Proxima Sin wrote:
Hmm proximate environmental depletion is the origin of human economics... I wonder if GW would go that route?
I was thinking maps surrounded by a sea of procedural generation hexes that maintains a permanent wilderness membrane (porous). With links between these. I was thinking it could lead to complex relatioships and links that keep power shifting in each map island?
I don't know about EE as there is a lot of transition going on and a lot of the player-group features not implemented at that early stage. But the overview of the game as it is being designed towards:
1. Single player
So you see a single-player is intended to slot in at various levels for various reasons and social organization implications.
No doubt having territory will require some specific input by players to maintain that status quo.
But if you are in such a scenario, you probably can find what you are wanting. Afterall settlements will want players doing lots of various useful things. But PvP threat is always present. It just might be that you are not front-line, perhaps third or fourth line.
The way I see it, it will need player-driven infrastructure to provide more niches for more types of play-styles.
If the devs are able to achieve part of their design incorporating alignment and reputation, and territory then I hope we'll see this emergence in diversity of playstyles enriching this digital world.
That is pretty much my ultimate interest in this game beyond it being fun for myself. That description is as simple as I can manage.
You could just have major roads that connect up that lead to "entry/exit" points and some sort of safe travel off the map when connecting up to the network "autobahn" (full-name: Bundesautobahn (plural Bundesautobahnen, abbreviated BAB), which translates as "federal expressway" ; map of Autobahnen in Deutschland
I think naturally some areas will become hinterland and others will become buzzing trade routes eg Jita as mentioned previously inertia and players calculating a minor difference that adds up hence picking a spot that provides that.
Border areas could have exit/entry points. And inner areas could have connection routes to those. Federal might be a power higher than player kingdoms?
The problem Ryan mentions above, is the deciding factor I believe. I would be in favour of a contiguous world ideally, but it depends on that doughnut effect of territory control and interaction of players and economy shake-up.
Having porous islands connected variously (procedural generation long-haul travel, road travel or riverway travel might create the right balance of flux vs equilibrium?
Last info on the Superdungeon: Augut 23, 2013:
I hope we get an interesting climate for the River Kingdoms for growing season for crops and so on. As well as Winter changing the conditions of food security and transport.
This is interesting: Scientists simulate the climate of Tolkien’s Middle Earth ~ You can read the pdf paper at the site.
Completely agree. Nice way of switching "zones" and the immersion being totally acceptable.
I think dungeons when they roll out will be hot-spots of different adventure groups brawling in these after precious materials.
Then possibly larger underways/spelunking in earnest.
Eventually-eventually, full-blown dwarven-settlements and lands/underways potentially.
@Fruben. I agree. I hope I read correctly that is what GW's intention with spells is (apart from useful bread & butter Cantrips).
@Keovar: One for you:
Wiki: Cantrip wrote:
Cantrip is a word of Scots origin to mean a magical spell of any kind, or one which reads the same forwards and backwards. It can also be a witch's trick, or a sham. It is possibly derived from the Gaelic canntaireachd, a piper's mnemonic chant
Sorry for late response. I just got bogged down between then and now.
The way I see a SAD, is a specialist skill for a bandit. The idea is that a bandit has an incentive to rob not kill. This intent needs to be broadcast before hand I think. Hence broadcasting would then lead to honesty of signal and a case of "win-win" vs win-lose, lose-win, lose-lose when dealing with a merchant. It would be a good outcome if "lose" for the bandit affects rep/alignment and for the merchant "lose" affects goods/guards cost.
So if broadcasting the bandit could expect perhaps a fee:
X = No effect on next bandit SAD
So the merchant does not know that the bandit may have been greedy before or not but can chance it knowing the next encounter might deter the bandit or just cough up. Sorta a bidding war/poker game??
I was thinking some more on this but delayed putting pen to paper.
If you have islands in the River Kingdoms. You could surround the borders with procedural generated hexes that change every so often (ie simulate the frontier wilderness beyond the wilderness-civilization of the actual map itself.
