Sounds a lot like an idea someone came up with on the Vanguard forums were merchants, and other npcs would come to high traffic areas and start to set up shop, and eventually a small village could form, and so on. Conversely, if a group of orcs spawn in a spot, and are left alone long enough, they will meet up with other orcs, and eventually form an encampment of orcs, which could then raid nearby villages, etc. if not dealt with by the players. Granted, UO was tried doing stuff like that initially, but the technology just wasn't there yet. Maybe the next gen of games will have more realistic things like that. Like if you kill off all the wolves in the forests surrounding Town X, the deer population will explode, and they will start eating villagers crops, or some other potentially larger predator to show up for the easy hunting.
------- I was never what you wanted, I could never never please. I swallowed all our sorrow in the midst of my disease. All my fortunes, all my gains, all the battles I have won... Now collapsing like the rain, I stand alone, your only son...
Take some solace in these words, take notice of this place. Hollow whispers that they are, like the wind upon my face. Sing softly in my ear and look at me with wonder. I will try to ease your fear as the darkness pulls you under.
by looking at the screenshots, you see vast lands without anything on it. large vast land... looks so empty, lack content or something.... beautiful sceneries but lack content..... these huge and numerous remote areas are what bother me. the politics, crafting, conquering fortresses seem to be okay but just the huge vast lands....
Originally posted by Coldmeat Interesting. Conversely, if a group of orcs spawn in a spot, and are left alone long enough, they will meet up with other orcs, and eventually form an encampment of orcs, which could then raid nearby villages, etc. if not dealt with by the players. Maybe the next gen of games will have more realistic things like that. Like if you kill off all the wolves in the forests surrounding Town X, the deer population will explode, and they will start eating villagers crops, or some other potentially larger predator to show up for the easy hunting.
There has been talk that the creatures spawning might form a small community in time if left. If they were found, killed and houses burnt, some might move back after spawning, but if done repeatedly they would just move on to safer grounds.
As for the wildlife stability, it has been mentioned that eq. the lords controlling the land would have to see to the numbers of quarry (herbivores) stay in right propositions, otherwise the income from the area might be reduced, and more carnivores would move in to create even more trouble.
Which, if you ask me, shows that DnL is of the next MMOG generation.
Originally posted by paravion by looking at the screenshots, you see vast lands without anything on it. large vast land... looks so empty, lack content or something.... beautiful sceneries but lack content..... these huge and numerous remote areas are what bother me. the politics, crafting, conquering fortresses seem to be okay but just the huge vast lands....
They could have just taken pictures of the more empty lands... because 50000 fortresses + MANY cities/towns is alot.
If you've seen the first trailer about DnL, it shows clearly that in fact the more populated areas can be almost too cramped by fortresses, towns and alike. I would guess that the buildings grow scarce the further away from the center of the kingdom you go.
Actually, there will not be 48k fortresses at release. The devs have stated that what they meant by that figure is that there can be up to 48k fortresses, but that they will scale the fortresses according to population density so as more people join the game we will see more and more fortresses added.
Originally posted by Zelph Actually, there will not be 48k fortresses at release. The devs have stated that what they meant by that figure is that there can be up to 48k fortresses, but that they will scale the fortresses according to population density so as more people join the game we will see more and more fortresses added.
That's good actually, I don't wanna run into a fortress every few minutes.
Dank and Lights World is so huge that I don't think you will have to worry about running out of unsettled lands!
In the Light there is Darkness, But in Dark there is no Light! In the immortal words of Diane from Poltergeist "Stay away from the light. The light is dangerous. Don't go near it. Don't even look at the light."
In the Light there is Darkness, But in Dark there is no Light! In the immortal words of Diane from Poltergeist "Stay away from the light. The light is dangerous. Don't go near it. Don't even look at the light."
Well, I think there are some really pratical advantages of this size of world is for later gameplay:
- a huge world like this enables real kingdoms.....if your in one part of the world you feel like it. Its kind of a atmosphere killer if you can leave the desert kingdom and be back in your forest home after a 10 minute jog. This will let DnL for the first time support real culture offshoots within the game since there isnt a constant influence from all the other neighboring kindoms.
