Wilderness travel

Everything about ToME 2.x.x. No spoilers, please

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What would you like to see?

No wilderness travel at all. Surface maps end at the town edges.
0
No votes
The wilderness simply as a map to aid the imagination, not for actual game-play.
2
7%
Leave it as it is.
7
24%
Add more interest, and make it something to explore, but leave the main game to the dungeons.
9
31%
Make the wilderness a key part of gameplay, and vital to the plot.
9
31%
No wilderness mode travel. Make the player find their way from place to place.
2
7%
 
Total votes: 29

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The Fury
Uruivellas
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#16 Post by The Fury »

Why get rid of the map of middle earth? It makes exploring things much easier.

Hypnos
Thalore
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#17 Post by Hypnos »

I could see wilderness enemies being harder, and pull the temple quests in closer. armies of uruk hai marching around, etc.

that zangband style wilderness where the town with walls was surrounded by monsters and they could break down the door of the town and get in was fun. town siege special levels, maybe for home quests? instead of the monsters being in a room somewhere have them attack the town itself.

ambushes being battles from lotr with a few allies against swarms of mordor creatures would be fun.

and have more distant towns that carry deeper items and gear, like dungeon towns, and are tougher to get to.

the arena from some of the other *bands was fun. appropriate opponents and rewards should be possible here.

Yottle
Reaper
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Location: West Virginia

#18 Post by Yottle »

The Fury wrote:Why get rid of the map of middle earth? It makes exploring things much easier.
That's why I would get rid of it.

petebull
Halfling
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#19 Post by petebull »

Yottle wrote:That's why I would get rid of it.
Finally a way to make those "map" parchments more useful. I'd like them to reveal a vague direction notice to the final city location.

I'd not mind a randomized surface map.
Last edited by petebull on Tue Oct 18, 2005 8:12 pm, edited 1 time in total.

Gwai
Sher'Tul
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Joined: Wed Apr 27, 2005 1:55 pm

#20 Post by Gwai »

But what fun is walking back and forth over the map? We already have to do that for lost temple quests (though I don't because they're too annoying.)

Faeryan
Sher'Tul
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#21 Post by Faeryan »

I agree with Yottle on that. Full Middle-Earth map shouldn't be so easily accessible. It kinda ruins the fun in exploration.
That 150000 AU isn't that much. It should be at least 1.5 million AU if you want it to be sold on map stores.
How about if you have to do a special quest to get that map, or maybe you could make it an artifact player has to find. Its location could be revealed a little like god quest location (maybe a bit more specific though) so player has to explore the wilderness even a little, even if it means finding this map after which exploration if gone.

What I'm saying is that Middle-Earth map gives away too much. If I go to a new place with a map I'm not 100% familiarized with that place all of a sudden. I still have to travel a bit, look at different places etc. Tome map just reveals everything and there's no chance that you might have misread your map or fail to get the most out of it.
Of course Tome characters are better explorers and cartographers than I am in real life, but still there's a point in what I said (I think :D )
Stronk is a potent combatant with a terrifying appearance.

Gwai
Sher'Tul
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#22 Post by Gwai »

Of course, the other question is how many experienced players need those maps to know where everything is anyway? I suspect that many of us only use them for god quests. Is there a lot of use in just making the game harder for new players?

Yottle
Reaper
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Location: West Virginia

#23 Post by Yottle »

Gwai wrote:Of course, the other question is how many experienced players need those maps to know where everything is anyway? I suspect that many of us only use them for god quests. Is there a lot of use in just making the game harder for new players?
I think that maps to the fixed towns and dungeons are great and should be relatively cheap and easy to find. These are what new players need. The map stores in Theme are a great addition. Once someone has found Lothlorien ten times they probably won't ever want to read the Map of Lothlorien again, but I remember the frustration of wandering all over the wilderness looking for it the first time.

The Middle Earth map is mostly useful for experienced players (who are more likely to have an extra 150 K gp) looking for god quests. If you look at my original post, I would like to see more random hidden town placements with a corresponding reward for finding them. If someone wants to skip these that is fine. Like you, I usually skip the god quests unless I am playing a priest or have a spell that can map and light up the whole level.

The Fury
Uruivellas
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#24 Post by The Fury »

You could also put specialty shops in dangerous areas, such as in the middle of the dead marshes, or somewhere that requires climbing.

mstroh
Low Yeek
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#25 Post by mstroh »

I like the idea of wilderness without the travel mode, but give the player a map option, so they know where they are going, relative to cities. (IE, have Gondolin on the map, but you have to find a way to get there).

Also, fixing the 'ambush' option to include always open spaces would be GREAT. I'll never forget my level 42 Rohan Knight unbeliever who was ambushed right over a dungeon entrance on the mountains surrounding Mordor, and was therefore lost (no means of teleport - unbeliever - just stuck between 9 mountain spots, unable to go anywhere, no way to get back to travel mode because of the game saying 'you must reach the edge of the map to escape the ambush'). Made me very upset.

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