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 10:30 am

Feone wrote:If we have to walk an hour to avenge it, why should they not walk an hour to do it.

If being able to commit crimes from ridiculously far away is the issue then doing so should be punished. Want to commit crimes near boston? Live near boston.


Your solution doesn't do anything. Players still teleport to Boston WITHOUT crimes, then commit crimes near it.

While I appreciate all the attempts to 'fix' the system, I'm very aware the amount of summon killing, justice, and general player interaction that is occurring and I have a firm understanding of the mechanics that do and do not allow it. This thread is to solicit legitimate feedback on ways to fix the map size, which is the root of all evil to future mechanics that will fix many broken systems. It would be nice if we can stay on the topics that will help further development.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Map Size Fixes

Postby Bjebr » Wed Oct 08, 2014 10:30 am

I'm really not a specialist of raiding nor to long travel foraging except around the east coast , so I will maybe say (really) stupid things but I was thinking :

- Remove instant access to Boston from everyone homes (except with empty inventory And empty pockets ^^)
- Build several forward post all around the map (to match your 2/3 travel time) which provide full-teleport to boston and to others forward post
- Allow players to build their own forward post outside of their base (to be accessible to everybody including enemys)

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Re: Map Size Fixes

Postby lachlaan » Wed Oct 08, 2014 10:31 am

If you ever end up considering the first option, I think the only way to go about it is to just implement a copy-paste of all the structures and everything around. Will still mess up people's other instrastructure like lime pits, clay pits, whatever other hunting spots they have around though :\ All in all the first option seems very very sloppy without some way to actually restore player's bases elsewhere. To be fair, we have been encouraged so far to build as far out as possible, for argo/hare spawns, so not quite fair luring players near the edge to later take their bases away :P

As for option 2, would it just mean harsher drain from darkness? Or would darkness drain stay the same, map stay the same and only lack of churches being churches would change?

Option 3 sounds great going on your premise of, all sploits would be fixed. And while it takes away more dev time to implement than the others, a proper implementation of whatever you decide the final state of things should be would be one extra thing to build the rest of the game on.
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Re: Map Size Fixes

Postby JohnCarver » Wed Oct 08, 2014 10:32 am

Potjeh wrote:Make Providence it's own "plane of existence", so you can't actually walk out of it into the "real" world. This removes the asymmetry in time it takes two players to get to each other's claims. It can be on that newbie island that's on the roadmap, as long as that island is actually a separate map.


Interesting.......
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

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 10:33 am

Really, out of all the offered solutions, the only acceptable one is carriages sans fast travel. So yeah, how about moving Providence to it's own map? I mean, what legitimate reason is there for walking out of Providence? The only reason for it I see is raiding people who didn't know better and settled nearby, and we've established that's not a legitimate reason.
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Re: Map Size Fixes

Postby Pildream » Wed Oct 08, 2014 10:34 am

you could add an option when gathering tracks like " the tracks you gathered lead you to that general direction, would you like to travel there ?" and teleport near the criminal base at a random location within an 1 hour distance from the base .
he will still have to search around though to find the base

Edit , nice idea:
Potjeh wrote: So yeah, how about moving Providence to it's own map?
Last edited by Pildream on Wed Oct 08, 2014 10:35 am, edited 1 time in total.
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Re: Map Size Fixes

Postby Judaism » Wed Oct 08, 2014 10:34 am

I think that there are few people living across the 5 hour distance marker. I'd like a much smaller map, its annoying to walk for hours & hours, that beeing said I live at maximum distance from Providence myself. With the little time I play Salem, I am not going to make a complete new base, since the construction of walls have been increased a fair bit I think it would be very unfair aswell.
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Re: Map Size Fixes

Postby JohnCarver » Wed Oct 08, 2014 10:37 am

Potjeh wrote:Really, out of all the offered solutions, the only acceptable one is carriages sans fast travel. So yeah, how about moving Providence to it's own map? I mean, what legitimate reason is there for walking out of Providence? The only reason for it I see is raiding people who didn't know better and settled nearby, and we've established that's not a legitimate reason.


Yes, I'll invest some time to see just how practical this is. I don't suspect it to be all that possible for several map gen reasons, but it does seem like a solution worth looking into.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

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 10:37 am

A lazy way to do it would be to just put walls all around Providence, though I guess walls on the sea would look ugly.
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Re: Map Size Fixes

Postby JohnCarver » Wed Oct 08, 2014 10:40 am

Potjeh wrote:A lazy way to do it would be to just put walls all around Providence, though I guess walls on the sea would look ugly.


Well yes this does fix the asymmetry you mentioned before. It doesn't, however, change the fact that a new fledgling town looking to challenge the authority of another could have a 10+ Hour run to do so.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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