The map was made larger to compensate for the oceans. The amount of habitable land should be almost exactly the same.kimjungskill wrote:Are you saying that the habitable space isn't smaller than previous worlds? Because you can clearly see how much the ocean dominates the map from the odditown map. That's not even factoring in the record high number of concurrent players.jorb wrote:Idk about that. There are certainly greater distances in it. Could always expand it if that were really a problem.
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Oceans are nice...
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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kimjungskill
- Posts: 49
- Joined: Sun Feb 09, 2014 3:26 am
Re: Oceans are nice...
Ah okay, I wasn't able to calculate the area of the old map to compare concretely since it's no longer up.jorb wrote:The map was made larger to compensate for the oceans. The amount of habitable land should be almost exactly the same.kimjungskill wrote:Are you saying that the habitable space isn't smaller than previous worlds? Because you can clearly see how much the ocean dominates the map from the odditown map. That's not even factoring in the record high number of concurrent players.jorb wrote:Idk about that. There are certainly greater distances in it. Could always expand it if that were really a problem.
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Oceans are nice...
I think the issue isn't that there's less space, but there's a notable chance you can't escape them with your character under current circumstances. You can't just walk away from murderXhobosXkingdom if you want to. We're all trapped with our neighbours for a good while before we can leave.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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discospaceman
- Posts: 174
- Joined: Sun Jan 16, 2011 8:37 pm
Re: Oceans are nice...
Things should settle down after a few months. Also I think a few factions spawned or ended up apart (at least this is what we've seen). In any case, some seas and continents can be reached via rowboat/dugout - I suggest exploring a little more! Either that, or you can start stockpiling for a knarr and bail if things get to hot.beardhat wrote:Well it just seems every major power spawned on one continent, everyone keeps stopping by no matter how far I go.jorb wrote:Idk about that. There are certainly greater distances in it. Could always expand it if that were really a problem.
Early on it feels like oceans and continents add a depth (lol) to the world and present unique political implications later.
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Oceans are nice...
It gives more niches for "powers" to exist in. I think we'll see more subgroups if I'm right on that one. But the consequence of not being able to migrate away from aggressive powers is definitely an issue.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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tetradigem
- Posts: 128
- Joined: Sun Jan 20, 2019 3:10 pm
Re: Oceans are nice...
i dont know about that. ive already forcibly removed several neighbors who were either overtly rude to me, or outright ignored my attempts to speak to them. cant wait till the first idiot comes at me sniffing the pussy stink i leave behind. hell be the first one i hit with siege tools.Sevenless wrote:I think the issue isn't that there's less space, but there's a notable chance you can't escape them with your character under current circumstances. You can't just walk away from murderXhobosXkingdom if you want to. We're all trapped with our neighbours for a good while before we can leave.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Oceans are nice...
What about vortexes? One could hope that all areas reachable by normal boat from any point on the map have one...
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Lunarius_Haberdash
- Posts: 1477
- Joined: Tue Jul 05, 2011 5:14 am
Re: Oceans are nice...
Please no Vortexes.
However, a midway solution.
Introduce a new skill (or something based on mean of several skills) - Mariner
Every boat has a base skill requirement to perform at 'nominal performance'. Nominal performance would be a be rate of decay while under sail, base speed, base turn radius.
Any skill below this number results in faster decay, slower speeds, and worse turning radius. Higher skills improves to a min/max/max that stops shy of making repair and maintenance irrelevant by a fair margin.
Boats require time to repair, a drying time applied as with glue/siege equipment (because let's face it, massive troop transports are siege equipment).
Ships have a minimum mariner skill requirement that is measured against the sum of all the passengers related skill(s).
This should create an interesting effect on the use of ships for everything ranging from siege to trade.
And, of course, no hearth in with a loaded Knarr.
However, a midway solution.
Introduce a new skill (or something based on mean of several skills) - Mariner
Every boat has a base skill requirement to perform at 'nominal performance'. Nominal performance would be a be rate of decay while under sail, base speed, base turn radius.
Any skill below this number results in faster decay, slower speeds, and worse turning radius. Higher skills improves to a min/max/max that stops shy of making repair and maintenance irrelevant by a fair margin.
Boats require time to repair, a drying time applied as with glue/siege equipment (because let's face it, massive troop transports are siege equipment).
Ships have a minimum mariner skill requirement that is measured against the sum of all the passengers related skill(s).
This should create an interesting effect on the use of ships for everything ranging from siege to trade.
And, of course, no hearth in with a loaded Knarr.
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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wonder-ass
- Posts: 2359
- Joined: Thu Aug 01, 2013 7:02 am
Re: Oceans are nice...
i actually love the continent idea this was prob one of the best ideas youve come up with in a while jorb.
see homo sexuality trending,. do not do that.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Oceans are nice...
I ment them as a possible way to escape an area, without building a knarr.Lunarius_Haberdash wrote:Please no Vortexes.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020