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 Darwoth » Wed Oct 08, 2014 2:52 pm

criminality issues will be far less of a problem in the near future anyway so that point is entirely moot, there is really no need to screw with map size. the reason nobody has laid down a **** claim yet is because they don't work and a lack of knowing where said bases are not map size.

bit again if convenience is an issue make an outpost for each cardinal direction, charge 500 - 1ks to use it, make it have a several hour cooldown. problem solved with very little additional programming required as porting, bind etc mechanics already exist.
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Re: Map Size Fixes

Postby Judaism » Wed Oct 08, 2014 3:00 pm

Darwoth wrote:as mentioned above i also think a series of "outposts" would be a better option than player craftable carriages and a more simple solution.

in providence the wilderness guide can be paid a sum of 500 - 1000 silver to port you to one of 4 waypoints/outposts located approximately 2 hours from max ne/nw/se/sw in this manner it is very streamlined and less open to exploitation by the playerbase, also provides another silver sink to keep the economy going.


Pretty much what I had in mind aswell, sadly no-1 responded on it.
JohnCarver wrote:Mortal Moments Inc. is not here to cannibalize the community or piece out the code. We are not here because we wish to institute pay to win models or PvE servers. Quite the contrary.
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Re: Map Size Fixes

Postby Feone » Wed Oct 08, 2014 3:05 pm

Judaism wrote:
Darwoth wrote:as mentioned above i also think a series of "outposts" would be a better option than player craftable carriages and a more simple solution.

in providence the wilderness guide can be paid a sum of 500 - 1000 silver to port you to one of 4 waypoints/outposts located approximately 2 hours from max ne/nw/se/sw in this manner it is very streamlined and less open to exploitation by the playerbase, also provides another silver sink to keep the economy going.


Pretty much what I had in mind aswell, sadly no-1 responded on it.


Probably the simplest short term fix for this issue.
I'm not at all convinced this issue is worth fixing right now though. Several other factors contribute to lack of fighting criminals and the distance is not the biggest one.
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Re: Map Size Fixes

Postby Xelmoth » Wed Oct 08, 2014 6:50 pm

as I understand it right the map size isn’t a material problem. No servers are burning? It is just about the time players have to spend to avenge a crime done to them.

There is again the huge topic of why people are playing the game. Who should be allowed / encouraged to play the game.
I am and most of the players I know are no fulltime players and want to craft and build up stuff. You, John Carver, helped advance a game that is so amazing and nice that players are willing to play it despite this ridiculous attempt to encourage crime AND avenge. A huge map size would be a kind of defense for them to not be annoyed by criminals so often. They could fill the server as sheeps and would build some kind of neutral population. I wouldn’t avenge because that is not what I want to do. But in the hope you open your heart even for noncompetitive players like me. This is what I suggest.

1
a) Map size as huge as servers can hold it to help the people that don’t want to be bothered. Also creates the feeling of a huge world yet to discover.
b) no outposts other than explained below. Because It would contradict the first point. To emphasize this point. This post would act as a way to make the world smaller. If you want to visit your friends - see below. If you want to visit big cities go on a train (if they build a station ... see below)

2.
- Allow players to collect traces (I think it’s called scent) of the crime.
- For every trace you can teleport to a settlement of the criminal and back.
- The worse the crime the more traces can be found. With the right skill (let’s call it “investigation”) you even can choose from a list of the claims the criminal and his other chars had created.
- The traces can be traded.
- The traces can be put on a black list and it is possible to give goods or money ass a bounty. (A kill could also be put automatically on a list - bounty comes from tax money)
- The player that kills the person on the black list receives the bounty. This would allow the smaller in general unwilling or unable players to contribute their small part for the crime and crime avenge system. If there are some players emerging as sheriffs and are willing to help they would receive the collected bounty from other players. And therefore be supported. (Also supported partly with the tax earned in the new stall system?)

3
a) Allow friends to travel to each other with horse carriages (or trains as an optional +1 Tier). There has to be a stable a horse and a covered wagon (or something like that) on the players claim. If he is willing to allow fast travel to and from friends both players share maps (in the inventory – they may work similar to keys).

b) In this manner outposts could be built by players: create a claim build a stable and stuff and you can easier travel from one position to another. But you have to build everything and you have to pay for the claim and so on. Could be a motivation to colonize the world. Building fast travel systems over the map.

c) Big cities can give their “map” to open access so that everyone with the carriage system can visit their town.

4) Boston becomes another plane of existence: super! You could even differentiate. Normal players can fast travel to Boston. So far so good. But when you build this carriage system on your claim you got access to other cities with more or different goods to trade or sell.
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Re: Map Size Fixes

Postby RuneNL » Wed Oct 08, 2014 7:23 pm

What I would like to see is:
Horses and carriages: yes
Fast travel: no
Provance teleport: disabled
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Re: Map Size Fixes

Postby DarkNacht » Wed Oct 08, 2014 8:43 pm

Darwoth wrote:bit again if convenience is an issue make an outpost for each cardinal direction, charge 500 - 1ks to use it, make it have a several hour cooldown. problem solved with very little additional programming required as porting, bind etc mechanics already exist.

A much better solution than any in the original post. It should be added to the poll.
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Re: Map Size Fixes

Postby Gacrux » Wed Oct 08, 2014 8:57 pm

RuneNL wrote:What I would like to see is:
Horses and carriages: yes
Fast travel: no
Provance teleport: disabled


I've seen several people post this as a "solution" in multiple threads if "hub" teleport is removed what mechanic would you believe would replace it?
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Re: Map Size Fixes

Postby Xelmoth » Wed Oct 08, 2014 9:02 pm

ah I forgot to mention the travel itself:

5) if you are traveling fast via hors carriage you could be loaded to and extra plain (like boston in the suggestion) der would be a road with random problems like: wolf, bear, hostile npcs boulder or trees in the way of the road. If you would to introduce some obstacle whyle fast traveling.
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Re: Map Size Fixes

Postby Potjeh » Wed Oct 08, 2014 9:07 pm

A nice fast travel system that was suggested for H&H was roads made by building a series of milestones. You have teleport points on these roads and you can teleport between them as long as they're connected with milestones. However, anyone can right click on any milestone along the road and select "Waylay" to drop out of warp anyone who's using that road, so teleporting isn't totally safe.
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Re: Map Size Fixes

Postby Gacrux » Wed Oct 08, 2014 9:08 pm

Xelmoth wrote:ah I forgot to mention the travel itself:

5) if you are traveling fast via hors carriage you could be loaded to and extra plain (like boston in the suggestion) der would be a road with random problems like: wolf, bear, hostile npcs boulder or trees in the way of the road. If you would to introduce some obstacle whyle fast traveling.


though this is a interesting concept I'm sure most players wouldn't like additional time sinks
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