- a true feeling of frontier outposts, big game hunting trips, etc. Its not right when your out hunting with friends and one says "im gonna go get some more potions in town, ill be back in 5 minutes". If you go on a trip in DnL, youd better be prepared with supplies beforehand. The side advantage of this is it will make players think a bit more than other games. Wont turn them into numbercrunching maniacs...but just might help grow a few into real mature gamers.
It should be noted hat the game is designed to handle all the players leaving from EQ2 and WoW after they realize those games arent fun anymore after 6 months. Better too have space to ramp up, than to launch with a world built around a small group of initial players who are tripping over each other 6 months later in the all too small world.
"I wasnt gonna just ram it home. I was gonna lube it up and ease it in there inch by inch....like a gentleman." - Hank
that is not the problem...i know there will be lots of people playing....the problem is that you might be walking for hours in the woods and see nothing but huge lands and background mountains.... im sure the towns will be full of content...just the areas between towns. well i guess that wont matter much because they introduced transportation to detour this problem... well, whatever, this game got a great gameplay and i cant wait for it to be released!
Exploration will be optional. You can go from a city to another by a speed way of transportation, or exploring all the land between them. It´s your own decision.
i dont know if this has been mentioned before. because im a lazy bastard and dont want to read all of the 4 pages lol.. but i do follow this game very closley and i've been a very active person in community for over a year now... and what people forget a lot of times is that not all of the area will be availale at release, only the first 2 or 3 kingdoms will be open the rest *higher levlel* of the kingdoms will open as more and more players reach the aproximate level for that zone. so i would not be too surprised at all if the highest level zones wont be open until a year or so after the release.
Originally posted by psyichic The devs have stated (somewhere in the dev chats) that the world will open up slowly depending upon how many people enter the world. So that it wont have like 300 people and 40,000km it will adjust further more there is BIG
What I read here:
"Our world is Randomly Generated."
Randomly generated = contentless and devoid of life.
Originally posted by Zelph Actually, there will not be 48k fortresses at release. The devs have stated that what they meant by that figure is that there can be up to 48k fortresses, but that they will scale the fortresses according to population density so as more people join the game we will see more and more fortresses added.
I read "All our fortresses look exactly the same. Because they are placed by a computer."
I also see "There won't be enough fortresses for everyone, so if you ain't hardcore you don't get one."
I read "All our fortresses look exactly the same. Because they are placed by a computer."
So to you it means that there cannot be any random variation? That the fact that architechure differs somewhat with each race and kingdom, which is used for example for computer generated villages, is not plausible with fortresses? If that happens, I'll blame it on the devs being lazy, but for now I will just shake my head in disagreement.
I also see "There won't be enough fortresses for everyone, so if you ain't hardcore you don't get one."
Meaning that if you guess DnL getting say, a nice 100k players you'd have to beat about half of them to get a fortress? Not too tough, and please note that as one person can only control one fortress at a time, (unless you're a higher noble, in which case you control over a larger area though the actual command of the other fortresses are still handled by others) so if everyone had one, there wouldn't be much GvG stuff going on with attacks being useless without a newbie with you to take control of your new area.
You should notice as well that with the Big World server technology combined with their terrain and object creator adding new areas is almost too easy for them to resist. Overcrowding will not be an issue, but even so I can't see a reason starting to supply endless amounts of assets for the players to handle, if they serve no purpose.
The world is generated by a computer, but not randomly. Ganareth has been made with lot of pics taken from satellites, and it makes a world very, very, realistic. After that, there has been added some random fortress and small villages, and after that devs had make the cityes, and special places what will be really cool to see.
After that they give players the option to add more content to the world.
Wow, nice way to read into things Xira - it really shows some great critical thinking skills and really does alot to provide support for your opinion and to create a convincing argument. I'm duly impressed by your observations and sufficient proof to change my own opinion of this game and to share your views. Oh, and that was a great double post, your exemplary actions are a model for us all.
