Keikan Hiru wrote:Terrain
Thats basicly what we are trying to do. Increase the diversity of terrain your characters are walking on.
But dont expect wonders here, the map may be bigger but not too large and we are still using the same tileset.
We still have a small number of players, so making the map enormus would maybe cause the characters to get scattered too far from each other. And you do want to meet someone to roleplay with, do you ?

Fearless of the danger of getting bashed for this, I do think the map should be heavily expanded in size, actually despite the small number of players. In fact, the possibility of scattering up players should be much more viable than it is with the late island map.
Personally, I think it should be about 2-5 times as big as it was. The following scenarios would finally be possible:
• Group treks to remote locations (on quests, or purely for roleplaying)
• Criminal groups escaping to remote locations and remaining in game, while lawseekers hunt them
• More necessity for food, comfort luxuries; and in the same stance, scenarios of starvation, or running out of certain resources in dire situations
• Effective isolation of running Quests by straying too far from "hotspots"
To counter-act the people scattering too much, I'd suggest working with "interaction bottlenecks", rather than geographical bottlenecks, i.e.,
very few depot chests, more concentrated locales for resource-gathering (just for example: town = best for food and marketing, vicinity = best for typical resources, remote locations = best for rare resources).
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I like the proposals here about certain resources requiring fighters to accompany resource-gatherers/crafters, but it shouldn't be the rule, rather the exception. Likewise it shouldn't necessarily only be "more special resource = more dangerous locale", that leads to too much meta-game thinking, imho.
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Final note, not to the map-people, but rather to the GMs: Make houses of player characters that are unattended for too long, decay (approx. 4 or 5 months after realizing the player is growing inactive — start removing tiles, replacing floor tiles with dirt tiles, making plants overgrow things and cause movement issues within the forlorn domiciles). That will motivate those old-timers to come back to keep playing (and bring the buildings back to life in game), and will prevent filling the map with numerous buildings that most new players have no clue what they stand for or who they belong to.