Map Size Fixes

Forum for suggesting changes to Salem.

How should Mortal Moments fix the Map Size?

Disable a % of the Map
19
17%
Disable Churches and Shrink Darkness
14
12%
Carriages and/or Player Built Fast Travel
81
71%
 
Total votes : 114

Re: Map Size Fixes

Postby JohnCarver » Wed Oct 08, 2014 11:19 am

Procne wrote:Carriages would be a good chance to get rid of porting goods through Boston. But then we already have stalls which somewhat require that


In my mind it would be reasonable to build a carriage house 'near' providence so you could fast travel your way close enough to interact with the hub. Although this is less desirable if it becomes an island or walled off fortress, which also has some benefits as discussed earlier.


I believe the bigger question is, how many players are going to legitimately set up a carriage network or at least a carriage point outside criminal strongholds to invoke justice and challenge authority?
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Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Map Size Fixes

Postby Judaism » Wed Oct 08, 2014 11:19 am

Why would a carriage be faster than a single horse ?
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Re: Map Size Fixes

Postby Eivind » Wed Oct 08, 2014 11:20 am

cannibalkirby wrote:not ready for a wipe yet, we need much more content :P Until we get something game breaking like that sea trade with Great Britain idea. Wiping the world wouldn't be beneficial to anyone really, all it wold do is diminish the player count

You saying that one half of players should rebuild all from scratch and other half shouldn't is not a "something game breaking"? I'll just consider to wait for next world again, rather to do so, simply because I don't have that much time to do it over and over again.
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Re: Map Size Fixes

Postby Potjeh » Wed Oct 08, 2014 11:21 am

It look like you've already made up your mind to reduce the map size, so why have this charade of a thread anyway?
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Re: Map Size Fixes

Postby JohnCarver » Wed Oct 08, 2014 11:22 am

Feone wrote:Seems like a pitty to do it now though, better if it's done after some more development.


Agreed. Although, I'm still not convinced that if we continue to nip the 'issues' with the current server in the butt we cannot seamlessly transition to Expeditions with Providence still retaining its place as the perm server. It does require a wealth of solid ideas though that eliminate major system conflicts like Justice vs. Map Size we have here.

Feone wrote:There are so many changes that could still introduce new things into the map which would need a wipe.

Agreed again.

Feone wrote:JC, I think if you introduce long-distance fast travel options you should add the ability to give access to it trough some sort of payment. Allowing people to give you silver for travel without having to stand next to your character. The potential income from a proper transportation net would be a nice incentive.

I imagined Carriage Houses will be structures you interact with, not player abilities. I also imagined anybody would be able to use them so not to create 'escape' routes out in random areas of the wilderness and providing a 2-way street for those you find near your base. Although it would still be quite risky to send somebody on a carriage ride when you don't know the destination of that carriage master.


Potjeh wrote:It look like you've already made up your mind to reduce the map size, so why have this charade of a thread anyway?


Re-read the OP. The effective map size is being reduced. You are correct. The thread is about HOW to do it.
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Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Map Size Fixes

Postby Potjeh » Wed Oct 08, 2014 11:25 am

Well, options 1 & 2 are essentially the same thing, and judging by the last few posts you're not gonna go with option 3.
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Re: Map Size Fixes

Postby JohnCarver » Wed Oct 08, 2014 11:27 am

Potjeh wrote:Well, options 1 & 2 are essentially the same thing, and judging by the last few posts you're not gonna go with option 3.


I see #1 and #2 as very different solutions that tackle the REAL problem. I see #3 as the worst option for the players, as it adds another step between them and justice that they might not utilize. However, thats what this thread is here for. 'Other' ways to shrink the map, or 'other' acceptable ways to navigate around it while seeing where the community stands on the options we have thus far.
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Re: Map Size Fixes

Postby Potjeh » Wed Oct 08, 2014 11:31 am

How are they different? If a part of the map is inaccessible for settling, it's the same as if it doesn't exist at all. And yeah, sure, you could go hunt there, but is anyone actually going to walk 12 hours into the darkness when walking 1 hour into the darkness is just as good?
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Re: Map Size Fixes

Postby Procne » Wed Oct 08, 2014 11:31 am

Or the merge of ideas #2 and #3, although that would require whipe of the map or work only in expeditions)

Have most of the map be covered in deep darkness, only Boston's vicinity would be "light".
Players can build special outpost (huge undertaking requiring cooperation of multiple players) in the darkness which would:
- connect with Boston allowing carriage rides
- place Boston-like vclaim around it.
- push darkness away in large area. Like 10000 tiles radius

In general it would be impossible to live in deep darkness without pushing darkness away with outposts.
Naturally all player bases would be relatively close to those outposts.
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Re: Map Size Fixes

Postby Feone » Wed Oct 08, 2014 11:31 am

I suppose a HS-like system for carriage houses would be interesting, allowing you to go to any house you have memorized or have the code for. Making the boston one available by default.

I suppose the barrier to travelling to boston would have to be lowered, perhaps a very basic structure could be a stand-in for the town portal skill.

Alternatively, if 1 or 2 is what is most desirable then I reckon you should ignore the problem for now. Focus on getting the changes done that would require a map wipe and then deal with this issue.
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