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Roads, and roads effects
06-20-2013, 03:51 AM
Post: #1
Roads, and roads effects
Using roads should allow me to go quite faster/lose less stamina.
May be able to build roads ? That would be amazing ^^
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06-20-2013, 04:14 AM
Post: #2
RE: Roads, and roads effects
Hehe, building a road "solo" would probably be too much and too long...But movement on roads could maybe be safer or faster.

Depending on how the enemies are generated, this could be fairly important. In most indie community I've seen, players tend to really dislike level scaling from the mobs...But at the same time you don't want the adventure to be either too hard or to easy.

So roads, trails and such can end up playing an important role as the bigger/badder monsters tend to stay away from the more actively used paths. So without using scaling, a low skill/level player can stick to safer areas by following roads while the experienced adventurer can treck through dense forest and monsters dens.

Sorry to somewhat Hijack your thread, but that brings me to say that I like a mix of scaled and non scaled Tongue...For example lets say the players can go up to level 40 in this game... A "mid game" bad bad monster that we'll name CromxCromx is balanced more or less against players level 20. So a player coming across CromxCromx at level 12 should get ready to run and fast...

But what happens if that same player spent time exploring a lot and comes across CromxCromx at level 27...The fight is over before it even begins and the Big mob ended up being as easy as common fodder. I think it may be a good idea to give above a certain point a bit of "upscaling" to important mobs/bosses to keep the fight entertaining.

That way, CromxCromx the bad monster will range from lvl 20-30 depending when you come across him. It kinda makes sense anyway. Why would our player be the only one using his time to improve and get stronger?. But I think its also important to put a limit on said scale, so CromxCromx can never go above lvl 30 (he's not our hero after all)...That way, if it is possible to do so, a player coming back around there at max level 40 will be able to trash him and feel like his character is really badass.

I'll cut and paste those paragraphs in another thread I guess to make sure its not lost.
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08-03-2013, 06:23 PM
Post: #3
RE: Roads, and roads effects
In a fantasy world most roads would be probably less likely made with stone like cobblestones but more trails and dirt tracks, being pretty decent at normal climate and turning quite muddy or even slippery at rain and/or snow.
The main roads would be more likely creeks and big rivers like it was for many., many years in all RL countries.
Bandits might try to board a ship by using ropes and/or floats or simple, drifting trees in the water.
On creeks and narrow rivers ships will less likely use sails but more likely an ox or horses to tow the ship.

Sorry, I think that might be too much for the graphic engine. But it would be a nice variation of the usual road raid Smile
Maybe more an idea for for the future.
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10-25-2013, 03:17 PM (This post was last modified: 10-25-2013 03:20 PM by Mark Rushow.)
Post: #4
RE: Roads, and roads effects
I don't mind not having roads. Of course in heavily dense populous areas there naturally would be. I do like to get lost and fearful. How can you be brave if you aren't first afraid. To be brave is to face your fears.

"Walk into the heart of danger
Don't let the darkness enchain you
Face your Fear!" - Battle Beast: Into The Heart of Danger
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