From your about page, it seems to me like the monsters should become more dangerous the further you travel from civilization.
Looking at the world map, I'd guess you've currently just implemented a static/hard coded range from the center of the world to determine level of spawned creatures. Am I possibly wrong, or is there a plan to make me wrong in the future?
It'd be pretty cool if the server worked out some statistics on population & construction density and used that information to determine type and level of creatures, so that after enough time of building up our far flung settlements we could create pockets of safety with harsh wildernesses joined by roads that need regular patrols by armed player characters to keep safe from bandits and the like
-
loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Are the danger rings dymanic? or static?
You are right that it is hard-coded, you are also right that there are plans to make you wrong in the future, and you are furthermore right in your guess at our plan. :)
The basic thought is that the wilderness beasts should be driven away be Hearth fires and other population features, and that bandits (once we implement them) should be more common and more dangerous on the most traveled areas. That way, you'd naturally get highwaymen and the like.
The basic thought is that the wilderness beasts should be driven away be Hearth fires and other population features, and that bandits (once we implement them) should be more common and more dangerous on the most traveled areas. That way, you'd naturally get highwaymen and the like.
"Object-oriented design is the roman numerals of computing." -- Rob Pike