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 alloin » Wed Oct 08, 2014 1:35 pm

I voted option 3 but after thinking for a while I like option 2 more.
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Re: Map Size Fixes

Postby Hampa » Wed Oct 08, 2014 1:58 pm

How about if the carriage structures where not built by players, but instead “Providence outposts” spread across the map on a few strategic locations. In the long run these small outposts could become both new trading posts and maybe authority objects worth fighting over for the bigger factions.
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Re: Map Size Fixes

Postby Darwoth » Wed Oct 08, 2014 2:04 pm

leave the map size alone and find a solution that can me made to work even if it is more effort. i know of a dozen bases or more in 0,0 or close to it darkness and i am sure the 30 or so players effected will not be very happy when all of their effort gets ***** becayuse they built in an area in good faith.

both option 2 and 3 work, with option 2 it would mean that darkness is for higher end players. in the event of carriage houses however the building should not be "somewhat" expensive but massively expensive and not subject to the new arson mechanics.


personally after movement speed increases i do not see a problem with the map size if the game is intended to grow beyond the current playerbase as it takes approximately 8 hours to traverse it IF you start in the farthest reach of the north east panhandle..
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Re: Map Size Fixes

Postby Darwoth » Wed Oct 08, 2014 2:14 pm

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.
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Re: Map Size Fixes

Postby lachlaan » Wed Oct 08, 2014 2:16 pm

Another issue with the premise of why map size is a problem in the first place, is that newbies would even travel to try and get retribution. The issue is that wether they travel 12 hours or 1 hour to get to say, Darwoth's place, their odds of penetrating it are probably still way too low. I get that you want to see more conflict, and just generally want the game to not turn lax, but fix the rest of the issues accordingly, tackling this one right off the bat seems like it'll just leave room for more issues to crop up later.
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Re: Map Size Fixes

Postby Darwoth » Wed Oct 08, 2014 2:23 pm

lachlaan wrote:Another issue with the premise of why map size is a problem in the first place, is that newbies would even travel to try and get retribution. The issue is that wether they travel 12 hours or 1 hour to get to say, Darwoth's place, their odds of penetrating it are probably still way too low. I get that you want to see more conflict, and just generally want the game to not turn lax, but fix the rest of the issues accordingly, tackling this one right off the bat seems like it'll just leave room for more issues to crop up later.



my base is 20 minutes north of boston lol
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Re: Map Size Fixes

Postby lachlaan » Wed Oct 08, 2014 2:26 pm

Darwoth wrote:
lachlaan wrote:Another issue with the premise of why map size is a problem in the first place, is that newbies would even travel to try and get retribution. The issue is that wether they travel 12 hours or 1 hour to get to say, Darwoth's place, their odds of penetrating it are probably still way too low. I get that you want to see more conflict, and just generally want the game to not turn lax, but fix the rest of the issues accordingly, tackling this one right off the bat seems like it'll just leave room for more issues to crop up later.



my base is 20 minutes north of boston lol


Exactly, and you still haven't been summon killed by anyone you've raided, so it's silly to say it's the distance keeping people you've raided , or rangers, from doing it.
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Re: Map Size Fixes

Postby Potjeh » Wed Oct 08, 2014 2:39 pm

And like I already said, if somebody walks 12 hours to commit a crime, it's only fair that the victim needs to make an equal hike to exact revenge.

As for authority challenging, you only have to make the walk once, and then leave the alt parked in the general area. It's not like anyone would risk their crafter to build the poop claim in the first place. And if you can't make this walk once, then you simply don't care enough to challenge the authority in the first place. The only issue with a big map here is finding the top list towns, and that can be solved by having Mr Bryberry point you to their location for a small "donation".

So yeah, I don't think any form of map reduction is needed.
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Re: Map Size Fixes

Postby lachlaan » Wed Oct 08, 2014 2:46 pm

Potjeh wrote:And like I already said, if somebody walks 12 hours to commit a crime, it's only fair that the victim needs to make an equal hike to exact revenge.

As for authority challenging, you only have to make the walk once, and then leave the alt parked in the general area. It's not like anyone would risk their crafter to build the poop claim in the first place. And if you can't make this walk once, then you simply don't care enough to challenge the authority in the first place. The only issue with a big map here is finding the top list towns, and that can be solved by having Mr Bryberry point you to their location for a small "donation".

So yeah, I don't think any form of map reduction is needed.


The issue with it is, as was pointed out, that criminals don't walk 12 hours to commit a crime, they simply port to boston and go out from there, picking off new towns that aren't familiar with the defenses yet. If it becomes the norm that you need to settle in the darkness to at least have criminals have to actually walk to you, then Salem will yet again become the travelling simulator. Some solution to equalize the time investment for both crime and punishment does need to be found. I'm just not sure which of the 3 offered were any good.
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Re: Map Size Fixes

Postby Potjeh » Wed Oct 08, 2014 2:48 pm

I thought we already agreed that Providence needs to be separated from the "real" world, either by moving it to a separate map or simply by walling it off.
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