In time you could connect the spaces between these islands or at least maintain the procedural hexes but allow travel between them (a long trip in random country). The alternative regular routes could be major roads or waterways.
Procedural has useful application for "the wider world". What nudged me to suggest this was looking at procedural generation in creating a whole galaxy or universe particularly for space games. It's a good way of creating a lot of "space"/sense of wider world addition.
So each Hex itself is an Island. But each Map Island could then act like another larger-scale Island among islands.
Ascending (& equally important Descending) Mountains deducting/reducing movement rate would be very welcome in my book to make the z-axis movement increase the travel time along the x & y axis.
This could make the map far more interesting as could roads but in the opposite direction and limited use. Rivers for bulk transport etc
But yes Mountains would expand the map without adding more hexes as it were.
This maybe is the most pertinent question arising from streamlining spells to fit the system in use for all roles.
Goblinworks blog wrote:
"In general, we expect spells to be better than maneuvers due to the other tradeoffs required to use them, but they're not so much better that a Fighter would rather use a Spellbook than a Trophy Charm, Banner/Warhorn, or Holdout Weapon. That is, you'll usually want to slot implements appropriate to your role for the best effect."
What are those "other trade-offs"? Also spells presumably will be non-physical damage and interact with the power-pool differently? Etc?
"Mavrickindigo, I have been expecting you."
If you have any other questions fire away.
I wonder. Lots of considerations.
It could be not-connected initially so new characters get a chance to grow their own viable settlements possibly? Then add interchange connections? This would work with both eg initial barrier or sealed gate. The buying new characters of established guilds might be a problem but then it might not.
A new area either adds new materials to the economy or more of the previous.
Another consideration is the expense and danger of travel could become much higher eg early sea voyage failure rate?
Finally as alluded to what sort of variations on te rules o the river kingdoms might occur? Pharasma's Favour and otherwise that may affect gameplay a cold land needing furs, a tropical area with strange diseases that our chars immunity is not prepped for?
I'd like rivers and waterways traffic to forge the way forwards along the rivers of te river kingdoms and further out to sea even.
Hmm, good thoughts Salazaar Slaan.
Skill-training a longer/higher jump would be good maybe? That "opens up" more terrain as possible vantage points.
I feel guilty for jumping back on my favourite hobby-horse but the possible Druid "warg/mind-transfer" ability to guide a bird would be a proxy genuine flight just avoiding the issue of flight bypassing travel / trivialising content ie economic repercussions. *_^
I think devs said in a FAQ blog flight might never make it. Though proxy flight would work or "chicken flight" / weight of a feather ; feather flight could compromise.
What I'm saying above is that terrain that allows jumping and positions to be useful in combat then it's not real jumping puzzles or climbing but it's effects are as enjoyable and possibly even more useful.
A smaller dug-in group being able to take on or hold-up a larger group would be a result for instance.
Idk, this sounds like a nightmare to develop.
I am a fan of wider interaction of avatars + environments.
But it needs to be abstracted in a form that fits the wider game design itself.
To negate jumping puzzles, this is I think expensive Themepark stuff to design? It's also a mini game?
So to convert it to a meaningful interaction, generic terrain that affords the opportunity to "dig-in" for say an ambush. That could be archers finding large rock or sloping scree or jump onto a tree below which looks over a narrow path in a ravine. That affords perhaps further range and defence to get to. Positioning in such a combat therefore confers an advantage that immerses te environment into the players reckoning.
Again separate climbing animation could be a hassle and bugs getting stuck in terrain. I think again if the devs generically make the terrain then craft areas for the above for players establish positional advantages in anticipation of combat that "wait & ambush" advantage of "setting-up"'would be appropriate for everyone and include everyone and not require additional feature creep.
Perhaps this suggestion is a cop-out, however?
...There is no good reason to play a chaotic evil character except if you like being other people's content.
This can be interpreted as you will be mechanically affected and socially afflicted.
It can also be interpreted as sharing the game area with similar like-minded scum. That could turn out to be very fun microcosm.
I've not played pathfinder TT yet. I hope to do so. I've skimmed the core rule book and have to say I'm happy with all the classes which will become roles in PFO.
