Overworld Expansion - Printable Version +- NEUS Projects (https://neus-projects.net/forums) +-- Forum: Sigrogana Legend 2 (OOC) (https://neus-projects.net/forums/forumdisplay.php?fid=8) +--- Forum: Suggestions (https://neus-projects.net/forums/forumdisplay.php?fid=7) +--- Thread: Overworld Expansion (/showthread.php?tid=5307) |
Overworld Expansion - Sawrock - 04-12-2018 I'd like to suggest that the overworld be mapped out entirely (and of course since I am suggesting, I will also do the work if allowed). Each tile on the "map" would turn into a 32x32-tile-sized zone, although the map connection points would likely be much more spaced out (as in, when you walk to the edge of a map and you're brought to another map). This has the following advantages and disadvantages: Advantages 1. The portal service now has a bigger use, as actually walking to Tannis, Dormeho, etcetera would take more time, thus making the portal service more of a convenience as opposed to a continent teleporter. 2. The world will, with the introduction of natural monster zones (such as the Scare Bear Highlands or the Will'O'Wisp Mines from Sigrogana Legend 1) will be more dangerous to travel, thus, if one travels further away from town, they might need to hire a player mercenary as opposed to a non-player mercenary, which can be good for roleplay. 3. The expansion of the world allows for player character bandits to flourish, if they so desire. Considering how non-player characters can be bandits easily (it's stated in-game how Sigrogana has a bandit problem), it should not be an issue for a player-character to attempt. This, in turn, allows for less "Cellsvich Stupidity Roleplay", since people that would normally go to Cellsvich to cause trouble could instead attempt to find someone in the wilderness for a bigger chance of criminal success (albeit with more effort to actually find people). This goes well with player mercenaries as well. Disadvantages 1. Server lag might change depending on how much the map will strain the server. 2. The world will be bigger, and as a result, roleplay might be more difficult to find. As well, here are some additional features I'd like to suggest to go with the concept. Mobile Player Housing Being able to put your player house anywhere where it is considered a "wild zone", as in, anywhere in the part of the map that this topic would introduce. This, however, would have the disadvantage of having your doors be lockpickable. To upgrade one's door's lock levels, it would cost a hefty sum of murai, and to prevent lockpicking from being a major issue, it would drain a considerable amount of player stamina to lockpick a door. Bashing doors would not likely be possible due to the instance where it could be used to artificially lower health before a player-versus-player match. However, to prevent lockpicking at all, as it is in "city" homes, there could be a camp item one could place down near a house/group of homes that makes a sort of "village" within a certain range, treating all homes within the range as the normal version of a house is (as in, doors cannot be picked). This "House Scarecrow" would need to be fed murai (similar to the shopkeeper item) in order to upkeep the protection, and it could make a key that could, when in one's inventory, give permission to put down a house in the scarecrow zone, thus preventing people from crowding houses near enemies. Dungeon and Player Detector Similar to the Life Sense of Half-Bat Daemons, this item would allow for detection of Random Dungeons and Players within a certain range (from 2 to 100 tiles). Using the item would consume fuel from the detector; the more range you set, the more fuel consumption on item use. Fuel could be purchased at the current pawn shops or made through alchemy. There could be multiple size tanks for the detector, and only one detector per player would be allowed. Raiding Caravans Caravans could be raided when traveling, thus giving negative reputation and items upon victory... as well as giving other player characters a chance to save the caravan, which would give a lesser reward but positive reputation upon victory. If a caravan is successfully raided, upon arriving at town they would have a significant reduction in stock. Re: Overworld Expansion - K Peculier - 04-12-2018 I approve of more immersion and gameplay additions. +1111111 As for mobile player housing, I don't think we'll need that since people honestly work ridiculously hard on their house, and someone breaking in to ruin that would suck. I approve of player owned villages though, that would be pretty neat. Re: Overworld Expansion - Fern - 04-12-2018 Dude, this sounds really cool. I hope there's some way of implementing it, because honestly the idea just kind of excites me. I think this sort of thing would also motivate people to play evil characters more often.. and I think it'd make the occasional issue of "HOW DID YOU GET HERE SO FAST" happen less, but that's my two cents on it. Re: Overworld Expansion - LatentSparrow - 04-12-2018 I've been preaching this a ton. +10024995 I would even map it. Re: Overworld Expansion - DoctorMad - 04-12-2018 Caravans only pack a few housing items, so we would need a Caravan buff in first place if that last was to be added. As for the rest, well, its ambitious. No further comment. Re: Overworld Expansion - Noxid - 04-12-2018 I really like this idea. One of the big problems in my opinion was that people can just walk from Cellsvich to Dormeho in 10 seconds. Which also means someone who witnesses someone being stabbed in the forest can run to the forest in 5 seconds and call the guard who can turn up just as fast. This would remedy that. Re: Overworld Expansion - Skullcatrons - 04-12-2018 Sorry, gotta downvote this. You've mentioned the disadvantage that really matters the most, but there is also a sincere limitation that cannot be easily bypassed which, there is specific size limit of the map, and also how much space in the harddrive can it takes. Additionally, the other disadvantage is that everything would have to be moved a bit to accommodate the travel, or even figure out what to do. Should houses be on another Z-level, dungeons, and then we figure out if we can get this "32x32" travel? Finally, the concept of overworld Travel as it isn't to just make exploration interesting. Rather, as you mentioned. IT would make roleplay harder to find, and it would be even pointless to do so if people can't find someone else, and have to waste about 20 minutes trying to find someone. so nothxkbai Re: Overworld Expansion - Autumn - 04-12-2018 I like the idea, but akin to Skullcat's thoughts, limitations might make it hard to implement, I'd like to hear if there's a way around them though. Re: Overworld Expansion - LatentSparrow - 04-12-2018 "Spoops" Wrote:I like the idea, but akin to Skullcat's thoughts, limitations might make it hard to implement, I'd like to hear if there's a way around them though.My idea was to just make more maps like the Forest we have between Cellsvich and the Arena. Giving more locations to RP while keeping the World Map still intact. Of course modifications to the world map would be needed so people can't just keep cutting around the areas like they do to the forest. The maps wouldn't have to be massive, so hitting a limitation would be less likely. Re: Overworld Expansion - Sawrock - 04-12-2018 "Skullcatrons" Wrote:I've played a game with the default map size (for every single map, mind) being five-hundred by five-hundred. Note that these were mostly "filled" maps; designed, with NPCs one could fight, and highly customization terrain (every spot was functional for building one own's house, which was placed tile-by-tile directly on top of the default map). A map with 500 by 500 tiles is 250,000 tiles. If I remember correctly, there was 12 to 15 maps or so that were actually filled, so we'll go with 12 to ensure I don't overestimate. 12 multiplied with 250,000 is three million. I counted out half of Sigrogana (as my program that I was using to count, Clip Studio Paint, was lagging on the text after the amount I had put in, and due to my dwindling patience, I did not desire to wait for the lag to update so that I could ensure my count was correct). My count was at one-thousand sixty four tiles. Note I did not count locations with the outsides already mapped. That means the Sigroganian continent alone is somewhere around two-thousand tiles. Thirty-two (32) mulplied with thirty-two is one-thousand twenty four (1024). One-thousand twenty-four multiplied by two-thousand is two-million forty-eight thousand (2,048,000). With the Sigroganian Continent alone mapped out, the increase in size is considerable, but I don't believe it to be impossible to handle. However, I'm not an expert in the Byond engine, so for any decisions for how lag would actually go, I can't offer judgement. |