Themed Worlds

Forum for suggesting changes to Salem.

Themed Worlds

Postby Etherdrifter » Tue Feb 12, 2013 12:35 pm

Currently there are 3 worlds, all with a low player number. At some point we will see movement between worlds, thus meaning we have one large world with an expensive fast travel system (akin to orbis/victoria).

All very nice. Then again, once you have seen plymouth (and due to the sheer number of griefers on this game destroying most player made objects of any note) you've seen it all.

Thus, I propose the following world types (only the optional can be chosen as a first world).


Northern

Key Features

[*]SNOW!
[*]All animals have purity (even fish)
[*]Farming takes 2x as long
[*]Winter flora (more effective than regular foraged foods but lower spawn)
[*]Winter critters. (More dangerous than usual)
[*]Darkness - Blizzard. The deeper into the darkness you go the thicker the blizzard.



Southern (Desert)

Key Features

[*]One big desert!
[*]Desert flora (spawns in oasis)
[*]Rare inspirationals to be found during forage (desert ruin theme)
[*]"Tribals" trading certain items for "tribal" goods
[*]Larger amount of snakes, as well as a few other poison inflicting mobs.
[*]No deer, beavers or bears
[*]Buffalo and Mountain lions
[*]Surface water very rare
[*]Crops require 5l of water (2.5l at 50% upkeep) to prepare
[*}Darkness (deep desert), light levels go up, increased damage without a hat, sipping water mitigates damage a little


Tropical South

Key Features

[*]Abundance of trees (all wood has purity)
[*]Aggressive "tribals"
[*]Foragable plants, bugs and roots. Many poisonous.
[*]Rugged land (harder flatten)
[*]Farming 2x as fast and requires only half houmous
[*]Poisonous spiders, Poisonous snakes, Poisonous toads and general poison overdose.
[*]Extra antidote ingredients
[*]No deer/bears/beavers/rabbits
[*]Jaguar/Alligator/Monkey/Parrot (all tougher barring the parrot)
[*]One large river dominates (special fish within)
[*]Darkness - Haunted Jungle, Light levels drop (akin to normal darkness), hostile "tribals" in residence, all mobs have a transformed form, trees can "spray poisonous sap" when cut.


Optional :


Paradise Isle

Key Features

[*]Safe (no permadeath, can only travel from, cannot travel to, no skill loss on knockout, no on claim theft/waste)
[*]Limited (no purity, no metal, only cereal can be grown, only planes and autumn forest biome, silverless economy, limited fish)
[*]Stable (when a player moves to the mainland their claim is removed)
[*]Balanced (limited natural foragable spawns, rabbits, crickets and beavers only, wood piles always rot)
[*]Friendly (all players can do a simple quest for a homestead writ, soup kitchen that gives a heal only food (3 portions per day), nails tradable for hay (5 hay for 1 nail), leaving is free, cereal seeds are traded for 5 hay)
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Re: Themed Worlds

Postby CharlesM » Tue Feb 12, 2013 12:42 pm

I think this would make some sense, if different servers are added. It would make sense that if a colony was a more northern one it would be snowy (maybe forever).
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Re: Themed Worlds

Postby Grichmann » Tue Feb 12, 2013 1:15 pm

I'm fine with that, although I'd prefer one huge map that'd allow you to walk from the snowy north to the southern deserts, on foot. I don't like the idea of a limited safe "newbie area" for anything but a tutorial.

