04-12-2018, 10:43 AM
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.
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.
![[Image: 7y3oPuY.png]](https://i.imgur.com/7y3oPuY.png)