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razfen
- Posts: 369
- Joined: Sun Mar 24, 2013 10:49 pm
Re: Keeping you Posted, #0
I really dig the settlers-like graphics and the stockpiles. As a quick criticism: I think the sharp cornered stuff (like the ore smelter) look much better than bent shapes and give a lot to the atmosphere.
MagicManICT wrote:Not really any purpose of this thread other than to get a simple answer that some of you special children don't seem to know how to give. Everyone's got to be a fukkin comedian....
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Lunarius_Haberdash
- Posts: 1477
- Joined: Tue Jul 05, 2011 5:14 am
Re: Keeping you Posted, #0
Dear God no... I've been disappointed by the size of the world since World 3 when we had a 9x9, and I thought even THAT was too small. Some of us want to take our communities to the far end of the world, away from raiders, politics, and in-fighting. Truly intrepid bandits still found us, but mostly we had peace. This was particularly fun because the center of the map ended up being where the powerhouses congregated, and travelling there for trade could be a perilous venture.painhertz wrote: I think it being expanded by how many ever SG's kind of ruined it, too much land and not enough players.
But they always tended to have the best stuff, so travel we did.
I want a huge, expansive world where you can travel through miles of wilderness, and eventually stumble onto some remote hermitage or mostly unknown village of quiet frontiersman.
I want teleportation removed so distances on the map MEAN something, and travelling to trade with your neighbor is something to plan for. I want to see people stick close to home to build their communities, with traders being the intrepid adventurers who cross the bandit ridden middle-lands to move goods and resources to those who have them, to those who want them.
Bring us a huge expansive world we can each carve our own chunk out of... Don't shove us into a box where we HAVE to play by the rule of kill or be killed. (But nor make there be a way for it to be completely avoided). Exploration and discovery is my favorite part of this game, and with a tiny map... Well... There's nowhere to explore and every damned square inch is occupied. It's crowded here.. Even now.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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LadyV
- Posts: 3113
- Joined: Wed Jan 25, 2012 2:34 am
Re: Keeping you Posted, #0
Actually for a sustainable world that does not need resets they will have to increase world size. New players will always need room, resources can be sustained...
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overtyped
- Posts: 3906
- Joined: Tue Sep 28, 2010 2:09 am
- Location: Quaran book burning festival
Re: Keeping you Posted, #0
I would not mind a larger map, but removing teleportation would be a bad idea, like a salem of a bad idea.Lunarius_Haberdash wrote:Dear God no... I've been disappointed by the size of the world since World 3 when we had a 9x9, and I thought even THAT was too small. Some of us want to take our communities to the far end of the world, away from raiders, politics, and in-fighting. Truly intrepid bandits still found us, but mostly we had peace. This was particularly fun because the center of the map ended up being where the powerhouses congregated, and travelling there for trade could be a perilous venture.painhertz wrote: I think it being expanded by how many ever SG's kind of ruined it, too much land and not enough players.
But they always tended to have the best stuff, so travel we did.
I want a huge, expansive world where you can travel through miles of wilderness, and eventually stumble onto some remote hermitage or mostly unknown village of quiet frontiersman.
I want teleportation removed so distances on the map MEAN something, and travelling to trade with your neighbor is something to plan for. I want to see people stick close to home to build their communities, with traders being the intrepid adventurers who cross the bandit ridden middle-lands to move goods and resources to those who have them, to those who want them.
Bring us a huge expansive world we can each carve our own chunk out of... Don't shove us into a box where we HAVE to play by the rule of kill or be killed. (But nor make there be a way for it to be completely avoided). Exploration and discovery is my favorite part of this game, and with a tiny map... Well... There's nowhere to explore and every damned square inch is occupied. It's crowded here.. Even now.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Keeping you Posted, #0
There's a large part of me that has long wanted and still wants to just invoke the mapgen automatically when someone approaches the edge, so that the world is literally indefinitely large bar only the time needed for the mapgen to run.Lunarius_Haberdash wrote:Bring us a huge expansive world we can each carve our own chunk out of...
However, I also see the point that an enormous world makes for an empty world, but can be boring, at least in an MMO. I'm not entirely sure where the balance lies. I think there's a case to be made for having a very large world, but one which isn't so trivial to penetrate as the current mechanics and map of Haven imply (I don't really like how one can basically just put a click-repeater on the mouse and walk almost forever, barring only rivers, which are a small impediment still). I have also considered something like having a very large map, with a few different, rather small, areas for wilderness spawns, separated from each other.
I don't think we plan on actually removing teleporting, but it will have to be limited from what is currently in Haven. Crossroads are (mostly) retarded. Distance should matter.overtyped wrote:I would not mind a larger map, but removing teleportation would be a bad idea, like a salem of a bad idea.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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LadyV
- Posts: 3113
- Joined: Wed Jan 25, 2012 2:34 am
Re: Keeping you Posted, #0
loftar wrote:
I have also considered something like having a very large map, with a few different, rather small, areas for wilderness spawns, separated from each other.
I like that idea Loftar.
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Keeping you Posted, #0
I think the idea of darkness in Salem was nice, but it was never developed properly.
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overtyped
- Posts: 3906
- Joined: Tue Sep 28, 2010 2:09 am
- Location: Quaran book burning festival
Re: Keeping you Posted, #0
I have mixed feelings about crossroads. I wouldn't mind seeing what life would be like without it in hafen, but the drop all inventory to teleport home mechanic like in salem was not so great, because it just limits the range of how far you can forage.loftar wrote: I don't think we plan on actually removing teleporting, but it will have to be limited from what is currently in Haven. Crossroads are (mostly) retarded.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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GrapefruitV
- Posts: 858
- Joined: Tue May 04, 2010 6:12 am
Re: Keeping you Posted, #0
Have you thought about trading already? Will there be something kind-of-salem-ish or does it stay completely up to forums as it is now?

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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Keeping you Posted, #0
You could say the same thing of the civilization mechanic in Haven, which is pretty much the same thing. It was actually developed in Salem. ;)Potjeh wrote:I think the idea of darkness in Salem was nice, but it was never developed properly.
Let's hope we might be able to develop it further.
I'm really split over this. On the one hand, I don't really like how one can just mindlessly walk in one direction and 'vacuum the map" and just teleport back*. On the other hand, Salem has shown that "the way back" isn't a very fun journey to undertake. As it stands right now, we'll probably keep teleport-back-to-hearth as it is.overtyped wrote:but the drop all inventory to teleport home mechanic like in salem was not so great, because it just limits the range of how far you can forage.
I can't imagine other than that it will stay as it is.GrapefruitV wrote:Have you thought about trading already? Will there be something kind-of-salem-ish or does it stay completely up to forums as it is now?
* Arguably, this is related to the penetrability of the map mentioned above
"Object-oriented design is the roman numerals of computing." -- Rob Pike