Return of Mordor - Variable difficuly zones

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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theTrav
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Return of Mordor - Variable difficuly zones

Post by theTrav »

What I'd like to see, is some mechanism that forms safer zones and then more dangerous zones, maybe something in the map gen?

* Should be visually obvious (use the city overlay if you want to cheap out on art, "now entering/leaving mordor"
* Either spawn new players only in "safer" zones, or make it an option in the spawning room
* More animals aggro (foxes) in mordor, aggro zones increased
* More and Harsher status effects in mordor (similar to thorn in foot)
* Allow mordor bears to swim?
* Less rivers/Lakes, less connected rivers and lakes in mordor areas
* More mountains
* No additonal resources / attraction beyond the isolation/challenge/standard resource spots that fewer people would have explored
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Jackard
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Re: Return of Mordor - Variable difficuly zones

Post by Jackard »

been suggested several times, but your variation on the idea is shall we say less than good
theTrav wrote:* Allow mordor bears to swim?
are you fucking kidding me
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cobaltjones
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Re: Return of Mordor - Variable difficuly zones

Post by cobaltjones »

There needs to be an "endgame" that rewards higher skilled players with more challenging tasks. Trolls are nice, but so random that they're essentially useless in this regard.

Once you've got a decent sling and some basic leather armor, there's really no non-character dangers to be afraid of, which seems off.
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Jackard
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Re: Return of Mordor - Variable difficuly zones

Post by Jackard »

viewtopic.php?f=5&t=7291
theTrav wrote:* Should be visually obvious
* More animals aggro (foxes) in mordor, aggro zones increased
* More mountains
HIGHLANDS
Cold and harsh wilderness wherein many dangerous creatures might be found.
Wildlife: Bear, Deer, Eagle, Hare, Mouflon, Wolf
  • █ Bog
    █ Moor
    █ Mountain
    █ Taiga
theTrav wrote:* Either spawn new players only in "safer" zones, or make it an option in the spawning room
LOWLANDS / MIDLANDS
These are the warm and abundant lands that new players spawn in.
theTrav wrote:* More and Harsher status effects in mordor (similar to thorn in foot)
Allows for something like seasons without punishing new players - lowlands would get rain and the highlands snow.
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theTrav
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Re: Return of Mordor - Variable difficuly zones

Post by theTrav »

Agreed, your post is better presented and a better solution.

I was looking for cheap things they could do quickly, would be better if they could add new animals, new terrain, and weather effects
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Jackard
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Re: Return of Mordor - Variable difficuly zones

Post by Jackard »

aside from weather i was careful to only include things they have already made!
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theTrav
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Re: Return of Mordor - Variable difficuly zones

Post by theTrav »

Jackard wrote:aside from weather i was careful to only include things they have already made!
Are eagle hare and wolf completed? I thought they were just a couple of ideas & animations rather than fully fleshed out assets, actually I haven't even seen hare unless that's just the rabbit model with a brown pixel shift :lol:.
I didn't recognise Taiga either, but maybe that means one of the forest terrains?

I still totally agree though, it's a good way to approach it. Wouldn't even need massive change to the map gen if they wanted a pov version, just generate base coat of lowlands and massive splotches of highlands, then, when adding the smaller splotches, if it's within a highland zone make it a splotch of highland equivalent, if it's in a lowland zone make it a splotch of lowland equivalent.



Having said that...

Map gen...

Improve it...
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Jackard
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Re: Return of Mordor - Variable difficuly zones

Post by Jackard »

theTrav wrote:Are eagle hare and wolf completed? I thought they were just a couple of ideas & animations rather than fully fleshed out assets, actually I haven't even seen hare unless that's just the rabbit model with a brown pixel shift :lol:.
I didn't recognise Taiga either, but maybe that means one of the forest terrains?
"hare" is the name given to rabbits in the art assets. taiga is (obviously) coniferous forest

jorb has completed the art assets for eagles and wolves. you can find them under \res\gfx\kritter\
ImpalerWrG
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Re: Return of Mordor - Variable difficuly zones

Post by ImpalerWrG »

theTrav wrote:What I'd like to see, is some mechanism that forms safer zones and then more dangerous zones, maybe something in the map gen?

* Should be visually obvious (use the city overlay if you want to cheap out on art, "now entering/leaving mordor"
We know some very extream graphics will do just that in Salem but it's not going to be a simple on/off kind of thing but more of a gradiation from a very safe an cutesy area to a very dangerous LoveCraftian horrorshow, the deepest darkest part being Mordor. I don't think Jorb is going to make enough of the 2D art nessary to do this in H&H.

* Either spawn new players only in "safer" zones, or make it an option in the spawning room
[/quote]

Sounds like a good idea, but the safest zone should be created around settlments/villages. A random wilderness spawn would be only intermediate level so their is something to build up too.
theTrav wrote:* More animals aggro (foxes) in mordor, aggro zones increased
I like this, mordor could have both higher level animals with wider aggro radi as well as different types. Say for example Bears don't apear in the safest zones at all and the most vicous and agressive types of animals (wolves) spawn only in deep mordor.
theTrav wrote:* More and Harsher status effects in mordor (similar to thorn in foot)
Severe weather (blizzards) could make a nice status effect.
theTrav wrote:* Allow mordor bears to swim?
Being able to escape animals by going into shallow water is lame but I think a more comprehensive solution is needed then this, a patchwork of different rules would get really anoying.
theTrav wrote:* Less rivers/Lakes, less connected rivers and lakes in mordor areas
* More mountains
Both sound like good ways to make travel slower in morder, I approve
theTrav wrote:* No additonal resources / attraction beyond the isolation/challenge/standard resource spots that fewer people would have explored
[/quote]

I disagree here, mordor should have some good resources to make going their worthwile. At the very least the high level animals will be worth hunting. I think a distinction between 'wild' resources and 'civilized' ones should be made. Animals, trees, water, foragables would fall under wild and get better in Mordor. But Crops and Craftable industries would be the opposite getting better/faster/easier when you go to civilized areas. This would strongly encourage transport and trade with raw materials moving from the wilds towards the built up villages and areas.

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