Scrap the Overworld

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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Vordrak
Low Yeek
Posts: 6
Joined: Fri May 31, 2013 5:52 pm

Re: Scrap the Overworld

#16 Post by Vordrak »

I like the current world map. I liked the equivalent feature in Baldur's Gate and Baldur's Gate II and I disliked it when they took it out in Neverwinter Nights I.

I do not really see why this needs to change.

String
Cornac
Posts: 39
Joined: Tue Sep 20, 2011 2:01 pm

Re: Scrap the Overworld

#17 Post by String »

Is it possible that the Overworld actually helps contribute to the game's pacing?

saladfork
Yeek
Posts: 10
Joined: Sun Jun 09, 2013 4:54 pm

Re: Scrap the Overworld

#18 Post by saladfork »

String wrote:Dunno, the overworld seems out of place and nothing interesting really happens on it.
This, exactly. I thought I was the only one who felt this way.

I'm a new player so my opinion is probably stupid/uninformed/whatever but I just find the Overworld to be a really annoying menu: a few of the menu items move around each game and some of the menu items are really annoying to "scroll to" from another item (aka you have to go around a giant forest or mountain range).

I hadn't thought of modding it away though I like that idea a lot. I'd be happy to just have it be an actual menu of where I want to go next. Maybe I will give it a go if I can stop playing long enough.

fuzzynord
Cornac
Posts: 36
Joined: Thu May 23, 2013 1:25 am

Re: Scrap the Overworld

#19 Post by fuzzynord »

saladfork wrote:
String wrote:Dunno, the overworld seems out of place and nothing interesting really happens on it.
This, exactly. I thought I was the only one who felt this way.

I'm a new player so my opinion is probably stupid/uninformed/whatever but I just find the Overworld to be a really annoying menu: a few of the menu items move around each game and some of the menu items are really annoying to "scroll to" from another item (aka you have to go around a giant forest or mountain range).

I hadn't thought of modding it away though I like that idea a lot. I'd be happy to just have it be an actual menu of where I want to go next. Maybe I will give it a go if I can stop playing long enough.

That would simplify things, but it would be less interesting in a way... To me, part of ToME is exploring, although, that only really happens the first time. The only thing the world map does is allow you to look for adventurer parties and travel from place to place. But I still think it's part of the GUI that makes ToME different from something like DCSS that's all dungeon based.

b0rsuk
Halfling
Posts: 91
Joined: Tue Feb 26, 2013 8:39 am

Re: Scrap the Overworld

#20 Post by b0rsuk »

I'm not impressed by the current Overworld, because its randomization is lame and without effect on gameplay. Only some dungeons switch places. I'd prefer a randomly-generated Overworld layout. Currently you don't even have to explore Overworld, you just memorize some spots and check them in order. Get some gold, go right to Zigur to buy a devastating weapon before level 10...

darkgod
Master of Eyal
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Re: Scrap the Overworld

#21 Post by darkgod »

Worldmap is not there for the gameplay value it adds (althought it certainly could add more) but for the feeling of a coherent world instead of a random mess of random things.
This is important too and goes hand in hand with lore, story, ...
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Grey
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Re: Scrap the Overworld

#22 Post by Grey »

An overworld "fast travel" option might be nice though, for revisiting previously discovered locations.
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