I mean that. As sarcastic as it sounds, the truth is that everyone in a free society has the right to make their arguments as shallow and unfounded as they care to. But if undermining the credibility of this game was your aim, then your hollow observations sure did strengthen that objective.
I always get excited when I read about "player housing" and "clan housing"... but then the implementation is always just silly... taking way to many resources, or requiring a large clan.. or the likes...
What I want to see is simple.. and more realistic..
Say Im a solo player..I'm out traveling one day.. far away from all civilization (have been traveling for days).. and I come apon a spot.. a very tranquil spot.. it has trees.. birds chirping.. a nice little stream or pond.. and I say to myself.. wow.. Id really like to live here....
So I take out my trusty axe and start chopping away at a tree.. then I chop up the wood into smaller pieces and start build my own cabin... after a few days of work, my cabin is built... in my cabin I can craft lower lvl stuff.. do some hunting.. gather food and water and the like.... then one day someone else is out exploring and see's my cabin so walks on over and introduces themself.. we hunt together.. i let him/her use my crafting facilities and supplies that I have built and made.. and they say.. you know what.. id like to live here too.. you mind if I build my own cabin next to yours? So I say sure.... but you know what.. i already have blah blah crafting facilities and supplies.. so maybe you can make blah blah other crafting facilites/supplies to supplement mine.. and together we can create greater items... and hunt bigger mobs..
Then more and more explorers see our cabins.. and join our town.. each bringing their own talents, and personality, which then becomes a community.. one that we have built together.. each playing our own part.. putting in our own effort for the greater good... after a while it is no longer just a cluster of cabins.. but a small town.. with different shops and what not (also player built) that we use to make our town and the residents therein stronger and greater... and after a while word begins to spread.. that blah blah town has the best weapon/item around.. or is rich with so and so matirials in their holds.. so trade begins.. a stable (or whatever form of transportation) is built... and so on and so on...
This would create such a profound sense of community, as well as such a profound sense of pride for it... rarely achieved in any mmorpg's... create a MUCH greater bond between players than "yeah.. we met.. and hunted together.. and now im in his/her clan"... a real sense of awe when you look around.. at what used to be nothing.. now a bustling town... everyone playing a part.. some crafting.. some hunting and gathering.. some out trading.. some out questing.. bringing back tales and the fruits of their labors to share with the community... some appointed ones/elders directing it all.. and solving quarrels and such.. all for a common goal...
This is something that would be simply amazing imo... Just my ramblings...
what they should do to get more players is what Priston Tale does... Let anyone play for free up till a certain level. In Priston Tale you can play up till level 40, at which you can first enter the dungeons. at this time, you will be entirely addicted to this otherwise very tedious (but charming) game
You know, assuming youve played a number of mmorpg's, you seem to have little understanding about the technical possiilities with them.
Combat hits are part random in most games, does that mean combat is always the same. Unless you know anything about coding and development you would look smarter to abstain from commenting.
"I wasnt gonna just ram it home. I was gonna lube it up and ease it in there inch by inch....like a gentleman." - Hank
but thats not what DNL is gonna be. Its a different game totally. What you see in SOG isnt really a "prelude", its an unannounced semi-closed opened beta/stress test that ppl should have known,through osmosis, (and not reading what the devs stated), it would be and still is, less than 4 months to planned released of the REAL DnL.
Comments
Interesting.
Sounds a lot like an idea someone came up with on the Vanguard forums were merchants, and other npcs would come to high traffic areas and start to set up shop, and eventually a small village could form, and so on. Conversely, if a group of orcs spawn in a spot, and are left alone long enough, they will meet up with other orcs, and eventually form an encampment of orcs, which could then raid nearby villages, etc. if not dealt with by the players. Granted, UO was tried doing stuff like that initially, but the technology just wasn't there yet. Maybe the next gen of games will have more realistic things like that. Like if you kill off all the wolves in the forests surrounding Town X, the deer population will explode, and they will start eating villagers crops, or some other potentially larger predator to show up for the easy hunting.
-------
I was never what you wanted, I could never never please.
I swallowed all our sorrow in the midst of my disease.
