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Tiring trekking

Posted: Sat Sep 06, 2008 11:20 pm
by Basal
Hello,

I have noticed that there are long tiresome expanses on the game map where there is nothing, no NPCs, no Players, no resources... just empty space. Honestly speaking, it is a pain and a bore to have to move your character over those long empty expanses, and I would much rather spend the time roleplaying instead.

I propose that either the expanses be cut significantly shorter or an option be given for characters to be able to travel over those tiresome expanses quicker. For example, an option to "run" whereby your character moves at double the speed but also uses up energy twice as fast. Another way would be to have the man that rents out mules be able to rent out horses for the same price. Horses could also let you move at double the walking speed.

What does everyone think about this?

Re: Tiring trekking

Posted: Sat Sep 06, 2008 11:27 pm
by Jupiter
Basal wrote:What does everyone think about this?
Use teleporters

Posted: Sat Sep 06, 2008 11:47 pm
by Bellringer
Use teleporters
Or portals.

Posted: Sat Sep 06, 2008 11:48 pm
by Julius
I like the idea of a running feature.

trekking

Posted: Sun Sep 07, 2008 12:03 am
by Joxia Doral
Mark has that feature doesnt he?

Re: trekking

Posted: Sun Sep 07, 2008 12:04 am
by Julius
Joxia Doral wrote:Mark has that feature doesnt he?
Of course he does. He's the official tester for the Devs.

Posted: Sun Sep 07, 2008 1:38 am
by Juniper Onyx
I knew an Orc who had that feature too!

I'm Glad they fixed that bug which made him run 'away' from me! LOL

Posted: Sun Sep 07, 2008 3:12 am
by Basal
I am afraid that the current existing portals are not enough at all to prevent long lengthy periods of mindless trekking. Portals only reach cities of which there are only 4 I think.

Posted: Sun Sep 07, 2008 3:28 am
by Julius
Basal wrote:I am afraid that the current existing portals are not enough at all to prevent long lengthy periods of mindless trekking. Portals only reach cities of which there are only 4 I think.
Tol Vanima - Elven
Silverbrand/Goldburg - Dwarven
Trolls Bane - In terms of racial make up, let's call it America.
Greenbriar - Inactive halflings
Varshikar - Desert people
Caelum - The most pwnage people
The lizard city - No one lives there much anymore


Only a few of these actually have teleport or portal hot spots so running is a good option. Or horses. :wink:

Portals reach other hot spots though (I.E. Eldan Monastery, Lighthouse, etc..). Your thinking about the teleporter.

Posted: Sun Sep 07, 2008 3:54 am
by Juniper Onyx
Julius wrote:
Basal wrote:I am afraid that the current existing portals are not enough at all to prevent long lengthy periods of mindless trekking. Portals only reach cities of which there are only 4 I think.
Tol Vanima - Elven
Silverbrand/Goldburg - Dwarven
Trolls Bane - In terms of racial make up, let's call it America.
Greenbriar - Inactive halflings
Varshikar - Desert people
Caelum - The most pwnage people
The lizard city - No one lives there much anymore


Only a few of these actually have teleport or portal hot spots so running is a good option. Or horses. :wink:

Portals reach other hot spots though (I.E. Eldan Monastery, Lighthouse, etc..). Your thinking about the teleporter.
Actually Caelum, Nordmark, Zzyathis and Goldburg were technically Guilds. The only 'true' settlements (5) are Vanima, Silverbrand, TrollsBane, Greenbriar and Varshikar. Those are the only places with teleporters and Stables.

'Journey Books' open portals to these 'setlements' as well as the Lighthouse, Monastary and Harbor. (8 )

In addition, some high skilled mages can open a teleporter almost anywhere.

I think the distances are good because it puts actual 'distance' between settlements, races and regions. Makes it more realistic.

Honestly, when you can walk from Varshikar to Greenbriar in 15 minutes, Gobaith is really a small Island. I think the distances are fine.

If anything, we could use better 'shortcuts' like Portal books to far away places like Nordmark, North Mine, Kallahorn and Irundar Bay (Southern Skeleton woods).

Posted: Sun Sep 07, 2008 4:59 am
by Basal
I wouldn't mind 15 minutes if it was fun, but it isn't. There is absolutely nothing to do except mindlessly pressing down on an arrow key and waiting till you can't move and pressing another arrow key.

Posted: Sun Sep 07, 2008 9:54 am
by Nitram
Running is very difficult to implement but the technical staff disscussed already how it would be possible to implement this.
But currently all developers are busy with other things to develop other thinks (and currently in fact nearly every member of the technical staff actually IS active coding at something)

Maybe we get something like running in future.

The walking around in the deep nothing, is indeed a problem of Illarion that is hard to fix. The main problem is that we do not have the needed content to fill the areas along the long roads. Its the work for the map editor team to change this (mainly) but I can't say if they are about to change something with this or not.

