Wilderness Changes
Posted: Fri Jan 10, 2014 5:45 pm
A couple of ideas for the World of Eyal:
Put upper limits on zones (mostly starter zones to start, but eventually covering all zones):
Once you're high enough level, you can zone in, but find out that some other adventurer has already been there and cleared the place out.
This would allow for more zones to be added of the same tier without causing problems with exp/gold bloat. Among other things you could then have a new set of starter zones in the East (for starting Anorithils/Sunpaladins), and would make game play even less linear and more interesting. This should be phased in as new zones are added.
Time dilation on the world map:
Make each step on the world map take extra time (much like the Eidolon plane or Temporal Rift). I'd suggest a 10:1 ratio. This would make overland travel a lot more 'realistic' while allowing players to recover resources and health between world encounters and eliminating the cheese of casting a bunch of buffs on yourself and then traveling across the world map to another zone with the buffs still going.
Make the Ambush! spawn randomly:
Right now, this 'Ambush' is too predictable. Unthematically, you always know exactly when it's going to happen. (They even ambush you somehow in the middle of recalling out of the zone to your fortress.) Instead, have it only spawn randomly on the world map near Last Hope once you qualify for it. Basically just have the chance keep going up as you get closer to guarantee that it happens. I think this would make the encounter much more interesting (and more tense) and would fit the plot better.
Put upper limits on zones (mostly starter zones to start, but eventually covering all zones):
Once you're high enough level, you can zone in, but find out that some other adventurer has already been there and cleared the place out.
This would allow for more zones to be added of the same tier without causing problems with exp/gold bloat. Among other things you could then have a new set of starter zones in the East (for starting Anorithils/Sunpaladins), and would make game play even less linear and more interesting. This should be phased in as new zones are added.
Time dilation on the world map:
Make each step on the world map take extra time (much like the Eidolon plane or Temporal Rift). I'd suggest a 10:1 ratio. This would make overland travel a lot more 'realistic' while allowing players to recover resources and health between world encounters and eliminating the cheese of casting a bunch of buffs on yourself and then traveling across the world map to another zone with the buffs still going.
Make the Ambush! spawn randomly:
Right now, this 'Ambush' is too predictable. Unthematically, you always know exactly when it's going to happen. (They even ambush you somehow in the middle of recalling out of the zone to your fortress.) Instead, have it only spawn randomly on the world map near Last Hope once you qualify for it. Basically just have the chance keep going up as you get closer to guarantee that it happens. I think this would make the encounter much more interesting (and more tense) and would fit the plot better.