loftar wrote:People wrote:Roads are death traps
It's not as if the only implementation option we have is to drop you out of warp at the exact point of obstruction; we could just as well do it so that you stop 4 milestones ahead of the obstruction or whatever. Not that we've decided exactly how to do yet, I'm just saying.
loftar wrote: bear fruit is not something I can predict,.
Beborn Beton wrote: "Don't Worry, They Won't Find My Body, I Want You To Know I Found Peace In Another World."
HarryDresden wrote:
One suggestion I would make that might be a decent compromise is to have multiple "Main Area spawns", something like a mass initial Charter Stone that new characters could spawn at. Something like 5 points, 1 center, and one at each cardinal point of the map. Players can't be attacked within 150 squares of it, and it would be beneficial for bigger groups to patrol these area to keep PK'ers low, as well as to waste griefers and potential enemies who are looking to cause trouble ganking bambis. Just a suggestion though, feel free to expand on it or call me a moron.
Xcom wrote:Most good things last only a short time
Amanda44 wrote:HarryDresden wrote:
One suggestion I would make that might be a decent compromise is to have multiple "Main Area spawns", something like a mass initial Charter Stone that new characters could spawn at. Something like 5 points, 1 center, and one at each cardinal point of the map. Players can't be attacked within 150 squares of it, and it would be beneficial for bigger groups to patrol these area to keep PK'ers low, as well as to waste griefers and potential enemies who are looking to cause trouble ganking bambis. Just a suggestion though, feel free to expand on it or call me a moron.
I just feel that doing something like this would encourage players to hang around it to kill new spawns, it does in other games that have a similar system, I'm not sure that bigger groups would patrol it.
Lol, answered in more detail by Teck, but yeah I agree with what Tecks saying.
TeckXKnight wrote:Safe zones get walled in and griefed, without exception. You have the right general idea though -- broad areas that players spawn in together. World 3 was kinda like that, the center 9 grids had virtually all players spawn in them. My suggestion would be an echo of what I'm sure others had said before: make time sensitive broad spawning areas. So, for example, a single supergrid will be where everyone who starts today spawns and a few days later it swaps to a new area. This reduces population density, allows friends to start around one another, and with a bit of randomness can prevent areas from being stripped barren by new players or griefed by older players. Remember, new players are fucking locusts, so don't group too many together or you'll create a zone of desolation.
Sure, with this idea friends still have to find each other but navigating a supergrid, with directions, takes maybe half an hour. Really what's going to be vital is having distinguishable landmarks that players can use to navigate, like constellations, giant mountains, etc. so that it feels like players are accomplishing something awesome while they achieve their goals.
loftar wrote: bear fruit is not something I can predict,.
Beborn Beton wrote: "Don't Worry, They Won't Find My Body, I Want You To Know I Found Peace In Another World."
Users browsing this forum: No registered users and 1 guest