And they won't have that option if there's actually meaningful reason to explore the world + a larger playerbase. I'm sure J&L would aim to resolve these two issues by the final version.Archiplex wrote:One thing I would prefer is a world where people can't travel outwards for hours and be protected against everything simply due to how much time they spent getting away from all life- there shouldn't be an option to opt out of what happens in the world.
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Darruin
- Posts: 322
- Joined: Sat Jun 01, 2013 5:24 pm
Re: hey loftar
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: hey loftar
As far as map size goes, they've gone from 11x11 with a relatively small player base (w3) to a 5x5 with a relatively large player base (w5). The players have been pretty much torn over the ideal size, at least from forum posting.
I can tell you that no matter how big the map was and how far out I've gone, someone has come knocking at my door or trying to knock down my walls. The world is not big enough to allow someone to hermit in complete peace, even at 11x11 when there were half the players of w6 and w7.Archiplex wrote:It's personal opinion, but for people who move out and construct their bases, they're playing a solo game or a game with a couple of their friends and it doesn't seem right at all.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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springyb
- Posts: 695
- Joined: Wed Feb 03, 2010 11:39 am
Re: hey loftar
The best place to hide is actually right inside of the spawn grid.MagicManICT wrote:As far as map size goes, they've gone from 11x11 with a relatively small player base (w3) to a 5x5 with a relatively large player base (w5). The players have been pretty much torn over the ideal size, at least from forum posting.
I can tell you that no matter how big the map was and how far out I've gone, someone has come knocking at my door or trying to knock down my walls. The world is not big enough to allow someone to hermit in complete peace, even at 11x11 when there were half the players of w6 and w7.Archiplex wrote:It's personal opinion, but for people who move out and construct their bases, they're playing a solo game or a game with a couple of their friends and it doesn't seem right at all.
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: hey loftar
I've played all over the place. It's just a matter of knowing how to hide in plain sight.springyb wrote: The best place to hide is actually right inside of the spawn grid.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Turtlesir
- Posts: 813
- Joined: Fri Aug 28, 2015 3:55 pm
- Location: five levels under the sea
Re: hey loftar
i did that in world 7. now i'm way the fuck out there. i'm not sure yet, but i think i liked hiding between ruins better. at least there was player-made stuff around to explore. i didn't realize how much i missed that until the charter stones came back.MagicManICT wrote:I've played all over the place. It's just a matter of knowing how to hide in plain sight.springyb wrote: The best place to hide is actually right inside of the spawn grid.
it should still be an option to have a little secluded cottage far from the world though, where you can relax a bit, if you care to spend a long time getting there. next world i'll probably do both connected through charter stones. if the world gets tiny again, i don't think i will play next world (just not enough time irl to constantly monitor my lands).
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Archiplex
- Posts: 1362
- Joined: Thu Apr 10, 2014 6:28 am
- Location: In the midst of the stars and skies
Re: hey loftar
MagicManICT wrote:As far as map size goes, they've gone from 11x11 with a relatively small player base (w3) to a 5x5 with a relatively large player base (w5). The players have been pretty much torn over the ideal size, at least from forum posting.
I can tell you that no matter how big the map was and how far out I've gone, someone has come knocking at my door or trying to knock down my walls. The world is not big enough to allow someone to hermit in complete peace, even at 11x11 when there were half the players of w6 and w7.Archiplex wrote:It's personal opinion, but for people who move out and construct their bases, they're playing a solo game or a game with a couple of their friends and it doesn't seem right at all.
My point is more that everyone should be an active contributor in the world in some way or another, be it just a minor hermit trading on his own or a huge kingdom plotted somewhere.
The playerbase is far too small to want to spread the players out across a huge map to begin with.
However, I do agree that before you force all players together and thus increase player interaction, the player interactions themselves should be healthier and less "i wipe you off the face of the world forever" tier.
Right now everyone is capable of living along forever and going along their infinite quality grind, i believe settling somewhere should give you something a person whgo settles elsewhere might not have, and vice versa to increase player interaction (be it trading or the cause of conflict). Also meaning that a single hermit wouldn't be able to live indefinitely alone without any interaction with the outside world.
For example (not a real suggestion, just the concept) Let's say brick walls required mortar to build, which could only be made with clay and sand, now let's say clay and sand spawn in entirely different regions of the world. It would force players to trade or settle multiple areas (possibly kingdoms) in order to create a brick wall. Or silkmoths only spawn in a certain region of the world, and so do certain fish, a hermit might want a silk industry and may have these fish to trade with someone on the other side of the world who has silkmoth spawns, and might trade a crateload for a couple of breeding moths/eggs.
I do not like the entire idea that a person can live alone completely and be safe from that as well- yes you might get the occasional person TRYING to bash you down, but with the current system it's nearly impossible to bash down any semi-active players, since they can log in, easily check for a ram, and bash it without any issues.
Regardless, any movement made to increase the raidability of homes will cause hermits and small villages to suffer- hence we should have a smaller world anyways so people don't instantly try to move out for hours and seperate themselves from the world.
Last edited by Archiplex on Fri Jan 29, 2016 11:58 pm, edited 1 time in total.
Queen of a cold, dead land. Caretaker of the sprucecaps.
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overtyped
- Posts: 3906
- Joined: Tue Sep 28, 2010 2:09 am
- Location: Quaran book burning festival
Re: hey loftar
I think with the new death system, alot more people will play it. I would think it needs a restart first however.Archiplex wrote:MagicManICT wrote:As far as map size goes, they've gone from 11x11 with a relatively small player base (w3) to a 5x5 with a relatively large player base (w5). The players have been pretty much torn over the ideal size, at least from forum posting.
I can tell you that no matter how big the map was and how far out I've gone, someone has come knocking at my door or trying to knock down my walls. The world is not big enough to allow someone to hermit in complete peace, even at 11x11 when there were half the players of w6 and w7.Archiplex wrote:It's personal opinion, but for people who move out and construct their bases, they're playing a solo game or a game with a couple of their friends and it doesn't seem right at all.
My point is more that everyone should be an active contributor in the world in some way or another, be it just a minor hermit trading on his own or a huge kingdom plotted somewhere.
The playerbase is far too small to want to spread the players out across a huge map to begin with.
However, I do agree that before you force all players together and thus increase player interaction, the player interactions themselves should be healthier and less "i wipe you off the face of the world forever" tier.
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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dafels
- Posts: 3071
- Joined: Sun Nov 14, 2010 7:49 pm
- Yahoo Messenger: davis
Re: hey loftar
In my opinion the map gen is ok, but it is way too big and the thing that everyone started in the same grid was an such an huge mistake by jorb.
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Jalpha
- Under curfew
- Posts: 1841
- Joined: Thu Aug 22, 2013 12:16 pm
Re: hey loftar
If they fix a few more things the next world has a lot of potential. Not to say this world doesn't.
Laying flat.
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: hey loftar
Let's let them get everything in place they want and tested (somewhat) thoroughly and loftar gets a few months to toy with working on improving mapgen more before talking too much about world resets.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.