How about an idea, 1 big central continent with pvp enabled but scarce in resources and a bunch of smaller, but reasonably large non-pvp islands with good resources. central map could have higher quality wildlife, islands rich in amount and qualities of natural resources, water, clay, mines etc.
Some rules would have to be in place for non pvp areas, maybe large distances between claims? Surely, this point was discussed ad nauseum.
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Tigrid
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Re: Preferred World Gen and Spawn?
Varying the quantity/quality of resource on a macro level like that could be all you need. If you're trying to avoid placing arbitrary and/or artificial rules into the game to combat PvP then don't - just create realistic geographic incentives. There's nothing even about the distribution of valuable materials IRL worldgen
You would expect those with more time-invested or more interest in PvP to gravitate towards richer resources. It wouldn't eliminate it but it may provide a more even distribution of PvP challenge. The aim would be that PvP is still very much a part of the game in the lower-tier areas but the chance of you being able to compete on a more even footing is much higher.
You would expect those with more time-invested or more interest in PvP to gravitate towards richer resources. It wouldn't eliminate it but it may provide a more even distribution of PvP challenge. The aim would be that PvP is still very much a part of the game in the lower-tier areas but the chance of you being able to compete on a more even footing is much higher.
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loftar
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Re: Preferred World Gen and Spawn?
I'll just say that I agree. I love how the give they world some shape, and also the difference between fresh and salt water and the flora and fauna differences between them. That's not to say that I can't acknowledge weaknesses with them, but for my own game experience, oceans have been great.Apocoreo wrote:Love oceans
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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vatas
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Re: Preferred World Gen and Spawn?
I think there should be massive central continent where everyone spawns, and many smaller continents around it.
Whirlpools would remain as a way to opt-out of the central continent (not sure how players could be made more aware of them being safe method of fast travel when used correctly instead of some random hazard you need to avoid.)
Whirlpools would remain as a way to opt-out of the central continent (not sure how players could be made more aware of them being safe method of fast travel when used correctly instead of some random hazard you need to avoid.)
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Pommfritz
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Re: Preferred World Gen and Spawn?
an exp event could give a quick description of what the thing is going to do. doesn't need much text, could be some small images showing what's going on with a few words and maybe hover over the images to get more details. for example:vatas wrote:I think there should be massive central continent where everyone spawns, and many smaller continents around it.
Whirlpools would remain as a way to opt-out of the central continent (not sure how players could be made more aware of them being safe method of fast travel when used correctly instead of some random hazard you need to avoid.)
Fast travel to other [whirlpool.jpg], reduces [seaworthiness.jpg with info of a dmg range] and above that the normal exp event description, would like to see that for all the exp events ofc where it makes sense xd
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I think I can't agree with a smaller map but I would 100% agree if the respawn mechanics were like in other mmos. right now if you would put many players in one place with the intention to fight over nodes etc the nodes wouldn't spawn while they fight over it which makes the whole thing very retarded xD I'd rather have a fight on the node and the big dick mammoth actually respawning so that there is an incentive to win the fight. kinda like worldbosses in wow classic just on a smaller scale ofc.
Also maybe it's possible to make a smallish map (with better respawn mechanics) and then open more continents/ make the map bigger in case player numbers go wild, also a cool way to introduce some new stuff
regarding spawning I really don't care as long as it's possible to have all basics covered where you spawn, it's so easy to travel later on, not because of moving but in case you need to go trade or fight or something. it's probably important to make it super easy to spawn with friends, for example create a party in the little tutorial world and then spawn all in one place or something. idk how exactly it works right now but building a beacon actually sucks and there will also be no charter stone near you when you are just starting xd
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wonder-ass
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Re: Preferred World Gen and Spawn?
Ocean isnt the problem world size is.
see homo sexuality trending,. do not do that.
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noindyfikator
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Re: Preferred World Gen and Spawn?
thiswonder-ass wrote:Ocean isnt the problem world size is.
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SnuggleSnail
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Re: Preferred World Gen and Spawn?
Maybe it's just that nobody noticed how OP they were pre-oceans, but I feel like they're the sole reason there's 20 boats at every fight and if you can't teleport to track people because you need to bring your own boat.
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bmjclark
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Re: Preferred World Gen and Spawn?
I like the current system a lot. Traveling between continents really isn't that annoying to do but you can essentially choose to isolate yourself to a lesser traveled continent which is nice
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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Ferinex
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