You could simply teleport the player to the other side of the world once he reached the edge. You also have to teleport the other graphics to that side of the map also, giving the illusion that they are walking around the world.sikgamer wrote:It could work if said newbies are given a proper chance to prepare for winter, and actually know that this game has seasons and winter is a tough time to be in. Therefore there should be a short tutorial explaining the ropes of the game and giving you some things to fight, then asking where you wish to spawn and what season it currently is there (I.e. 4 options, RoB (spring), and 3 other rings spread across the map according to seasons). This of course is assuming you'd stick to the rotating "summer in one hemisphere, winter the other" system.
We already have an instanced newbie 'zone', so why not improve it by adding doors leading to different instanced tutorial zones?
Also, the problem with the 'Moving with the seasons' idea is that the map isn't spherical. You'd end up moving, then hitting the edge of the map, then being caught up by winter.
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Agarrett
- Posts: 673
- Joined: Sat Oct 24, 2009 11:37 pm
- Location: East of Nowhere
Re: Seasons
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Peter
- Posts: 1491
- Joined: Thu Jun 04, 2009 3:36 am
Re: Seasons
Well... if you do this migratorally, then you could have the north edge of the map always have winter, and the south edge always have summer, and then over the course of a few months, have the seasons roll up and down the world... Hm... sounds familiar.
Surprise.
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CG62
- Posts: 591
- Joined: Thu Sep 03, 2009 2:45 am
- Location: <Insert Witty Location Here>
Re: Seasons
Spawn newbs on an island on the equator. That way, it's always summer.
The island would be small enough to encourage them to leave, but large enough to sustain a small newbie population.
Then we have the north and south poles locked in winter (And maybe you could put some cool shit up there for us to find).
The area between the poles and the equator would follow normal climactic rotation.
Salt your meats, young fellows.
The island would be small enough to encourage them to leave, but large enough to sustain a small newbie population.
Then we have the north and south poles locked in winter (And maybe you could put some cool shit up there for us to find).
The area between the poles and the equator would follow normal climactic rotation.
Salt your meats, young fellows.
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Fluffy
- Posts: 363
- Joined: Wed Aug 12, 2009 5:16 am
Re: Seasons
So how would it blend? It would have to be mapwide, otherwise you could stand somewhere and have frozen over landscape to your right, and bright sunny landscape to your left.
Map-wide seasons ftw.
Also, there is no equator here. This is based on Slavic legends and some shit, in Europe, not in the Tropics.
Map-wide seasons ftw.
Also, there is no equator here. This is based on Slavic legends and some shit, in Europe, not in the Tropics.
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Agarrett
- Posts: 673
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CG62
- Posts: 591
- Joined: Thu Sep 03, 2009 2:45 am
- Location: <Insert Witty Location Here>
Re: Seasons
Rain and snow aren't climates, they're precipitation.
But yes, I would like to see rain and snow implemented. Rain boosts crop growth and raises river height by one tile.
Snow kills crops and freezes rivers over, but can be made into snowballs and igloos (For permanently snowy regions to the north)
But yes, I would like to see rain and snow implemented. Rain boosts crop growth and raises river height by one tile.
Snow kills crops and freezes rivers over, but can be made into snowballs and igloos (For permanently snowy regions to the north)
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Reynolds
- Posts: 118
- Joined: Sun Oct 25, 2009 9:21 pm
Re: Seasons
A season should be at least 3 weeks long. This may not be accurate, but gameplay wise you can't have a week long winter, it just doesn't work.
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theTrav
- Posts: 3464
- Joined: Fri May 29, 2009 11:25 pm
Re: Seasons
It would force a change of gameplay style that is for sure. Del would probably love the carnage brought out by people's survival instinctsReynolds wrote:A season should be at least 3 weeks long. This may not be accurate, but gameplay wise you can't have a week long winter, it just doesn't work.
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Peter
- Posts: 1491
- Joined: Thu Jun 04, 2009 3:36 am
Re: Seasons
Hm... I wonder if we could have it so that during winter nights, most tiles are "cold" and have some penalty like constant fatigue drain or something. Only tiles adjacent to fires, or in an internal world with a fire in it, are warm. We'd still go through more than an insane amount of sticks trying not to freeze...
What really would have to happen is that the numbers would have to be played with. We could try having a season a week for a couple months, and then see if it's better with a season a day or a season every three weeks or a season every three months. We just can't say what would work best.
What really would have to happen is that the numbers would have to be played with. We could try having a season a week for a couple months, and then see if it's better with a season a day or a season every three weeks or a season every three months. We just can't say what would work best.
Surprise.
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Caradon
- Posts: 347
- Joined: Tue Jul 28, 2009 6:10 pm
Re: Seasons
No fruits on trees, crops remain dormant and will not grow from seed form. Animals spawn at a reduced state.
This could make saving up food for winter a vital act.
This could make saving up food for winter a vital act.
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