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Your Thoughts On "travel Distances" ... ?

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326 members have voted

  1. 1. Do YOU think the map is too large?

    • Yes.
      32
    • No, leave it alone.
      90
    • No, the map size is fine, the travel distances need to be addressed.
      173
    • No, it's not large enough.
      26
  2. 2. Should hunger be able to KILL you?

    • Yes. (How it is now.)
      74
    • No. (Change it.)
      230
  3. 3. Should soulstones have a cooldown when you die now that the crypt has been removed?

    • Yes. (Like it is now, 15 minutes.)
      53
    • Yes. (5 minutes)
      118
    • Yes. (60 seconds)
      66
    • No. (0 seconds)
      60


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A farm way out in the wilds is good rp? Maybe pay a guard with food?

And if you think you can really survive for weeks with just water, try it, i think you watch too much DBZ only nemekians can do that.....People wouldnt die of hunger if they rped asking about food, instead of trying to strive on their own far out in the wilds....go to a city, look for work, look for food help out, trade your skills for food. RP

Try keeping your soulstone in your pack not on your hotbar, personally i only use my soulstone after a long trip before i log off

if land is too expensive people go faraway to look for cheaper ones, its a more realistic way of doing things, and you sir, know too little of biology and history and you are the one that watches too much DBZ do you know what gandhi used to do?(tip hunger strike research it if you don't believe me) im not saying you can survive forever without food but your body will eat itself for some weeks

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If hunger can't kill you, then make then keep the travel distances at 15 minutes. If it is only 5 minutes then there is no point.

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I personaly think that if we add fast travel betwen some of the cities the problem would be solved

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The lack of role-play can be attributed to the fact that there are still entire nations to finish building, along with roads and infrastructure. If you want to expedite role-play, get more involved in the construction of your nations. Build, gather supplies, hunt and farm for food for the workers. I, personally, have barely left the desert this entire time, as I've been building, hunting and farming making sure the orcs coming in have homes and a steady supply of food. I see a lot of players that simply want to run around waging wars when we've still got players running around helter-skelter with zero infrastructure and economy. Use a little bit of OOC common sense and a take a look at the big picture. There's a lot that still needs doing to get this continent stabilized so that we can all have our fun. Stop worrying about grinding out sets of diamond armor and shooting fireballs.

If you want to see more shops along the way, coordinate with the landowners for a plot, submit a charter, make it happen. The tools are all laying right there at our disposal.

If members of your nation are starving to death trying to get home, send out escort parties to assist them. Pass out directions or maps. Pass out fishing poles at spawn. Pass out food. Coordinate with GMs or landowners and/or submit charters to construct roads through permissioned territory. A single player can do a lot more to help others than a sign or an auto-shop.

Asulon is survival of the fittest with emphasis on community. If you're trying to build a mansion in the wilderness for yourself, you're wrong. Your farmland will be blighted, the wolves will eat all of your livestock and bandits will defile your wife and kids and leave you gutted and hanging from a tree. Get with a group, help a nation, make some friends, ask for help. This is a role-play server.

Also, the walk from spawn to nation isn't that far, provided that you walk. There's also soulstones, which practically take you right to your front door.

Two suggestions though: Boats and boat launching areas for the elves. An option or perhaps an application to set your soulstone to another nation, regardless of race or donation. This would allow unique characters that serve the nations of other races to soulstone back to the vicinity of their people. I feel really bad for the weakling orcs that have to walk across the entire continent just to get back amongst those filthy, twice-bathing humans they serve. Same goes for other races that serve orcs. Lexperiments, for example, should be able to respawn at our shaman temple. He should not be soulstoning into a bunch of stouts.

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The problem with using boats is that many areas on the map are permed. You can't really do anything in a region protected area, not even set a boat down.

So the guys that swam across the ocean most likely didn't have a choice.

I have never ran into this problem. In Alras you can place a boat in the harbor and sail all the way to the elven capital. There are other docks like the gypsie camp in the direction of the elves near cloud temple, there is a dock you can place your boat and follow the river all the way to the ocean and off to the elven capital. The town of Boria has a dock that you can place your boat.

Also when you swim far enough out, you can place a boat no matter where you are

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I forget the name, but there is a Voxel Box plugin which lets you set travel, I think that plugin(should be easy to find) should get added and have it so that there can be ships and ports made and have it where only GM's can set travel points(setting the are that teleports you and the area that you arrive at).

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I didn't even know hunger was fatal. I was under the impression it stopped at half a heart. I've also seen umpteen adjustments to it that had it stop at half health, kill before, not kill, back to half a heart, etc.

I actually like the new distances. If you ask me, what breaks immersion, are the nitwits who continue to sprint-jump everywhere just because it moves %15 faster than normal sprinting. Imagine someone running the 100m hurdles...

...okay, now imagine that same person, running like they're in the hurdles, down the street during every day life...... Does it look stupid to you yet?

I wish you'd go and code the hunger drain on sprint jumping to be 20-40x what it is now, so people use it for when it was intended; navigating obstacles and such, not 'hay imma walk a lil faster by jumping everywhere'.

