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Your View: Spawn Updates

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Ever

Spawn Isle Update  

137 members have voted

  1. 1. Should Resource Island be merged with Spawn Island?

    • Yes - I think resource pits/farms/tree farms should be on the Spawn Island
      60
    • No - I think spawn should not have resource pits
      36
    • Make a new resource island instead
      37
    • Other (please state in a reply)
      4
  2. 2. Should Spawn Points be Moved?

    • Yes - Spawn points should be added to every Island to facilitate faster travel
      61
    • Yes - Move the current spawn to a more central location on the island
      36
    • No - Our spawn point is good where it is
      38
    • Other (please state in a reply)
      2
  3. 3. Should There be a Festival / Fair Grounds Area?

    • Yes - for event purposes only
      57
    • Yes - open always and operates similar to the GM village of Anthos
      65
    • No
      15
    • Other (please state in a reply)
      0


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Our spawn, while looking pretty nice, is also pretty empty and otherwise useless. All it does is add an additional few minutes to a player's walking time. With the map the size it is (even WITH planned fast travels in the near future) it's pretty clear that spawn is a biiit too big and biiit too empty. There's been a few ideas in place about revamping it and I'd like to present a few ideas to you guys as well as get your feedback on any potential changes:

 

Merge 'Resource Island' with the Isle of Malin / Spawn:

 

We've been talking about remaking Resource Island for a week now and I got the idea that it'd be a lot simpler to just use spawn as a resource island. The island has enough room to work a few tree farms, resource pits (sand, gravel, clay, soulsand maybe, etc.), and food farms (carrots, wheat, melon/pumpkin). I'm not entirely sure where things would be placed but we could throw down three huge sections on the area dedicated to the three different resources: wood, other blocks, and food.

 

There likely will be NPCs out front reminding players of some basic hints/tips like so:

 

088f0fa529932bb9722f67062715500a.png

 

Move Spawn Points

 

Two options here: 

 

1.) Three additional spawn points added to the map. Players can either go to these spawn points on death or choose to set their desired spawn location there if they visit it while alive. Whatever works best for the tech side of things.

 

Example: a73cb62800de4a4ff81e925f4ffcdcdc.png

 

Red = Docks where you land coming from the Isle of Malin

Blue = Monk encampment where you can respawn

 

2.) Move our current spawn location closer to the middle of the Island.

 

37f1cf1dab288f1741b50cd81dc1328a.png

 

Red = old spawn

Blue = new spawn

 

Add a Festival Grounds

 

Similar to the GM village from Anthos, these festival/fair grounds would likely be neutral and open for any groups that would wish to host an event / ran by ET or GM for server-wide festival events. There wouldn't be much to do outside of exploring it, though. They'd operate mostly during events so it's not just another hub for players to roleplay at.

 

Add/Update the GM Graveyard

 

I believe there's a placeholder but we don't have an actual build.

 

Give the Monks a Tiny Plot to Roleplay From

 

Simple as it sounds. Monks get a tiny plot on the Isle to roleplay from and build up as they see fit. It'll likely be close to the spawn point / road so new players will walk by.

 

Other

 

If you have any ideas or suggestions, let us know. One thing I didn't mention was a tutorial. That one is potentially in the works and unrelated to our current spawn. 

 

---------

 

The Bottom Line / Why / TL;DR:

 

Spawn looks good but is really empty. It doesn't need to be super exciting but we shouldn't be subjected to a long, boring walk whenever we die.

  • Adjust spawn points to make travel a tiny bit faster
  • Give monks a place to roleplay out of
  • Potentially merge spawn with Resource Island
  • Add a GM village/festival area alongside a GM graveyard

 

The goal is to give new players a good transition to the server. If players gathering resources are all centralized to one point then new players / wandering souls will likely run into them. It also makes finding resources a lot easier when starting, rather having having to find a farm (that they have access to) and figure out how resource island boats/fast travel works. This shouldn't detract from main-land roleplay any more than current resource islands already do, and if it does, we can brainstorm ideas on how to prevent that (such as removing monk protection from anyone that's NOT new, to avoid issues like with the Vailor docks).

 

Also, check out this other 'Your View' by @Sythan:

 

EDIT: And, as with most of these your views, the top-voted option may not be selected. This is just to garner thoughts about what you guys would like to see in a future update.

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FIRST

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Spawn does look great- I think Ang did a marvelous job with the ruins, even if I wholly oppose his building method.

Perhaps you could move the spawn as in option 2, and make the current buildings the festival grounds?

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Have a Resource island fast travel directly next to spawn, not in it, but easily accessible by it. I know there are mines, but it was frustrating to find the lumber and dirt mines early into Axios

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Not really big on facilitating faster travel because it would take away from the world's vastness. I hated in Vailor how you could just arrive anywhere you wanted, whenever you wanted and I think the traveling is good at the stage it's at.

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I feel like adding resource isle to the spawn is a good idea - not only will it liven up the area, but it will make the need to walk 200+ blocks to get 5 coarse dirt obsolete. Moving the actual spawn I'm not too big on, it looks great the way it is, and people spent a lot of time building it, why move it just for a decrease of 50 blocks in your journey? Lastly - a fair grounds is a good idea for an event location, as it can offer sustainable roleplay for a large amount of people, however should only be used on the basis of events - otherwise it will get old quickly.

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Just now, Moochael said:

Have a Resource island fast travel directly next to spawn, not in it, but easily accessible by it. I know there are mines, but it was frustrating to find the lumber and dirt mines early into Axios

I agree with this. 

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@Ever Thanks for stealing my fame and linking my thread

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@Ever the plot would need to be big enough for a temple.

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while i recognize its just an example,

https://gyazo.com/91d97959ac730b7e6412754b8992fe52

 

You would have to add fast travels there, otherwise the distance and location would screw over the Dwarves, and maybe the wood elves as well

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I don't think that the first thing a player sees when they join the server is...well...resource island. Resource island often gets pretty haphazard. 

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I would rather we go to racial spawn points and in each of those spawn points you can custom tailor them to the race. Like the dwarf one would be underground and the npcs would help with the server commands and also add in dwarf lore and culture into them. Each race will have their own custom spawn that no players see each other there.

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imho a spot for the monks is a bad idea, any spot in the CT that encourages ppl to stop and RP for long points of time is bad. Don't want to end up like last map where ppl just sat in the CT. Want to move people out of spawn not into it.

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I like this, especially making the re-spawn points a bit closer to our major cities, since running that far is quite the beyotch!

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