I just found greenway yesterday, and I find it to be completely useless maze.Aaron wrote:but i heard that theres already a thing called the "greepath" which resembles what i was talking about, but slightly less corrupted... if atleast 1 or 2 of the entrances near scorn were blatantly hinted to all over scorn, then maybe people would travel farther, plus new maps close to scorn to explore. and if the royalty quests were all easier to find, then more people would leave scorn to do them, and probably stumble on onther cities by accident. Thats how i found euthville, looking for that damned blue shroom.
[Topic Split] World Transportion, Locations & Methods
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i think thats supposed to be the point, but oh well.
well back to my idea. all the major OLD cities are connected by a magical tunnel, with portals to enter it just outside the city. its sort of like a spider, with all of the arms pointing to the cities, and all meetingat the body. it could cut down travel time by 5 minute, about a minute from scorn to navar. but sadly its been corrupted. while newbie safe, it has an increasingly higher chance of the monsters inhabiting it becoming atracted to higher level travelers
its pretty much unlit, and unlightable by magic, you need a good old lantern to light it up.
untill level 15, you shouldnt attarct much attenetion, 15-30 you shouldnt have to fight more than corrupted shadow orcs, like a failed alch experiment version of the orc, hard as all hell, but beatable by anyone between those levels.
30-50 should get shadow wolves and stuff, and much higher than that will attract all those, and the shadow. that way newbies can move around rather saftley and quickly out of scorn, and it will give casper, mikee, red, woo, cave***, and such something to do.
well back to my idea. all the major OLD cities are connected by a magical tunnel, with portals to enter it just outside the city. its sort of like a spider, with all of the arms pointing to the cities, and all meetingat the body. it could cut down travel time by 5 minute, about a minute from scorn to navar. but sadly its been corrupted. while newbie safe, it has an increasingly higher chance of the monsters inhabiting it becoming atracted to higher level travelers
its pretty much unlit, and unlightable by magic, you need a good old lantern to light it up.
untill level 15, you shouldnt attarct much attenetion, 15-30 you shouldnt have to fight more than corrupted shadow orcs, like a failed alch experiment version of the orc, hard as all hell, but beatable by anyone between those levels.
30-50 should get shadow wolves and stuff, and much higher than that will attract all those, and the shadow. that way newbies can move around rather saftley and quickly out of scorn, and it will give casper, mikee, red, woo, cave***, and such something to do.
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How badly will Word of recall be nerfed? Like I don't want to be spending forever tring to find my way again when I get lost is the distant regions of bigworld. And I want to be able to get back from The Valley of the Three Sisters to my home city (no matter where I base it) without spending a whole 5-10 min tring to get back there. Nerfing WOR is fine with me for intercity travel, but it totally messes things for doing quests that are in distant and hard to locate areas of bigworldcavesomething wrote:(this is where nerfing Word of recall comes in).
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My plan, such as it is, is as follows:
divide the world up into regions.
allow each region to have a parent region (except world)
each region to have a flag (inhibit WOR)
each region to have a default savebed map and co-ordinate set (scorn fountain, navar square, etc), this would get used if the character had no existing savebed in the region, otherwise the player would go to their savebed.
if it is set, then world of recall would work within that region, to go to a save bed in that region.
if it is not set, then the parent region is checked.
every region would have an ultimate parent of 'world' (may change this to universe (multiverse?) at some point), that would point to the last savebed always....
Cities would have inhibit WoR set on them.
Places like scorn arena would also have them set (this will stop at least one bug/abuse there)
Places like 3 sisters would not have it set, but would have parent wilderness, so would go to that savebed.
The wilderness would point to 'somewhere' vaguely accessible (i'm thinking somewhere close to a greenway entrance, not sure which one to use yet, haven't ruled out the world savebed either).
The issues are two-fold.
1) getting the time to implement it (not until next week at the earliest)
2) picking a suitable data structure (I am thinking linked list, since array resizing in C is non-fun)
The reason for the distinction being made is that I want to do far more with regions than that alone. I also want to ultimately 'fix' the currancy system in the game by having multiple currancies (so that darcap circus can have its own currency, as can navar, and scorn, and lake country & brest might have between them.) But that is a different thread, and a longer term thing (requires I learn how the shop code works...)
divide the world up into regions.
allow each region to have a parent region (except world)
each region to have a flag (inhibit WOR)
each region to have a default savebed map and co-ordinate set (scorn fountain, navar square, etc), this would get used if the character had no existing savebed in the region, otherwise the player would go to their savebed.
if it is set, then world of recall would work within that region, to go to a save bed in that region.
if it is not set, then the parent region is checked.
every region would have an ultimate parent of 'world' (may change this to universe (multiverse?) at some point), that would point to the last savebed always....
Cities would have inhibit WoR set on them.
Places like scorn arena would also have them set (this will stop at least one bug/abuse there)
Places like 3 sisters would not have it set, but would have parent wilderness, so would go to that savebed.
The wilderness would point to 'somewhere' vaguely accessible (i'm thinking somewhere close to a greenway entrance, not sure which one to use yet, haven't ruled out the world savebed either).
The issues are two-fold.
1) getting the time to implement it (not until next week at the earliest)
2) picking a suitable data structure (I am thinking linked list, since array resizing in C is non-fun)
The reason for the distinction being made is that I want to do far more with regions than that alone. I also want to ultimately 'fix' the currancy system in the game by having multiple currancies (so that darcap circus can have its own currency, as can navar, and scorn, and lake country & brest might have between them.) But that is a different thread, and a longer term thing (requires I learn how the shop code works...)
Ok. Overall I quite like that plan... except for a couple of details:
Perhaps the wilderness area should just teleport you a savebed spot in the last city you went into. I personally think that would work better, and I don't see how that could really be exploited.
Hmmm... I find that putting it near to a greenway entrance would be nearly completely useless, because the random entrance maps to greenway are too long to make greenway any quicker than just normally walking to a city. And even once you get into the main greenway area, It's a big pain to actually find exits to a place that you want to go, it took my several minutes to find any at all.cavesomething wrote:Places like 3 sisters would not have it set, but would have parent wilderness, so would go to that savebed.
The wilderness would point to 'somewhere' vaguely accessible (i'm thinking somewhere close to a greenway entrance, not sure which one to use yet, haven't ruled out the world savebed either).
Perhaps the wilderness area should just teleport you a savebed spot in the last city you went into. I personally think that would work better, and I don't see how that could really be exploited.
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Possibly, that is what the 'world' savebed is.
In game terms then, \begin{twaddle}you have a 'link' to a single place (last savebed) but in large cities the clustering of people distrupts your ability to focus over great distances and you can only extend your focus to places nearby.\end{twaddle}
In practical terms, you can't just bounce around cities, but walk away from the cities (3, maybe 4 maps) and you can go home.
In game terms then, \begin{twaddle}you have a 'link' to a single place (last savebed) but in large cities the clustering of people distrupts your ability to focus over great distances and you can only extend your focus to places nearby.\end{twaddle}
In practical terms, you can't just bounce around cities, but walk away from the cities (3, maybe 4 maps) and you can go home.