All my fortunes, all my gains, all the battles I have won...
Now collapsing like the rain, I stand alone, your only son...
Take some solace in these words, take notice of this place.
Hollow whispers that they are, like the wind upon my face.
Sing softly in my ear and look at me with wonder.
I will try to ease your fear as the darkness pulls you under.
There has been talk that the creatures spawning might form a small community in time if left. If they were found, killed and houses burnt, some might move back after spawning, but if done repeatedly they would just move on to safer grounds.
As for the wildlife stability, it has been mentioned that eq. the lords controlling the land would have to see to the numbers of quarry (herbivores) stay in right propositions, otherwise the income from the area might be reduced, and more carnivores would move in to create even more trouble.
Which, if you ask me, shows that DnL is of the next MMOG generation.
_______________________________________________
If you've seen the first trailer about DnL, it shows clearly that in fact the more populated areas can be almost too cramped by fortresses, towns and alike. I would guess that the buildings grow scarce the further away from the center of the kingdom you go.
_______________________________________________
In the Light there is Darkness, But in Dark there is no Light!
In the immortal words of Diane from Poltergeist "Stay away from the light. The light is dangerous. Don't go near it. Don't even look at the light."
In the Light there is Darkness, But in Dark there is no Light!
In the immortal words of Diane from Poltergeist "Stay away from the light. The light is dangerous. Don't go near it. Don't even look at the light."
Well, I think there are some really pratical advantages of this size of world is for later gameplay:
- a huge world like this enables real kingdoms.....if your in one part of the world you feel like it. Its kind of a atmosphere killer if you can leave the desert kingdom and be back in your forest home after a 10 minute jog. This will let DnL for the first time support real culture offshoots within the game since there isnt a constant influence from all the other neighboring kindoms.
- a true feeling of frontier outposts, big game hunting trips, etc. Its not right when your out hunting with friends and one says "im gonna go get some more potions in town, ill be back in 5 minutes". If you go on a trip in DnL, youd better be prepared with supplies beforehand. The side advantage of this is it will make players think a bit more than other games. Wont turn them into numbercrunching maniacs...but just might help grow a few into real mature gamers.
It should be noted hat the game is designed to handle all the players leaving from EQ2 and WoW after they realize those games arent fun anymore after 6 months. Better too have space to ramp up, than to launch with a world built around a small group of initial players who are tripping over each other 6 months later in the all too small world.
"I wasnt gonna just ram it home. I was gonna lube it up and ease it in there inch by inch....like a gentleman." - Hank
Exploration will be optional.
You can go from a city to another by a speed way of transportation, or exploring all the land between them.
It´s your own decision.
NONE
Okkkkaaayyyyyyyyyyyy
What I read here:
"Our world is Randomly Generated."
Randomly generated = contentless and devoid of life.
Have fun folks:)
I read "All our fortresses look exactly the same. Because they are placed by a computer."
I also see "There won't be enough fortresses for everyone, so if you ain't hardcore you don't get one."
Tsk
So to you it means that there cannot be any random variation? That the fact that architechure differs somewhat with each race and kingdom, which is used for example for computer generated villages, is not plausible with fortresses? If that happens, I'll blame it on the devs being lazy, but for now I will just shake my head in disagreement.
Meaning that if you guess DnL getting say, a nice 100k players you'd have to beat about half of them to get a fortress? Not too tough, and please note that as one person can only control one fortress at a time, (unless you're a higher noble, in which case you control over a larger area though the actual command of the other fortresses are still handled by others) so if everyone had one, there wouldn't be much GvG stuff going on with attacks being useless without a newbie with you to take control of your new area.You should notice as well that with the Big World server technology combined with their terrain and object creator adding new areas is almost too easy for them to resist. Overcrowding will not be an issue, but even so I can't see a reason starting to supply endless amounts of assets for the players to handle, if they serve no purpose.
The world is generated by a computer, but not randomly.
Ganareth has been made with lot of pics taken from satellites, and it makes a world very, very, realistic.
After that, there has been added some random fortress and small villages, and after that devs had make the cityes, and special places what will be really cool to see.
