Dry Crackers 268 Share Posted March 2, 2014 I personally would love to see naval role play as a thing in 4.0 from a player perspective. Though as a Global Moderator, all I can see when thinking this is constant pasting a ship in different locations and teleporting the crew back onto said ship. Still, it would be an idea to consider! An idea I thought of to possibly help with this was having a copies of all the ships that can sail out in the ocean somwhere with perms so no one can swim to them, and connect it to the ship at the home port them by a teleporter. This way when you are sailing and are far out at sea, you can actually TP your whole crew out instead of sitting in port awkwardly. 1 Link to post Share on other sites More sharing options...
ACanadianCraft (Nate) 682 Share Posted March 2, 2014 "We'll make a land-bridge here, but we're considering keeping the southern MC terrain sealed off until we need it. What do you think?"I agree with sealing it off until it is needed. If 4.0 is released and players think it's too big, then you may have to seal it off anyway. If 4.0 is released and players think it's too small, Then you can always just open it right back up again. (But don't make a land-bridge.) (Not enough water. Not enough naval RP.)"This sandy island looks really out of place and I was thinking of turning it into a forest biome with a small desert in the centre. What would you like to see?"Damn hippies and there trees...I personally would like to see even more sand. If you want the sandy island to stand out less, I think you should expand it. (Maybe into that southern region if you close it off.) Link to post Share on other sites More sharing options...
argonian 14254 Share Posted March 2, 2014 does that mean griefing is allowed .... No, it's like arsonry. You must leave signs and stuff. Link to post Share on other sites More sharing options...
John Ivory 4546 Share Posted March 2, 2014 I like this, the progress is very good. As for your questions, shiftnative, I would say to make the current sandy island into a general tropic island. In the center plant a jungle biome, and surround said jungle with a beach. Perfect for looking at and perfect for piracy or tropical roleplay. I believe the southern part of the map should be, on release, available to the playerbase. This allows for players to really have the ultimate freedom of choice when choosing to either venture south, north, or to simply bunk with a nation or a companion or two besides the road. I very much like the plot idea and believe it will work excellently to encourage players to develop and focus on one character rather than many. Link to post Share on other sites More sharing options...
K00l 72 Share Posted March 2, 2014 Sandy island - Next antag base. Link to post Share on other sites More sharing options...
Daisy 9735 Share Posted March 2, 2014 I agree with keeping southern wilds sealed until needed Link to post Share on other sites More sharing options...
Dilara(lotteje13) 227 Share Posted March 2, 2014 Link to post Share on other sites More sharing options...
PtahWithin 1320 Share Posted March 2, 2014 I am in favor of completely removing the sandy island. Or perhaps reducing it to a small chain of 3-5 islands 10 or so blocks across. As others have said, I would like to see even a moderate increase in the water on the map. As others have said, a landbridge to the southern continent is not necessary. Let us have to reach it by boat, if we should ever come to it. To the extreme east of the map, there is a series of biomes in close proximity to each other: a desert island, then a continental desert, then a savannah, then another desert. Perhaps to give this region more 'authenticity', the savannah biome could be converted into a desert, so that the region becomes a seamless span of sand. Conversely, in the greater north and south wilds, there are very isolated snow and tundra biomes that stick out, jarring against their neighbors. Normally I would advise to just remove these, but due to the deficit of snow on the map I would suggest something different. Expand each snow or tundra biome or convert its neighbors in such a way that they create a large region of snow, as well as add snow to the tundra biomes without it. Those, in addition with a few other changes, would create unified regions in this way (changes marked in thin black with replacing color): 2 Link to post Share on other sites More sharing options...
GrizzlyWes 127 Share Posted March 2, 2014 Sounds good Link to post Share on other sites More sharing options...
ryno2 1285 Share Posted March 2, 2014 this is some pretty dank shift Link to post Share on other sites More sharing options...
Dalek348 1962 Share Posted March 2, 2014 When I was walking around on the map it was, to be honest, boring. It seemed as though everything was just grass and oak trees all on the exact same y co ordinate. Felt so lifeless. You need: More snow More desert More variation in everything And this is for the area along the main road. No one wants to be bored senseless walking on it as they currently would be. And on the topic of the main road, do NOT have it always level with the grass. It feels rubbish. Make it like the Kings Road, where it was raised. You do that at some points on the 4th map, and shiftnative, it feels great to walk on the Kings Road style again. Please do it for everywhere. Link to post Share on other sites More sharing options...
shiftnative 3103 Author Share Posted March 2, 2014 The Y-axis actually changes alot! and by over 10 blocks more than a few times, but thank you for the other suggestions - I've got a few things in mind and it has changed a bit already since you've been on. Link to post Share on other sites More sharing options...
Hiebe 2493 Share Posted March 2, 2014 One person per mc account thank God thats coming back. You could have more then one character but one account can only be tied to one plot. Link to post Share on other sites More sharing options...
Silent™ 552 Share Posted March 2, 2014 Woot! Link to post Share on other sites More sharing options...
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