Nitram

Posted: Sun Sep 07, 2008 2:25 pm
by AlexRose
Another problem is that there's not enough stuff to put on the map. It'd be possible to make more shrines and stuff, but to have the same type of decorations everywhere would be even more boring than flat ground because you'd have to walk around it all. If there were more objects to put around the place then it might be more interesting but there aren't, and there's not really anything that COULD be put there. Maybe having flocks of animals that run around in set patterns so you see them during certain times in the day and npc houses like a farmer who has a cottage and a field etc. who make a bit of conversation would be interesting, but tbh there's not much more you can put in with the graphical limitations and of course the imagination limitations; it's not easy to think of what to put to make every bit of countryside interesting.

Posted: Sun Sep 07, 2008 4:03 pm
by Nitram
Someone could place monsters, dungeons or ruins with dungeons all over the map. That would make the map more interessting ;-)

Nitram

Posted: Sun Sep 07, 2008 8:08 pm
by AlexRose
I made some cool riddle dungeon with 7 floors and lots of puzzles about a year ago but I never sent it to Lennier <_< >_> . I also made a drow dungeon but I never got around to assigning coordinates for the monsters. Speaking of which, whatever happened to that dungeon of Salathe?

Posted: Sun Sep 07, 2008 8:21 pm
by nmaguire
Nitram wrote:Someone could place monsters, dungeons or ruins with dungeons all over the map. That would make the map more interessting ;-)

Nitram
Lennier, [color=red]2 MONTHS AGO[/color] wrote:- Preparing of a new large Dungeon, which will be opened with one ot the next Updates (Salathes work. Thanks have to go him)

Trekking

Posted: Mon Sep 08, 2008 1:47 am
by Joxia Doral
If you go anywhere in RL there are HUGE expanses of boring nondescript landscapes...

Joxia

Posted: Mon Sep 08, 2008 1:53 am
by Nitram
I don't think its the target of this game to take every bad aspect of the RL into the game.

Posted: Mon Sep 08, 2008 3:26 am
by Juliana D'cheyne
Possibly a partial solution here, having run into two skeletons at the harbor with a new char, I can say it was very exciting though the walk took a lot longer then usual. :wink:

http://illarion.org/community/forums/vi ... random+bug

Posted: Mon Sep 08, 2008 9:32 am
by Estralis Seborian
Gimme a map with coordinates, a spawn editor, a list of current spawns and two weeks and you have no more dull mountains, plains of boredom and lonely woods anymore. That was an offer.

But don't blame me afterwards when you run into a dragon once a month when hiking in the northern mountains or meet a troll on briar bridge twice a week.

Posted: Mon Sep 08, 2008 9:33 am
by Sssari
Estralis Seborian wrote:Gimme a spawn editor, a list of current spawns and a two weeks and you have no more dull mountains, plains of boredom and lonely woods anymore. That was an offer.

But don't blame me afterwards when you run into a dragon once a month when hiking in the northern mountains or meet a troll on briar bridge twice week.
Do it dude!

Posted: Mon Sep 08, 2008 10:00 am
by Olive
as long as the monsters are not 100% predictable i DARE you to do it :lol:

Posted: Mon Sep 08, 2008 6:43 pm
by Juniper Onyx
Estralis Seborian wrote:Gimme a map with coordinates, a spawn editor, a list of current spawns and two weeks and you have no more dull mountains, plains of boredom and lonely woods anymore. That was an offer.

But don't blame me afterwards when you run into a dragon once a month when hiking in the northern mountains or meet a troll on briar bridge twice a week.
Outnumbered, Danger and certain death?
What are we waitin fer!

WooHoo!!!!! Yes!!! 8)

Posted: Tue Sep 09, 2008 6:03 pm
by Estralis Seborian
What are we waitin fer!
Actually, I lack the stuff I require to do this. There is no spawn editor. There is no easy way to remove spawns.

I have a map with coordinates, it is 3.5 years old but should do the job. I also have a list of all monsters available. And I have ideas!

Posted: Wed Sep 17, 2008 5:24 am
by Salathe
Estralis Seborian wrote:Gimme a map with coordinates, a spawn editor, a list of current spawns and two weeks and you have no more dull mountains, plains of boredom and lonely woods anymore. That was an offer.

But don't blame me afterwards when you run into a dragon once a month when hiking in the northern mountains or meet a troll on briar bridge twice a week.
maybe you could talk to lennier and help get the dungeon i made, into the game? finished map, spawn coordinates, and even scripted an npc needed for it.

and i've enough free time that i will take this offer up. But i'll need all the maps currently in use ingame. List of mobs would be good too

Posted: Thu Sep 18, 2008 12:50 pm
by Lennier
This dungeon is still in work. Be sure it is not forgotten. Currently i test the monsterspawns on the Testserver.