After that they give players the option to add more content to the world.
Wow, nice way to read into things Xira - it really shows some great critical thinking skills and really does alot to provide support for your opinion and to create a convincing argument. I'm duly impressed by your observations and sufficient proof to change my own opinion of this game and to share your views. Oh, and that was a great double post, your exemplary actions are a model for us all.
I mean that. As sarcastic as it sounds, the truth is that everyone in a free society has the right to make their arguments as shallow and unfounded as they care to. But if undermining the credibility of this game was your aim, then your hollow observations sure did strengthen that objective.
I always get excited when I read about "player housing" and "clan housing"... but then the implementation is always just silly... taking way to many resources, or requiring a large clan.. or the likes...
What I want to see is simple.. and more realistic..
Say Im a solo player..I'm out traveling one day.. far away from all civilization (have been traveling for days).. and I come apon a spot.. a very tranquil spot.. it has trees.. birds chirping.. a nice little stream or pond.. and I say to myself.. wow.. Id really like to live here....
So I take out my trusty axe and start chopping away at a tree.. then I chop up the wood into smaller pieces and start build my own cabin... after a few days of work, my cabin is built... in my cabin I can craft lower lvl stuff.. do some hunting.. gather food and water and the like.... then one day someone else is out exploring and see's my cabin so walks on over and introduces themself.. we hunt together.. i let him/her use my crafting facilities and supplies that I have built and made.. and they say.. you know what.. id like to live here too.. you mind if I build my own cabin next to yours? So I say sure.... but you know what.. i already have blah blah crafting facilities and supplies.. so maybe you can make blah blah other crafting facilites/supplies to supplement mine.. and together we can create greater items... and hunt bigger mobs..
Then more and more explorers see our cabins.. and join our town.. each bringing their own talents, and personality, which then becomes a community.. one that we have built together.. each playing our own part.. putting in our own effort for the greater good... after a while it is no longer just a cluster of cabins.. but a small town.. with different shops and what not (also player built) that we use to make our town and the residents therein stronger and greater... and after a while word begins to spread.. that blah blah town has the best weapon/item around.. or is rich with so and so matirials in their holds.. so trade begins.. a stable (or whatever form of transportation) is built... and so on and so on...
This would create such a profound sense of community, as well as such a profound sense of pride for it... rarely achieved in any mmorpg's... create a MUCH greater bond between players than "yeah.. we met.. and hunted together.. and now im in his/her clan"... a real sense of awe when you look around.. at what used to be nothing.. now a bustling town... everyone playing a part.. some crafting.. some hunting and gathering.. some out trading.. some out questing.. bringing back tales and the fruits of their labors to share with the community... some appointed ones/elders directing it all.. and solving quarrels and such.. all for a common goal...
This is something that would be simply amazing imo... Just my ramblings...
You know, assuming youve played a number of mmorpg's, you seem to have little understanding about the technical possiilities with them.
Combat hits are part random in most games, does that mean combat is always the same. Unless you know anything about coding and development you would look smarter to abstain from commenting.
"I wasnt gonna just ram it home. I was gonna lube it up and ease it in there inch by inch....like a gentleman." - Hank
So then why don't we do this? Why don't we all go and promote Dark N Light in every gaming board we know!??
-Damian-
-Mechanical Fury-
"No World For The Powerless"
Check out my music:
www.myspace.com/MechanicalFury
(Solo Project Industrial Dark DnB)
www.myspace.com/AbstractSerialKillers
(Experimental Side Project)
-Damian-
-Mechanical Fury-
"No World For The Powerless"
Check out my music:
www.myspace.com/MechanicalFury
(Solo Project Industrial Dark DnB)
www.myspace.com/AbstractSerialKillers
(Experimental Side Project)
you're right. Just the "prelude"....
but thats not what DNL is gonna be. Its a different game totally. What you see in SOG isnt really a "prelude", its an unannounced semi-closed opened beta/stress test that ppl should have known,through osmosis, (and not reading what the devs stated), it would be and still is, less than 4 months to planned released of the REAL DnL.
right?