Haunting

Forum for suggesting changes to Salem.

Haunting

Postby Argentis » Sun Mar 08, 2015 1:08 pm

Hi everyone,

With the new landmarks and such I had an idea about haunting places. They could be randomly generated but still quite rare on the map and basically work as patches of deep darkness. So FurFur, Whishpooshes, Argopelters and the such would spawn in the area. That would add some interesting mechanics and would make exploring more dynamic and more interesting. Such haunted areas could have interesting features that are to be discovered by the wandering pilgrims. It could a lake that has the property of the sea (Lobsters and such), a giant limepit, claypit, a gold mine, etc.
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Re: Haunting

Postby Rifmaster » Sun Mar 08, 2015 1:42 pm

Argentis wrote:Hi everyone,

With the new landmarks and such I had an idea about haunting places. They could be randomly generated but still quite rare on the map and basically work as patches of deep darkness. So FurFur, Whishpooshes, Argopelters and the such would spawn in the area. That would add some interesting mechanics and would make exploring more dynamic and more interesting. Such haunted areas could have interesting features that are to be discovered by the wandering pilgrims. It could a lake that has the property of the sea (Lobsters and such), a giant limepit, claypit, a gold mine, etc.


+1

Also, kind of on topic i guess, Gold mines would be awesome, with maybe like 5 nodes scattered around the map, having increased cave-in chances, lots of drain inside, but as much gold as iron in regular mines.
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Re: Haunting

Postby Silent_Bob » Sun Mar 08, 2015 5:57 pm

Image
2spooky4u


As I am an undead head sticking out of the ground, I obviously support this idea. Seriously though, as someone who loves to do a lot of exploring this would really help liven things up even more. Plus I love the idea of gold mines as it'd create a strategic resource for people to fight over if anyone somehow leaked where their's was.
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Re: Haunting

Postby Nikixos » Wed Mar 11, 2015 1:26 am

This could work as Airdrops from Rust, making an optional pointer or signal that causes everyone nearby to go to that area since loads of good stuff could spawn there to compensate for the risk of darkness animals
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Re: Haunting

Postby Rubberduckbandit » Wed Mar 11, 2015 2:30 am

I like this idea, would add a bit of variety when mapping new areas.
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Re: Haunting

Postby Argentis » Wed Mar 11, 2015 11:12 am

Upping to get JC's attention.
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Re: Haunting

Postby TrojanSpider » Wed Mar 11, 2015 12:49 pm

Perhaps more suited to expeditions. I like it for that situation.
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Re: Haunting

Postby Dallane » Wed Mar 11, 2015 1:41 pm

Argentis wrote:Upping to get JC's attention.


There is no need to bump if he hasn't commented already. He reads all of these threads. On that note I don't think it really adds much to the game. It takes away from the darkness if anything.
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Re: Haunting

Postby Argentis » Wed Mar 11, 2015 3:45 pm

Dallane wrote:
Argentis wrote:Upping to get JC's attention.


There is no need to bump if he hasn't commented already. He reads all of these threads. On that note I don't think it really adds much to the game. It takes away from the darkness if anything.


Finally you make a sensible argument ¦] . I do agree that it takes away something to the darkness, its uniqueness. But it also adds a lot to the exploration side to the game (a game mechanics the devs seem to be pushing forward). It adds epicness when as a noob you are suddenly attacked by a monstrosity and you suddenly have to flee for your life. It also adds danger as currently there are little chance of dying while exploring unless you meet some ill-minded people.
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Re: Haunting

Postby Dallane » Wed Mar 11, 2015 3:50 pm

Argentis wrote:
Dallane wrote:
Argentis wrote:Upping to get JC's attention.


There is no need to bump if he hasn't commented already. He reads all of these threads. On that note I don't think it really adds much to the game. It takes away from the darkness if anything.


Finally you make a sensible argument ¦] . I do agree that it takes away something to the darkness, its uniqueness. But it also adds a lot to the exploration side to the game (a game mechanics the devs seem to be pushing forward). It adds epicness when as a noob you are suddenly attacked by a monstrosity and you suddenly have to flee for your life. It also adds danger as currently there are little chance of dying while exploring unless you meet some ill-minded people.


It doesn't do any of that. There is nothing to the exploration part of then oh this is a area I can do **** all in. More then likely the noob will die. The Darkness is there for a reason.
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