Things you feel we need before map reset

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Re: Things you feel we need before map reset

Postby burgingham » Wed Feb 03, 2010 1:43 am

Caradon wrote:
burgingham wrote:You gone


Well, that isn't going to happen, but your just whining because you want me dead and cant find me.



Nah I am not even playing...just laughing about stupid people.
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Re: Things you feel we need before map reset

Postby ElGato » Wed Feb 03, 2010 1:43 am

We haven't been looking :)
burgingham wrote:We are all Gato, and Gato is Delamore of course. Goons blablabla...

Caradon wrote:Gato, the anti-ghandi

Sabinati wrote:yeah we're gonna kill you gato!!!
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Re: Things you feel we need before map reset

Postby Machenoid » Wed Feb 03, 2010 1:55 am

- Let above-ground stone boulders have quality based on nearby mine point quality, and depend on mining skill/tool use. Better stone arrows and other stone constructions.
- Allow the object/map generator to replace gathered natural crops, chopped trees, and depleted mines. No wild wheat, vastly de-forested wastelands, no open mines/stones = "fuck you, got mine" mentality and that is a very bad thing for the lifespan of a game like this.
- Bring back tree quality. Avoid retardedly high infinite quality bugs by limiting to (sqrt(water/4) + sqrt(soil/4)) or something. Let trees that regrow do the whole +/- quality thing as if they were planted by a player in soil/water that is of the quality they were generated on, so things that are left along get better.
- Allow the map generator to produce more then just a narrow and shallow bank in rivers, such as a delta or ford. Further give the rivers a flow direction so a player would be forced to beach or anchor their boat, otherwise it would drift away (metal, and stone+rope anchors) and would ease swimming if the player swam with the current but increase the difficulty if he swam against it. Also, pretty graphics.

Winterbrass wrote:A map generator that creates geographical features like mountain ranges and sea edges, and overlays the elevation map with temperature and rainfall maps to determine where rivers and swamps are located, and where specific types of crops should be able to grow.
By a 1000 times this needs to happen so players know where to go to find what they need instead of just random wandering, and the random-oval-random-placer needs to die a death as horrible as what it creates... But i'd go one further and suggest that the same locational logic be applied to metals as well; that way a player will never be able to find some holy-grail triad of metals and then play "Monopoly, the H&H version." And of course, by the time non-mine metal sources get put in, it would have to be that way anyways in order for something like bog iron to work.
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Postby Jackard » Wed Feb 03, 2010 5:44 am

Game lacks cohesion, lots of stuff feels tacked on and could use reworking into a whole. And if you want a survivalist permadeath environment with pvp, if thats what youre really aiming for, the game should focus much more on group advancement than individual

    Combat and Sieges
    Reworked FEP and Foods
    Streamlined Crafting
    LP Replacements
    Stats and Beliefs made more useful/multipurpose
Youd probably want Improved Mapgen too just to make the restart feel fresh and interesting

Extra stuff that would be nice

    Mounts and Vehicles
    Bridges or Fords
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Re: Things you feel we need before map reset

Postby Potjeh » Wed Feb 03, 2010 12:39 pm

What Jackard said, only I think new map generator is a must. I don't want to wait another year for a sea.
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Re: Things you feel we need before map reset

Postby sirsygnus » Thu Feb 04, 2010 10:00 am

yes im for a change in FEP.. it could be really more fun if your stat like strength upgrade when you work something for it.. the Food system is horrible and most thing dont give any stat.. presently it take really too much problem just for 1 in a stat... i don't want to see a stat upgrade like crazy, just that working on something give you experience in a stat ... i dunno.. chopping or doing metal could upgrade your strength.. cloth making can upgrade your dexterity... it can give a combined stat too.... im sure it already posted but this is only my 2 cent...

secondly, i would like to see something like a garbage can(easy to make) where when you put something in it, it will decay in like 5 minutes.. could really help with lag you know.. presently just a apple take forever to disappear... when i begin to eat them it create lot of apple hearts and this is bad for lag. And demolishing something is way too hard... i know you tend to be realistic but its bad how hard it is to destroy something you misplaced... again it create lag bc ppl dont care to destroy them so they leave there old house there and it take forever to dacay... i dont want thing to decay faster, i just want to be able to destroy thing easier when you want to get rid of them.

P.S. yes the lag is really horrible.. it remind me of the first Ultima online private shard when ppl started a shard on a Pentium 200...
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Re: Things you feel we need before map reset

Postby VoodooDog » Thu Feb 04, 2010 1:36 pm

1) Higher degree of topological complexity. Ridges, lakes, swamps and mountains. Waterfalls. Zelda waterfalls with caves hidden behind them.

2) New herbs, plants and creatures to aid in 3.
Image

3) On demand spawning of new maps. No artificial invisible wall, no map edge.

4) Better map handling. In game world map. Minimap updated with map changes

5) more metals

6) more craftable/buildable things out of metals
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Re: Things you feel we need before map reset

Postby niltrias » Thu Feb 04, 2010 2:41 pm

Did you just say topological complexity? Who are you, and what have you done with voodoodog? ;)
I would say improvements to the map generator, especially with giving local areas special terrains and/or animals that are non-existent in other areas, to increase diversity. Also, may as well finish the combat system balancing, since it is a work in progress ATM.
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Re:

Postby Chakravanti » Thu Feb 04, 2010 2:42 pm

Jackard wrote:Game lacks cohesion, lots of stuff feels tacked on and could use reworking into a whole. And if you want a survivalist permadeath environment with pvp, if thats what youre really aiming for, the game should focus much more on group advancement than individual

    Combat and Sieges
    Reworked FEP and Foods
    Streamlined Crafting
    LP Replacements
    Stats and Beliefs made more useful/multipurpose
Youd probably want Improved Mapgen too just to make the restart feel fresh and interesting

Extra stuff that would be nice

    Mounts and Vehicles
    Bridges or Fords

This, holy shit, THIS.
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With ice cold hands takin' hold of me
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Re: Things you feel we need before map reset

Postby Jackard » Thu Feb 04, 2010 2:56 pm

niltrias wrote:Did you just say topological complexity? Who are you, and what have you done with voodoodog? ;)
I would say improvements to the map generator, especially with giving local areas special terrains and/or animals that are non-existent in other areas, to increase diversity. Also, may as well finish the combat system balancing, since it is a work in progress ATM.

he just copypasted an old post of jorbs

i think hes being semi-ironic or something
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