A softcore server (that you cannot leave for a server with another ruleset, of course) where dying only reduces your humours and aptitudes and locks you out of the game for a time proportionate to the amount lost, though, that's another thing. I'm all for it. As well as a hardcore one, where animals and drowning kill you.
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Re: Themed Worlds

Postby Myrdred » Tue Feb 12, 2013 1:20 pm

All in all interesting idea, the soft core server should have limited build options and some form of hard coded humor cap (say 50) so that it would be little more then a tutorial and not an alternative.

edid; and transfer from it should most definitely be locked, otherwise it would be come a combat alt factory.
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Re: Themed Worlds

Postby CharlesM » Tue Feb 12, 2013 1:24 pm

The soup kitchen should be lead by carebears too, and there should be rainbows and flowers with smiley faces on them, just to urge you to leave, lol.
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Re: Themed Worlds

Postby Etherdrifter » Tue Feb 12, 2013 3:38 pm

The "paradise isle" was just an addendum to the idea. It is meant as a tutorial location (since there is no silver claims would all have finite lifespans anyway) and uses similar mechs to the other locations. The main point is you can spend some time on paradise isle, get some skills, learn the game, but due to the limited nature of the isle getting any high level skills (or even high humours) is going to take 20x as long as it would in the real world.

Paradise Isle

Detailed Overview

Foragables : Autumn Grass (heightened rate), Maple Leaves, Stone, Flint, Granite, Lime (lowered rate), Blackberry, Crowberry (heightened rate), Chestnut, Toadstool (lowered rate), Snail (lowered rate), Milkweed (heightened rate), Perfect autumn leaf (lowered rate), honeydew (lowered rate), Precious soot flake (lowered rate), Smoothstone, Gelatinous Lard (lowered rate), Seaweed (lowered rate), Perch (heightened rate), Mudsnapper (lowered rate)

Mob Spawns : Toads, Crabs, Rabbits, Crickets(?)

Missing Content (wild resources) : No hollow logs/stumps, No quarries, no seeds

New Mechs :

Respawning trees (every time a tree is cut down a random one springs up somewhere on the isle).

Quest for claim (gain settling), claims charged for a week, when claims run out they vanish, quest not repeatable, claim size 7x7 default, when a claim is placed a set of resources spawn (2 wood piles (20 wood blocks), 1 stone boulder).

Quest for seeds (reward is 100 cereal seeds, quest is to get agriculture).

Quest for nails (repeatable, trade 5 hay for a nail)

Soup kitchen (restocks once per day), gives 3 "pilgrim stew", restores 8 of each humour.

Transfer to the mainland, all items barring worn items lost(?)

Land slowly morphs back into its original shape when not on claimed land (1 height level per day per tile)

No stat loss on knock out

Humour Cap : 15

Proficiency Cap : 15 (only lightly checked)


Final Notes : This is just my first draft, no doubt there are mistakes, things missing etc.
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Re: Themed Worlds

Postby Grichmann » Tue Feb 12, 2013 3:47 pm

I think that's too much effort and too many exclusive rules for a tutorial. Something like that only makes you re-learn things after you leave it, because they work differently in the main world, which defeats the purpose of a tutorial. I think that simply making the area around Boston genuinely safe is more than enough.
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Re: Themed Worlds

Postby Etherdrifter » Tue Feb 12, 2013 3:59 pm

Difficult part there is the "genuinely safe" areas around boston end up packed, overfarmed and you cannot learn anything about settled skills. Even if you made a safe zone around boston where you could build you'd just end up with people camping it, harvesting from it and eventually you'd have an abandoned wasteland.
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Re: Themed Worlds

Postby Grichmann » Tue Feb 12, 2013 4:07 pm

By the same token, Paradise Island would get overcrowded soon; it's just the nature of sandbox worlds. It's not a bad thing, and with a decent playerbase, something like a Tutorial Town will eventually be constructed.
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Re: Themed Worlds

Postby CharlesM » Tue Feb 12, 2013 4:57 pm

Grichmann wrote:By the same token, Paradise Island would get overcrowded soon; it's just the nature of sandbox worlds. It's not a bad thing, and with a decent playerbase, something like a Tutorial Town will eventually be constructed.



I don't really like a tutorial island, I agree that there should be something that allows people to get their humors up safely without being mercilessly murdered, never able to raise their humors above 10.
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