Will There be Half Hexes?


Pathfinder Online

Goblin Squad Member

If you look at the Landrush map, you can see partial hexes, for example on the north edge of the map there are half hexes shown--what will they be like in game?

Grand Lodge

Quote:
The team has decided that they wish to sub-divide the original hex into 7 "subhexes"—that's a central hex surrounded by 6 identically sized satellites. After making this change, we're now working on 7 hexes for our initial objective. The team is making this change to better facilitate territorial warfare, by creating intermediate points of control for settlements to contest, as opposed to an all-or-nothing contest if two settlements were immediately adjacent to one another.

Goblin Squad Member

Mbando wrote:
If you look at the Landrush map, you can see partial hexes, for example on the north edge of the map there are half hexes shown--what will they be like in game?

I suspect that, for now, those hexes will not really exist in game, or only exists as land to travel through. They will be expanded into later in the process.

Goblin Squad Member

I call Impassable Invisible Wall of Force cutting right through the center of those hexes as per MMO tradition.

Goblin Squad Member

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Those are an artifact of cropping. they aren't half-hexes or anything, they are just partially on the map.

Goblin Squad Member

Valkenr wrote:

Those are an artifact of cropping. they aren't half-hexes or anything, they are just partially on the map.

I think he understands that. I think he's asking if those tiles will be in the game at EE. And if they are, will they be full hexes or bisected hexes like Raven has suggested.

Goblin Squad Member

It is my understanding that the half-hexes at the north and south ends of the map, and the hex-slivers on the east and west, will not be accessible until the map is expanded. I don't know that we've heard that officially, though.

Goblin Squad Member

The reason this topic came up is because Ozem's Vigil is currently close nearby some half-hexes with settlement sites on them. We were unsure whether we would have to contend with settlements popping up there as soon as others can start making their own settlements, or if that'll be part of a map expansion.

Liberty's Edge Goblin Squad Member

Shane Gifford of Fidelis wrote:
The reason this topic came up is because Ozem's Vigil is currently close nearby some half-hexes with settlement sites on them.

Given that settlements have been said to 'nearly fill' a hex I think it is probably safe to say that even if 'partial hexes' are in the game it won't be possible to found a settlement in them.

That said, I wouldn't rely on the map boundaries being exactly what is shown for the land rush either. It is entirely possible that by the time the settlements are added to the game, some of those will be fully accessible hexes.

Goblin Squad Member

I'm open to the possibility that the map boundaries are not completely accurate and those hexes will be settleable right away. That's why we are asking for clarification of whether they are or not from the devs.

Goblin Squad Member

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CBDunkerson wrote:
Given that settlements have been said to 'nearly fill' a hex...

This screenshot (from Beyond this Hill It Floods Rays of Hope) is very informative. It appears to be centered around the hex currently owned by Pax Aeternum, although it's rotated such that North is actually to the left and slightly towards the bottom of the screen. You can clearly see that the Settlement takes up the vast majority of the hex. You can also see the network of Trails and how access to the higher elevation works.

Goblin Squad Member

Nihimon wrote:
It appears to be centered around the hex currently owned by Pax Aeternum

"nine hexes to the left and two hexes up from Thornkeep". Yes, Chitterwood is the Callambea site.

Goblin Squad Member

I'll laugh when, during Alpha, the devs tell us, "Be careful around the edge of the map. If you keep going, you'll fall off."

Goblinworks Game Designer

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There are no half hexes. You can't cross into a hex that's not available yet, due to a translucent wall (representing, story-wise, the current maximum area covered by the Pharasma marks).

Goblin Squad Member

Stephen Cheney wrote:
There are no half hexes. You can't cross into a hex that's not available yet, due to a translucent wall (representing, story-wise, the current maximum area covered by the Pharasma marks).

Thank you for that. So, that means the half-settlements at the top of the map are not something to worry about until Goblinworks tells us they're going to expand the map that way.

Goblin Squad Member

Thanks Stephen for clearing this up.

Goblin Squad Member

Stephen Cheney wrote:
There are no half hexes. You can't cross into a hex that's not available yet, due to a translucent wall (representing, story-wise, the current maximum area covered by the Pharasma marks).

Awe, man. I think it would be better if, due to the range of Pharasma marks, when you get too far away, you die and lose all your stuff.

Wait, that wouldn't be fun at all.

Goblin Squad Member

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Kitsune Aou wrote:
Stephen Cheney wrote:
There are no half hexes. You can't cross into a hex that's not available yet, due to a translucent wall (representing, story-wise, the current maximum area covered by the Pharasma marks).

Awe, man. I think it would be better if, due to the range of Pharasma marks, when you get too far away, you die and lose all your stuff.

Wait, that wouldn't be fun at all.

I'd like to see a 2 hex ring on the outside, where there is perma-death. Just for those crazy hardcore people.

Goblin Squad Member

Valkenr wrote:
Kitsune Aou wrote:
Stephen Cheney wrote:
There are no half hexes. You can't cross into a hex that's not available yet, due to a translucent wall (representing, story-wise, the current maximum area covered by the Pharasma marks).

Awe, man. I think it would be better if, due to the range of Pharasma marks, when you get too far away, you die and lose all your stuff.

Wait, that wouldn't be fun at all.

I'd like to see a 2 hex ring on the outside, where there is perma-death. Just for those crazy hardcore people.

That would be invigorating. Perhaps no penalties as well (rep or alignment hits, etc.)? Or would that be taking it too far?

It would be like a no-holds-barred-fight-to-the-death-and-take-their-stuff dueling zone.

(probably post some warning signs for new players? lol)

Goblinworks Game Designer

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One of the reasons permadeath is a very hard sell in MMOs is situations where you could die through no fault of your own (lag, crash, someone hacks your account, etc.). In these cases, customer service can't tell someone that genuinely should get his or her character back from someone that's just lying to cover having agreed to the warnings but not liking the outcome.

Having a border where you can permanently lose your character could not create enough warnings to keep people from inundating CS when they died in the permadeath zone in a way they felt unfair.

So while it would be neat and fitting with the lore, it's pretty unlikely to happen, I think.

Goblin Squad Member

Stephen Cheney wrote:

One of the reasons permadeath is a very hard sell in MMOs is situations where you could die through no fault of your own (lag, crash, someone hacks your account, etc.). In these cases, customer service can't tell someone that genuinely should get his or her character back from someone that's just lying to cover having agreed to the warnings but not liking the outcome.

Yup x 1000. Not fun losing your character because the internet went out.

Goblin Squad Member

Stephen Cheney wrote:

One of the reasons permadeath is a very hard sell in MMOs is situations where you could die through no fault of your own (lag, crash, someone hacks your account, etc.). In these cases, customer service can't tell someone that genuinely should get his or her character back from someone that's just lying to cover having agreed to the warnings but not liking the outcome.

Having a border where you can permanently lose your character could not create enough warnings to keep people from inundating CS when they died in the permadeath zone in a way they felt unfair.

So while it would be neat and fitting with the lore, it's pretty unlikely to happen, I think.

Definitely did not see it from that angle - thanks for sharing your perspective!

Goblin Squad Member

I still think a title that's only available to those who have never died would go a long way towards satisfying many of the folks who want a perma-death option. Of course, that doesn't address the concern Ryan raised very early on that he wants players to get used to dying and not see it as some terrible ordeal.


A personal counter might do something similar. Though it might share the problems. :P

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