possible way to implement a permanent world

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possible way to implement a permanent world

Postby overtyped » Fri Jun 16, 2017 4:32 am

Games like path of exile, have a permanent world, where they create new ones, with different rules to them, and that keeps their game fresh.
So what if we had two worlds for haven, one permanent and one that ends at a certain point. The characters and their inventorys made on the temporary world would get dumped into the main world after it ends.

There would need to be some special items or rules of the new world, to give extra incentive to create a new character there and play it. For example : animals have 50% more meat+ animals move 50% faster / forageables +100% quality+100% less common foragables. / no fate system. the sky is the limit.

You may think this system divides the already tiny community, but many people have issues with world ending in general, so if a world stayed, you would keep more people, and end up with a bigger community anyways, even with the split.
Considering the changes to death, don't you think it's time?
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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Re: possible way to implement a permanent world

Postby sMartins » Fri Jun 16, 2017 4:54 am

no
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Re: possible way to implement a permanent world

Postby ven » Fri Jun 16, 2017 5:54 am

I don't even care about the specifics anymore, I just want a permanent world.
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Re: possible way to implement a permanent world

Postby viznew » Fri Jun 16, 2017 6:50 am

ven wrote:I don't even care about the specifics anymore, I just want a permanent world.


agreed thou i care a little about specifics
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Re: possible way to implement a permanent world

Postby Granger » Fri Jun 16, 2017 7:21 am

A permanent world needs ways to clean up abandoned areas (= decay would need to be constant instead of applied only to active areas), to re-nature them (= trees propagating by themselves and such), to remove the traces of long-gone players (= remove landscaping and also restore the underground in a non-exploitable way) and to limit the absolute quality obtainable (so someone starting will not notice find q15k+ carrots and quickly do the maths that he would need to grind x years to be able to plant them without destroying their quality and turn away as of this).
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Re: possible way to implement a permanent world

Postby MrPunchers » Fri Jun 16, 2017 7:49 am

Get Legacy.
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Re: possible way to implement a permanent world

Postby viznew » Fri Jun 16, 2017 8:16 am

MrPunchers wrote:Get Legacy.



but but its not the same and is stuck in place where as this has places to go and people to see
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Re: possible way to implement a permanent world

Postby overtyped » Fri Jun 16, 2017 10:01 am

Granger wrote:A permanent world needs ways to clean up abandoned areas (= decay would need to be constant instead of appled only to active areas), to re-nature them (= trees propagating by themselves and such), to remove the traces of long-gone players (= remove landscaping and also restore the underground in a non-exploitable way) and to limit the absolute quality obtainable (so someone starting will not notice find q15k+ carrots and quickly do the maths that he would need to grind x years to be able to plant them without destroying their quality and turn away as of this).

It's nice to see you've smartened up a little, and gave a real answer this time. Keep it up, so you don't tarnish the moderator name.

I think it would be fine to see the world in a decayed state to be honest. It lets you leave your lasting mark on the world, and if that world runs out of gold, or some other important resource, it gets incentive to go to the new world, to eventually bring back that resource you need when it ends.
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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Re: possible way to implement a permanent world

Postby viznew » Fri Jun 16, 2017 10:28 am

as for the insane q things chould reach, which would be a huge problem, like say crops after each milestone in q reached (25,50,75,100,ect) it become increasingly slower and harder to maintain q so most routines would eventually hit a max q (generally​) only if you lucky and persistent would it go above max and it would prob not be able to maintain that q indefinitely same with trees and mabye animals,

as for world regen ruins are fun but even thay disappear so a mega slow decay rate and to the point where say an active claim just fell it will equalize or "smooth" the surrounding terrian as things decay once nothing decaying it stops so not all would disappear but hopefully most tarrform wise and paving i think chould decay super slow

urrgg second thought my claim smoothing after fallen claim prob not great idea
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Re: possible way to implement a permanent world

Postby Potjeh » Fri Jun 16, 2017 11:02 am

Salem does this and it's terrible.
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