also a glaring problem that they know should be addressed, but eh. Better safe than sorry.

The best thing you can do is band together with your villagers (which, contrariwise to what some people appear to have figured, I believe you have a few of still?), plan for it, and trust J&L won't completely botch the whole thing.
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Re: Map reset

Postby kobnach » Sun Aug 09, 2009 1:55 am

Peter wrote:Um... that's odd, I'm pretty sure I built a palisade gate without wrought.

As for the griefers, you're probably right. But when have walls prevented them? That's why it's such a great advantage to have this expanding map. Just go west, young man, for three solid days of walking, and griefers won't be a problem.


Possibly the requirements for palisades changed after we finished ours. (This was well before the altpocalypse updatee)

As for going west for 3 solid days - I'd love to, but I'm concerned the animals will be too much for me. Pathfinding makes it much harder to elude unwanted fox attacks. I can't melee a level 10 bear - or a level 20 fox. (What will the upper limit be in the new map?)
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