OK, my perspective on this is that a lot of it stems from the lack of dynamic tiles.
What I _really_ want to see is for forest tiles to automatically sprout new trees at random intervals. However, I also want to see forest tiles to gradually recede if there is not a tree or stump standing within a certain radius. With a more natural back and forth, we get
1) more trees, with planting being a good way to protect a woodland as a whole from rapid deforestation, not the basic way of creating any tree at all.
2) more grassland, which means more cows, more sheep, more food choices for all players, newbies included.
At the moment we just have acres and acres and acres of clearfelled forest tile. Much better would be for some of that to regrow at a steady rate from the treeline, while the far edges receded into fields.
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Yolan
- Posts: 1097
- Joined: Wed Jun 03, 2009 3:26 pm
- Location: Japan
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Blackhawk432
- Posts: 50
- Joined: Tue Sep 22, 2009 5:53 am
Re: A new player perspective.
Im a very new player and I must have lucked out A LOT.
I found a player walking through the RoB just the time I came out. I asked if I could hang around him and learn the ropes. We built a cart together. And heck here I am today. Tons of skills and contributing to a "city".
Yup, i'd say I lucked out.
Thanks Tragic.
I found a player walking through the RoB just the time I came out. I asked if I could hang around him and learn the ropes. We built a cart together. And heck here I am today. Tons of skills and contributing to a "city".
Yup, i'd say I lucked out.
Thanks Tragic.
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CG62
- Posts: 591
- Joined: Thu Sep 03, 2009 2:45 am
- Location: <Insert Witty Location Here>
Re: A new player perspective.
I suggested something like this over IRC about a week ago. Got shot down as making it too easy. Apparently 1 week IRL is too fast for a tree to grow, yet potted trees grow much faster and are accepted as normal.Yolan wrote: What I _really_ want to see is for forest tiles to automatically sprout new trees at random intervals. .
So yeah, I support the above idea, along with the portion about the grassland invading the forest, and vice versa
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Axehilt
- Posts: 95
- Joined: Sat Sep 19, 2009 12:33 pm
Re: A new player perspective.
Hmm, trees really don't spread on their own? That just seems wrong.
If you clear-cut a forest, it really shouldn't grow back anytime soon. But if you don't clear-cut the thing and there are plenty of trees, new saplings should show up occasionally.
And to prevent forests from taking over the entire terrain, put a limit on it:
1. A tree created (by any means) searches a radius for other trees. If a tree is found, the new tree uses the other tree's ForestID (a new var.)
2. No trees nearby? The new tree gets a new ForestID.
3. Forests spawn new trees occasionally, but a given ForestID won't spawn them if it's over the ForestTreeLimit.
If you clear-cut a forest, it really shouldn't grow back anytime soon. But if you don't clear-cut the thing and there are plenty of trees, new saplings should show up occasionally.
And to prevent forests from taking over the entire terrain, put a limit on it:
1. A tree created (by any means) searches a radius for other trees. If a tree is found, the new tree uses the other tree's ForestID (a new var.)
2. No trees nearby? The new tree gets a new ForestID.
3. Forests spawn new trees occasionally, but a given ForestID won't spawn them if it's over the ForestTreeLimit.
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niltrias
- Posts: 1559
- Joined: Sat May 30, 2009 10:19 am
Re: A new player perspective.
I like this too. So forest tiles would invade grassland if there are trees/stumps nearby (copsing?) but clear-cut land is taken over by nearby grass, if there is nearby grass.
<Marcher Lord>
Dogs! Oh god, please give us DOGS!
There are those who press on with the ardor of beer, and those who are faint with thirst.
Dogs! Oh god, please give us DOGS!
There are those who press on with the ardor of beer, and those who are faint with thirst.
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ArPharazon
- Posts: 173
- Joined: Thu Jul 23, 2009 12:24 am
Re: A new player perspective.
Either ditch RoB and let noobs spawn at town idols (the 6 settlements in the Bottleneck Confederation are always looking for recruits) or allow us to build our own spawn points.loftar wrote:You know, I think there may be a more fundamental problem lying around somewhere.
Also, Yolan: You guys need to have more presence at RoB. Either have somebody be there most of the time to greet noobs or give detailed instructions on finding RoB and getting initial LP with runestones.
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Peter
- Posts: 1491
- Joined: Thu Jun 04, 2009 3:36 am
Re: A new player perspective.
And fewer runestones saying: "Protip: Swimming is a great way to gain LP!"
Oh, har har, yes, it was funny the first time I read it.
Oh, har har, yes, it was funny the first time I read it.
Surprise.
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Yolan
- Posts: 1097
- Joined: Wed Jun 03, 2009 3:26 pm
- Location: Japan
Re: A new player perspective.
I'm not even sure how to respond to this. Suffice to say, that I think you are laboring under the misapprehension that Brodgar is a 'newbie helper town'. We are a town, which has an open membership policy, and is next to the RoB. That doesn't mean we want to pass all our time meeting and greeting every tom dick and harry that logs on.ArPharazon wrote: Also, Yolan: You guys need to have more presence at RoB. Either have somebody be there most of the time to greet noobs or give detailed instructions on finding RoB and getting initial LP with runestones.
If particular people who live in Brodgar like to help new players, that's great, but its not the reason for our existence.
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kobnach
- Posts: 671
- Joined: Wed Jun 10, 2009 5:04 am
Re: A new player perspective.
I don't want limitless trees without effort. But I think it would be nice if appropriate trees very occasionally sprouted - apples on grassland, pines on pine forest, etc. There shouldn't be enough for serious LP grinding by chopping, or house building - but there should be enough that one can generally find a branch within a screen or two or three - unless fools take to chopping even immature trees.
Much the same should perhaps happen with wild plants - one or two should sprout, occasionally, in appropriate terrain, much like herbs. It shouldn't be enough to live on - just enough that someone who searches can find starter seed, without having to go beyond the area of level I wildlife.
All should be quality 10 - or perhaps even worse. We don't want to reduce the incentive for planting one's own - just make it possible.
As for needing plant fiber to make herb tables to plant trees - it would be really nice if folks/villages could allow objects in their claims to be _used_ without leaving clues, while still requiring criminal acts to move or destroy them.
Much the same should perhaps happen with wild plants - one or two should sprout, occasionally, in appropriate terrain, much like herbs. It shouldn't be enough to live on - just enough that someone who searches can find starter seed, without having to go beyond the area of level I wildlife.
All should be quality 10 - or perhaps even worse. We don't want to reduce the incentive for planting one's own - just make it possible.
As for needing plant fiber to make herb tables to plant trees - it would be really nice if folks/villages could allow objects in their claims to be _used_ without leaving clues, while still requiring criminal acts to move or destroy them.
