World 15 geography and spawn method

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World 15 geography and spawn method

Postby Nocturnal-Rainbows » Sun Oct 13, 2024 10:55 am

Thoughts on World 15 purely from a Geographic standpoint? Was it too small for your liking? Too big? Did you like the central spawn we went with this world? Anything in particular that you'd like to see changed/improved upon for World 16?

Personally, I found it quite enjoyable. I'd have preferred it if the central islands were perhaps just a little larger. I think it's particularly of importance to increase the world size a bit now that we should (theoretically) have more eyes on the game with the Steam release.
Central spawn always has my vote over random spawns. The positives of a central spawn vastly outweigh the negatives, and I say this as somebody who is anti-social as fuck and likes to hermit out doing my own thing.

Here's World 15 for reference. https://map.hearthworld.com/?x=-12&y=104&zoom=-6
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Re: World 15 geography and spawn method

Postby RestlessDragon » Sun Oct 13, 2024 12:00 pm

I prefer random spawning it's safer less likely to spawn next to somebody dangerous and I do agree the world should be bigger I think we should have four large islands in the next world

I prefer not spawning that thing walls I like a random location with my own personal Hearthfire I think everybody should spawn with a beautiful dream so they can relocate without needing to wait 20 minutes at a dreamcatcher too at least once

I think something should be borrowed from the custom clients put into the main client Bears boars and snakes all make sounds when they're nearby so you know there's a dangerous animal nearby I think all animals have aggro should make a noise

also the icon for the snake is too small it's hard to notice it on the map make it bigger or take The Sound Idea so it's easier for people to devoid them I have more problems with snakes than any other animal for me if these changes are implemented it will make the game a lot easier to get into

more sources of perception food early game would be nice for more food variety which could be easily foraged or found on trees right now I've only found 3 sources
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Re: World 15 geography and spawn method

Postby Rador » Sun Oct 13, 2024 12:01 pm

Bigger world with larger watter mass between the landmasses
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Re: World 15 geography and spawn method

Postby Quariator » Sun Oct 13, 2024 1:26 pm

This world was definitely too small, considering steam release will bring even more people this upcoming world should be much bigger. Central spawns are fun though, lots of interactions early world are good.
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Re: World 15 geography and spawn method

Postby vatas » Sun Oct 13, 2024 3:16 pm

I still hold that under current state of the game, there should be:
1. Massive central spawn continent
2. Several smaller continents
3. Ton of islands, of varying size

Some important caveats:
Mapgen should preferrably put at least some sand/rock beach terrain into them, so they can't be completely walled off / there's enough space for a "siege camp."
Spawn continent could be made of several landmasses that are separated by non "o-deeper" sea, so that it is doesn't form a massive "wall" for seafarers. For example, if it's shaped like Westeros, going from west continent to east continent would require a detour around it (could perhaps remain as an intentional way to add effective distance, continents would imho be "voluntary isolation" anyway. Would love to hear a "factionboi" perspective.)
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Re: World 15 geography and spawn method

Postby Nocturnal-Rainbows » Sun Oct 13, 2024 4:49 pm

vatas wrote:there should be:
1. Massive central spawn continent
2. Several smaller continents
3. Ton of islands, of varying size


That's my ideal world layout too basically.
A huge central landmass where everybody spawns in (I wouldn't be opposed to it being two huge islands right next to each other like what happened this world, but they'd need to be much bigger. Like significantly bigger).
Then just have it surrounded by several others smaller (but still moderately sized) continents then just dot a bunch of other islands around the world.
I genuinely think that layout and spawn system benefits the greatest number of players.
You can get off the main island and settle in one of the surrounding continents if you so choose so safety or wanting to be alone isn't a good argument for randomized spawns IMO.

We almost hit that sweet spot with World 15's generation, just make it larger and grander and it'll probably be the best world we'll get yet.
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Re: World 15 geography and spawn method

Postby Zampfeo » Sun Oct 13, 2024 5:05 pm

RestlessDragon wrote:I prefer random spawning it's safer less likely to spawn next to somebody dangerous and I do agree the world should be bigger I think we should have four large islands in the next world


This is only partially true because, with a central spawn continent, you can almost guarantee all the factions and main PVPers will be there and those who want to play far away from them can use swirling vortexes/whirlpools to leave the central continent.

The only downside to this is the swirling vortexes/whirlpools aren't guaranteed to lead to a new continent.
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Re: World 15 geography and spawn method

Postby Mepp » Mon Oct 14, 2024 4:01 am

Build a boot camp obstacle course to teach new players everything they need to know to build their first secure hermitage. Once completed they can talk to an NPC that sends them to either a random location or a friend.
Watch the Steam Reviews go from Overwhelmingly Negative to at least Mixed.
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Re: World 15 geography and spawn method

Postby Massa » Mon Oct 14, 2024 4:57 am

every single hearthling should come out of the ring of brodgar together, as we are one family

could you imagine it? how many skeletons there would be
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Re: World 15 geography and spawn method

Postby fallout » Mon Oct 14, 2024 5:17 am

The spawn room needs to have options of some sorts.

At the very least "far lands" outer edges spawn or "Hearth Core" center island option.

Or four options for each cardinal direction

Three options for three central continents.

Log burning canoe tutorial before you leave the spawn room where you chop a tree, hollow a log, wait the one minute burn, and choose from the multiple headwaters that offer differing spawn opportunities where you spawn in a river with the quest to make a hearth
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