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Traces Of The Lost Colony

PostPosted: Thu Jan 07, 2016 4:44 am
by MaxPlanck
When you look back on your inventory and boxes full of these you can't help but think...you may have stumbled upon a clue as to where to find this lost colony.

Piece by piece you place them together to form what appears to be a makeshift map of sorts that allows access to the lost world. Coupled along with a compiled assortment of certain rune types obtained through runestone shards it brings about the creation of a portal into the lost world where the player has only a limited amount of time to rummage this ancient architecture before they are thrown back into the overworld.

(This is a suggestion for a new world since JC mentioned they planned on adding another world and most people seemed to think the underwater world suggestion didn't really make sense)

Re: Traces Of The Lost Colony

PostPosted: Thu Jan 07, 2016 4:47 am
by JohnCarver
I like the idea of forcing Providence to do something like put a map together for the next expedition with traces of the lost colony after the first expedition ends and before the 2nd one starts.

Re: Traces Of The Lost Colony

PostPosted: Thu Jan 07, 2016 4:56 am
by jcwilk
+1, kind of reminds me of treasure hunting from UO... the mystery of finding something that lead to an unknown area somewhere with danger and reward was thrilling. I'm not sure that the same system would fit into Salem (though not sure it wouldn't either, but that's a separate discussion), but even just having a long list of hints to something maybe related to witchcraft, maybe the piety path that gets tossed around, or yeah another expedition would be very cool.

Also the same for fallen bricks of babel, etc.

Re: Traces Of The Lost Colony

PostPosted: Thu Jan 07, 2016 8:19 am
by jakhollin
I would prefer to see something a little more historical like having to organize a militia to fight Indian attacks. Which were common in the 1600s. As the server time moves it would be nice if the expeditions followed historical events. It was nice that Popham was in the same history and even did end in the destruction of the colony.

A Spanish invasion of the Inca empire would be nice but the time frame is a little off. Would be cool to play the role of a Spanish conquistador. But Marp would have to make palm trees then.

Re: Traces Of The Lost Colony

PostPosted: Thu Jan 07, 2016 8:32 am
by Reviresco
I'd like to combine a few and then go find an X on the ground and win a prize, but that's just me.

Re: Traces Of The Lost Colony

PostPosted: Thu Jan 07, 2016 10:16 am
by jcwilk
Reviresco wrote:I'd like to combine a few and then go find an X on the ground and win a prize, but that's just me.


The way it was done in UO is... (memory is a bit hazy, but roughly speaking) you needed a certain skill to be at least high enough to be able to read the map which showed a kind of rough slightly zoomed out minimap overview of the area it was in with the treasure being exactly in the center, then you needed it to be even higher to be able to actually dig it up...

Depending on what difficulty level of monster you found the map on was the difficulty level of the chest.

So you'd find the area on the map, go there, stand around with your buddies and dig around trying to find where it is, once you found it the chest appeared and so did a lot of monsters depending on what level the map was. The chest was locked and/or trapped depending on the difficulty, and more monsters appeared after opening it and/or unlocking it depending on the difficulty of the map.

Obviously I'm not suggesting we try to get the devs to copy another game exactly, but I think it's useful to look at similar systems and that one was quite fun. Maybe a Salem corollary could have one skill for seeing a minimap overview or prospecting-like arrow or tracking arrow or something like that, which unlocks a more difficult other skill for actually excavating it which everyone who wants to try to help digging would need to have, and maybe there could be an unusual concentration of darkness monsters that would be spawning while attempting the excavation... The closer you get the more frequent the spawns... Something like that?

Could also be done similarly for entrance to a new type of world (maybe a cave, underground ancient native ruins, something like that?) as Planck suggested or some trigger for the initialization of the next expedition as JC suggested rather than simply a chest.