Terrain Anomalies.

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

Terrain Anomalies.

Postby Killawatt » Thu Mar 24, 2011 5:08 pm

Now, I'm not sure if anything of this nature has been posted before (As I was unsure what to look this up under, it's quite a broad category of words that would work), but after exploring for a bit, a thought occurred to me.


Terrain features or anomalies accessible for LP. Nothing significant to really change the scape of the game, but areas of Terrain that would be something special and interesting to look at.

Specialized Locations
Mountain Peaks~ Not every mountain would have one, large pillar-like object. 250~500 Base LP to 'examine'. Static location.
Small Whirlpool~ Not permanent. No threat. 100 LP to examine, fairly common.
Large Whirlpool~ Hazardous, capable of damaging you or your boat. Not significant damage, but enough to get you to stay away or only go close if you're up for the risk. 1000 LP. Rare. Not static.
Large Hole~ Found on mudflats, similar to a mine-shaft without a ladder. Fairly Uncommon. Static. 500 LP.
Ring of Brogdar~ One on the map. Dead Center. 2500 LP to examine. Worth the trip? Up to you.
Those little statues that J&L leave throughout the map in commemoration of random players~ Static. Whatever. 1000 LP to study.
Bog Gas Leak~ Hazardous. Deals DoT. Bad idea to hover over it. Fairly Rare. Swamps only. 1000 LP to study, though you'll take a minimum of 15 SHP to study it.
**Can't think of any for thicket, but this list is all just suggestive.**

This, along with collectible curiosities would give further incentive to go exploring, meet new people, face new risks, and do more than just sit at home and farm or mine or do whatever. Some of the most fun I've had in this game was exploring for several hours and ending up 2 Supergrids away, going "where the hell am I?"

Obviously this would have to applied later, as the coding necessary to change the world like so would most likely require a world change, but I'd like it to be considered, and love for it to be implemented in some way, shape or form.

Inb4 butthurt, laughter, or etc.
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Re: Terrain Anomalies.

Postby sabinati » Thu Mar 24, 2011 5:29 pm

definitely some potential here
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Re: Terrain Anomalies.

Postby SacreDoom » Thu Mar 24, 2011 5:56 pm

Image

:3
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Re: Terrain Anomalies.

Postby TeckXKnight » Thu Mar 24, 2011 7:51 pm

While there is definitely room for abuse (where isn't there?) these are interesting ideas that add value to settling an area or just going out to explore. They also add natural landmarks and beautify a region. The look and feel of wondrous discovery is a great one. Lots of work to be done on the idea but a great premise and a good start.
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Re: Terrain Anomalies.

Postby OvShit » Thu Mar 24, 2011 8:06 pm

Actually, along with Mountain/Thicket Terrain enhancement thread ideas those ones should really be implemented next worldgen. World did not really change since W3.

Also, some ideas:
springs at the forests - pretty common, they also give the water with the quality of the water spot+5(pretty clear it is!), also, one can drink from it without any tool just to regain stamina.
ravines filled with water or pools - they, unlike springs, give water at ql-5. Somewhat rare. One can, though, spot some swans on it, swim close to them and then catch them - like rabbits.
And, at last - sometimes worldgen should make areas with densely growing trees - growes. Those are generally darker, trees are placed close to each other, but you can find some mossy stones at it(curios) as well as some beasts(spawn there at the W3 rate).
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Re: Terrain Anomalies.

Postby Killawatt » Thu Mar 24, 2011 8:29 pm

TeckXKnight wrote:While there is definitely room for abuse

I'm not too sure where the abuse could be. Hopefully the LP gains would be minimal enough to discourage a train of alts, but high enough to not discourage explorers.

Lots of work to be done on the idea but a great premise and a good start


That's really all I was hoping for. I'm glad the feedback on the idea has been good so far, and I really hope something of the sort gets implemented.
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Re: Terrain Anomalies.

Postby TeckXKnight » Thu Mar 24, 2011 8:37 pm

Killawatt wrote:Hopefully the LP gains would be minimal enough to discourage a train of alts, but high enough to not discourage explorers.

A train of alts was the immediate one that popped into my mind. While not a huge issue, it is something to consider. Maintaining these terrain features at lower lp gains for static figures would help a lot. If it's rare and random, you may as well get something of a decent reward, especially if risk is involved.
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Re: Terrain Anomalies.

Postby Gauteamus » Thu Mar 24, 2011 9:24 pm

Irminsäule, I like!
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Re: Terrain Anomalies.

Postby Zampfeo » Thu Mar 24, 2011 11:32 pm

My only concern is that it would make the first few hours of gameplay more about finding these places of interest rather than discovering/getting curiousities.
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Re: Terrain Anomalies.

Postby Grog » Thu Mar 24, 2011 11:34 pm

sabinati wrote:definitely some potential here

guess it would have to be developed a bit more, but yeah, great potential

one more idea:
ruins of the old world (like finding the ruins of old buyan or made up towns [creating a "history" of the wolrd] etc...) - this would fit into about any terrain, including thickets and caves

My only concern is that it would make the first few hours of gameplay more about finding these places of interest rather than discovering/getting curiousities.

as you have to stay at one spot for finding herbs/bunnys/fish/curios .....NOT
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