Civ Census countermeasure

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Civ Census countermeasure

Postby kaka » Mon Jul 13, 2009 11:37 pm

Like Krantarin and Laremere suggested, civilization is going to have a significantly decreased range,
except of that from Brodgar.
User avatar
kaka
 
Posts: 673
Joined: Fri Apr 03, 2009 8:31 am
Location: Château de Gâteau

Re: Civ Census countermeasure

Postby theTrav » Tue Jul 14, 2009 2:10 am

I think I recall loftar posted about it a while go... something like civ census was currently a linear drop-off and he wanted to make it an exponential decrease or something like that
User avatar
theTrav
 
Posts: 3464
Joined: Fri May 29, 2009 11:25 pm

Re: Civ Census countermeasure

Postby Yolan » Tue Jul 14, 2009 11:57 am

That makes sense. As we get more and more players, it would take longer and longer to push civ outwards.
User avatar
Yolan
 
Posts: 1097
Joined: Wed Jun 03, 2009 3:26 pm
Location: Japan

Re: Civ Census countermeasure

Postby Peter » Tue Jul 14, 2009 7:14 pm

Let's not forget that soon we will have a much larger map.
Annother thing that would help this is more village variety and density. Come to think of it, walls could have a pretty major effect in encouraging denser towns as well.

What I see happening in the future is dense villages with more intense wilderness around them. Hm... some things like roads will need some way of being made "patroled" so that it's still possible to travel from place to place without virtually plunging into mordor all the time.
Surprise.
User avatar
Peter
 
Posts: 1491
Joined: Thu Jun 04, 2009 3:36 am

Re: Civ Census countermeasure

Postby Ferinex » Tue Jul 14, 2009 7:19 pm

Peter wrote:walls could have a pretty major effect in encouraging denser towns as well.


This has already started happening in Stillmeadow. We just finished our brick wall yesterday, and while it is very large (about half the size of Bottleneck, with about a third as many people), the town is becoming denser. Less room, more people.
i guess they never miss huh
User avatar
Ferinex
 
Posts: 1040
Joined: Sun May 31, 2009 9:05 am
Location: Miami

Re: Civ Census countermeasure

Postby AlexFili » Tue Jul 14, 2009 9:25 pm

I agree that there is a problem with monster levels. I personally would just prefer if it was based on distance from the middle of the map. I think that although you should be able to indirectly affect monster levels, they should only go up/down by one level at most.
AlexFili
 
Posts: 60
Joined: Wed Jun 17, 2009 5:05 pm

Re: Civ Census countermeasure

Postby Ferinex » Tue Jul 14, 2009 9:32 pm

AlexFili wrote:I agree that there is a problem with monster levels. I personally would just prefer if it was based on distance from the middle of the map. I think that although you should be able to indirectly affect monster levels, they should only go up/down by one level at most.


Monsters? What monsters?

Also, that's how it used to be. They added a 'feature' that allows hearths and village idols and houses and the like to affect the levels. The more of the above, the lower the local levels. Makes sense to me. Honestly, I wish the RoB didn't affect the levels at all.
i guess they never miss huh
User avatar
Ferinex
 
Posts: 1040
Joined: Sun May 31, 2009 9:05 am
Location: Miami

Re: Civ Census countermeasure

Postby loftar » Tue Jul 14, 2009 9:46 pm

As I've stated somewhere in some other thread, though, I do plan to rework the exact way in which civilization spreads. I, myself, think it's having too widespread effect currently, and I'd like to change to become more local. Right now, generated civialization spreads around in a radius proportionate to the generated amount, and decreases linearly to zero. I'd like to change it to, maybe, something like c / r² (c being the generated rating and r being the distance to a point), but that would give civilization unlimited extent. I'll be thinking about it.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9045
Joined: Fri Apr 03, 2009 7:05 am

Re: Civ Census countermeasure

Postby Ferinex » Tue Jul 14, 2009 10:03 pm

loftar wrote:but that would give civilization unlimited extent.


Make a cutoff point.
i guess they never miss huh
User avatar
Ferinex
 
Posts: 1040
Joined: Sun May 31, 2009 9:05 am
Location: Miami

Re: Civ Census countermeasure

Postby theTrav » Tue Jul 14, 2009 11:59 pm

For what it's worth, I'm entirely in favor of having the road between two villages as dangerous as mordor with path finding. That'd lead to armed caravans and tighter communities and probably cut down on griefing a little.
User avatar
theTrav
 
Posts: 3464
Joined: Fri May 29, 2009 11:25 pm

Previous

Return to Critique & Ideas

Who is online

Users browsing this forum: No registered users and 12 guests