Keovar provided a list of the additional ones and I have to say on first impressions I'm not a fan of most of those making it to PFO.
What I'd prefer is having the core ones and expanding the other types of skill-training going on in the game around the core as much as possible.
I know I'm not directly answering the question above, but if setting out for the TT game a Druid catches my eye the most: Talking to animals, flying like a bird, breathing underwater like a fish... these capture my imagination!
Hobs (or Jobs as my spell-check would prefer!) is 100% on the ball. Play the ball not the player.
Talk and exchange. If you see an idea you think it is worth sticking your kneck out for on a rare occasion back it up with your best shot! Aka "insistence". :)
For eg Bluddwulf has gone up in my estimation with his consistency (I'll avoid the temptation of saying "consistently wrong" as a sort of personal jibe!) and overall expanding discussion. GJ.
I like that Bludd. Some sort of Scoville Scale for how "hot" any given mmorpg is.
Of course chilli is a spice not the actual good and so it is/should be with PvP
Yes, the Racial bonus eg Encumbrance for Dwarves (I like Tolkien's spelling) and oc Night Vision Perception for Elves. These are really cool and of course quirk-bonuses not insurmountable. :) Although who gets Sylvain Perception/Stealth bonuses, that's a ton of skill-specific training right there for context.
Well I'm no Owl (wise or nocturnal?), so it's time for me to flutter off.
I hope there isn't a stealth buff at night, but a perception penalty for races that don't have low light vision or darkvision. They can see just fine in darkness, so they shouldn't have a more difficult time seeing someone stealthed at night than they do in the day.
Hrm. That's making for a little refinement to the system. Definitely worth considering. Either a stealth bonus or a perception minus, which ever makes sense. Perhaps a stealth bonus and no perception minus for said races? It's another turn/twist for the devs to think about.
@Nightdrifter - that seems the most practical implementation in my eyes as well.
I'd add Hex modifier (bonus/minus) for woodland too per hex categorized as another form.
In terms of day/night it could even be mid-night game world time eg smaller window than 50-50. Etc. Unpredictable "Weather effects" could further add to this down the line.
Yeah if you can wait on the video-card nearer PFO that saves a lot of money or otherwise it means you get better specs for the same price (much better).
If not there's plenty of good advice on choosing video-cards sloshing around. ask eg Reddit (gamingpc / buildapc etc) or one of the techies on these forums?
Not the same 'Brax' as Forged by Chaos by chance?
PvP = energy/heat added to the system by players
Naturally rep is some sort of valve or gear on PvP. It's absence lowers efficiency and it's presence improves.
Naturally energy added to the system must be balanced "heat entering" and "work done".
Lol, maybe that sketch isn't any good either?
All this back and forth I'm forgetting what Reputation was and currently is tbh.
What I vaguely recall is that any PvP will lower reputation over time. The reason being to regulate PvP Frequemcy of gameplay variable according to: Who, Where + How Often.
Obviously a little opportunistic PvP from a high Rep you can get away with by them why do so after time expense and following rules to spend it so frivolously? Contrasting high PvP and indiscriminate targets and times then you are pressuring your group and ultimately if you continue you end up with similar players and why not? That gameplay is telling the game to allow similar players to go by similar rules or preference for certain rules of play.
Coming finally on to Bludd's +ve Reputation for proactive PvP my guess it fits an outlier case for specific context eg under the guise of a Paladin or something? For what use? Perhaps GW provide the Paladin with "good work" to be done... Idk but I feel it would be a separate system and possibly more closed and hence (proportionally powerful but contained). Somewhat spewing ideas here as they surface.
At some point a blog on how GW are finding the Unity engine would be good. Maybe when more of those tech considerations are nailed down that Stephen mentioned re cover and or night/day or a long those lines mostly.
It piqued my interest not only but also as well as the recent art blogs and so on. Also GameMaker standard is free to download atm and the get a studio licence for free to mess with. I did download Unity for iOS before but a bit too big for my feet to fit in so far.