MarpTarpton wrote:You realize, I hope, that all of these suggestions are to solve the problem of a map that's too large? A problem that is only occurring in this iteration of the game and that for every subsequent world generation/server/what have you, it will no longer be a problem.
aptson wrote:
when i make posts on the forums i expect people to spell it out for me because i am new . .
jesi wrote:Late to the party but from the beginning when JC posted it, the question seemed illogical. And then I came across this:MarpTarpton wrote:You realize, I hope, that all of these suggestions are to solve the problem of a map that's too large? A problem that is only occurring in this iteration of the game and that for every subsequent world generation/server/what have you, it will no longer be a problem.
Even before what Marp () mentions occurs, I don't see why there needs to be a "fix" to the map. The current map does not comport with what the new Dev's want to implement. Maybe a "fix" is needed to what the Dev's want to implement.
jesi wrote:I don't see why there needs to be a "fix" to the map.
jesi wrote:The current map does not comport with what the new Dev's want to implement. Maybe a "fix" is needed to what the Dev's want to implement.
Potjeh wrote:Isn't the expeditions system the go-to option for testing all sorts of things? IMO they should push it to the top of development priorities list.
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
lachlaan wrote:Also, I see a sneaky Jorb, HAI JORB, why do you never come say hi to us?
agentlemanloser wrote:I'd like to reiterate that I think the map design itself also requires a serious rethink along with the related issue of size, as I am not entirely convinced that simply shrinking the map will entirely address the deeper cause of the complaint you have with player distribution. We are discussing, in part, the relative "emptiness" of the map and the distances required to cross to reach one's goal. However, aside from raiding/justice seeking, what reasons are there to even bother traveling? Motivation must also be addressed. Loftar, for whatever reason, decided to nix any regional distinctiveness when he wrote the mapgen code this round, and I genuinely feel that this is an error. The map should be significantly smaller, yes, and fast-travel outposts are absolutely the correct design choice independent of map size, but players still need reasons to travel aside from raiding/vengeance. As it is now, there isn't really much motivation to travel to find a good location to settle, since Loftar designed this map to be very uniform. The darkness will eventually become a distinct region with distinct resources and creatures, and will thus be a draw, but, aside from the ocean, there are no real distinctive regions now. I suggest that biomes be made larger and more unified and have far more unique resources and animals (and to anticipate an objection, while, say, bear might only appear in certain biomes, one can easily find all biomes in a two or three tile radius in most places). That alone would have forced players, especially on a smaller map, to cluster closer together, simply because ideal habitable regions wouldn't be scattered every third tile. Indeed, that seemed to be the consequence of previous map design. Loftar actually complained once that the action in the previous worlds was taking place on the edges of grasslands and forests and nowhere else, but that doesn't strike me as much of a problem, since it meant that in practice the populations were denser in certain areas. It also meant that determined players and towns could hide in less habitable biomes, since those biomes were massive and less traveled. Add to this, say, distinct mountain regions with unique flora and fauna (mountain goats, mountain lions, mountain . . . yeti, I guess - I don't hike much) or massive swamps with alligators and whatever else swamps contain (I don't airboat much, either), and you'd give players a reason to light out for the territories, as Huck Finn once said, and, just as importantly, a place to hide on smaller maps, especially if these regions are made to be particularly brutal, as they should be.
I'd also like to point out that it is probably possible to rewrite the mapgen code and reroll the word without deleting player claims. That info is stored, so claims could likely be dropped down randomly during the map rewrite. The locations probably wouldn't be ideal and the bases might be a touch screwed up due to elevation issues, but enough would be preserved that players wouldn't be starting over. Now, I'm not at all familiar with Loftar's programming, but pushing claim info forward shouldn't be outside the realm of possibility (although writing the code to do this might be). At any rate, I feel map design is itself integral to the size discussion, since the design affects the player's experience of size.
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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