I love the map size, I even think it's a bit small in some places, because I can still travel from the temple to any of the human kingdoms in 1/4-1/2 a night (which is like 5-7 minutes) just by sprinting, so I don't think distance is an issue.

Problem is people love their instant gratification. They want to walk out the temple, cut down the first 5 trees they find, diggy a little hole, diggy a big hole, find some iron, make some tools, find some diamonds, then rule the server after being on it for 10 minutes. They don't understand the concept of waiting or skill levels or travel times or whatnot.

Some people you just can't please. If they want an 'easy' server, they should go join one of the carebear creative worlds where the only RP is 'afk brb I R Peeing real fast'.

Maybe remove cooldown time for soulstones when you first login and die

Please, a thousand times over, DON'T DO THIS. That was a well documented glitch with soulstones back on aegis, the cooldown resetting if you logged in.

Everytime I heard on ooc "I'm lost"

"Well use your soulstone"

"I can't it's on cooldown!"

"NPNP! Just log out and log in, it'll work fine!"

"KK TY!!! :)"

I wish I could've spawned a pool of lava and teleported both the characters into it for such flagrant bug abuse. And when you tried to tell them it was an exploit, they'd say "Lol no it not! If it was it be coded not to work that way!!!"

Now it's coded to not work that way. LET'S LEAVE IT THIS TIME!!!

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I still suggest roads are built between towns and cities. You don't need to do fast travel. I also still suggest we have NPC villages and NPC Inns along the way, so travelers can stop and stay for the night, stock up on food and supplies, and be on their way. Also, I suggest that signs can be placed as well. Those signs can help travelers get to where they need to be by pointing to where the nearest city or town is located.

I do like long travels, but as an RPer. I'd like to not get lost to get to where I need to be.

There's nothing not realistic about that. Think about it. Wouldn't it be nice if you were a traveler and on your way to the next town you find a rest house or an inn? Or just follow directions?

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Another thing that I consider a Problem is that as everything is Region we can't place boats and getting to the elven capitol takes a lot of time...

I keep hearing this argument everywhere, but i've yet not been able to put a boat in an ocean. I build one at the temple at one of the many workbenches (or one of the ones along the road to the elven docks) and when I arrive, boat goes in water, and off I go. Haven't had a problem thus far...

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There are roads being made everyday, in-rp! Its my characters job to build roads and ive made tons! The dynmap will be released soon aswell as an interactive map; it takes time! Infastructure takes time, especially in rp :P

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I agree with Shift, rebuild the roads ICly, acknowledge that the plethora of years with little to no travel before our arrival has allowed erosion to run her spindly fingers through the hair that are our roads interconnecting the nations ;)

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New methods of fast travel besides boats? A "fake" minecart system for all dwarven cities? You could extend it out a bit and block people from going past a certain point. This would allow for a city to be entirely underground with no other entrances but the minecart fast travel. Other methods might be nice.

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There are roads being made everyday, in-rp! Its my characters job to build roads and ive made tons! The dynmap will be released soon aswell as an interactive map; it takes time! Infastructure takes time, especially in rp :P

I have another question. Do you plan on building signs as well as building roads?

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First off I love the Idea of fast travel.

But seeing what people are saying here. These are just some tips to Gm, Heads of nations etc...:

1} First off make it more navigatable to get from place to place. Signs, bridges, path's those would make a great project. BUT I highly do not recommend making outline path's such as the king roads. I personally have only been to the elven kingdom, I need to stock pile my food for long journeys.

2} Make town's and Inn's along the way. NPC trading along the way in which you can only buy food. Like a Shelter place.

-Maenor

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Two suggestions:

First, give the kingdoms some minas to hire workers and have them build their own roads.

It makes sense for the roads to be built in RP, but there are also a ton of RPers (myself included) who are incapable of helping. You could create a budget and GM-gift large amounts of minas to the leaders of each kingdom, with the restriction that they must use the minas to pay people to build a road network. Then let smaller groups apply for the right to build signs and roads that connect themselves to the network and let the natural economy of Asulon build itself up.

Second, create fast-travel points halfway between major cities, so that players have to walk halfway before they can jump the rest of the way.

For example, each major city could have a signpost area in a central position, with a teleport option for each entrance to the city as well as the Keep. First you have to do the legwork to reach the city, then you get a free pass when you want to leave. Also you can't get lost when you're just passing through the place :rolleyes:

Similarly, roads that are mostly safe could have fast-travel caravans at the midpoint between two cities. Players have to walk along the road and can run into people or be intercepted, but they don't have to spend the whole 15 minutes walking. Not to mention these points would make perfect places for stores or for RP parties to meet up.

These places would all be considered "busy, public places" meaning there should be no combat near them. Even when there aren't any players around to witness the conflict, in roleplay the villain doesn't want to risk being seen and there would be guards nearby to protect people. So it wouldn't break the game for someone to teleport away from danger using these places because by all rights they shouldn't have been attacked there. The teleport-escape can be explained as disappearing into the crowd or slipping unnoticed away from the caravan.

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