pistolshrimp wrote:agentlemanloser wrote:Thoughts?
Everything you have described is the anit-thesis to colonial New England.
Forcing players to travel just gets them killed. The problem is not with making people travel, its with bringing them together for meaningful interactions.
Pistolshrimp, I must disagree. The issue is, as you say, in part bringing people together for meaningful interactions, but I feel you have only one category of "interaction" in mind - trade, or some variation thereof. Conflict is also an interaction, as is the anticipation of conflict, as that also requires the "presence" of another party. So, static natural landmarks provide opportunities for interactions of all varieties. The Natural shrines in my proposal would constitute static natural landmarks, but anything that is not player built and supplies a material advantage is by definition a static natural landmark. In fact, prior to the purity update, the world had a number of these static landmarks - pure water spots were a good example. These fostered conflict and commerce, and could have fostered more had the population been larger (no one to my knowledge built a town on a pure water spot and ensured safe access to everyone who wished, though such a thing could have happened on a smaller map). The other category I propose, which is just the huge player-made structures under discussion here, is clearly intended to push interaction. Indeed, the scribe system JC mentions below is simply a variation on this theme: travel to a known library and "pay" via inspiration to gain skills rapidly. Thus a "pilgrimage" in the secular sense is undertaken, travel encouraged, interaction facilitated, etc.
And, no, I do not feel my read of the necessity of natural, player-made, and random landmarks and events is antithetical to this game, since all three are built into the engine already, or were in the earlier iterations of Salem. The question is simply how strongly to implement each in order to generate the desired player behavior. As it is, natural landmarks have been made nonexistent as a byproduct of the purity change, the player-made versions are barely implemented (though I see that they will be soon), and the random events are largely in the conceptual stage. Moreover, this is a PVP game, one that falls into the same gaming experience category of games like Don't Starve or Dungeons of Dredmor - losing, and the anticipation of losing, is intended to be part of the fun. Hence, traveling with the potential for death is far preferable to a colonial New England in which every player becomes an island unto herself or himself.