“Roving” mines

Discussion in 'Archived Topics' started by Arkah EMPstrike, Nov 30, 2017.

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  1. Arkah EMPstrike

    Arkah EMPstrike Avatar

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    Just using mines as an example since its braught up alot.

    Use the roving encounter system to have discoverable “loose rock” on the overworld, when you enter the scene, have it be a respectable patch of tier 1 ore hidden behind a breakable rock face or somethin.

    Have “lush grove” encounters for tier 1 cotton bushes or regs

    Have forest encounters that have tier 1 trees, then make them vary regionally


    Encounters are already a place to harvest without being hassled, but have these be tier 1 only and have an abundance. Since resources dont respawn in these and the scene vanishes once its encountered theres no need to have them be guarded by hostiles
     
    Last edited: Nov 30, 2017
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  2. Vodalion [BEAR]

    Vodalion [BEAR] Avatar

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    great idea !

    +1
     
  3. Rowell

    Rowell Avatar

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    Technically, this sort of thing already exists. If you see a Stag or the Shepherd encounter, run toward it. No hostile mobs inside, and plenty of nodes to tap.
     
  4. Curt

    Curt Avatar

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    Has in the past suggested the survey skills could give a chance to find certain encounters.
     
  5. LoneStranger

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    Not 100% true that there are no hostile mobs inside. There is a chance that while you're carving meat off of a stag and minding your own business you won't see the dragon ready to cook your stag meat---and you!
     
  6. Browncoat Jayson

    Browncoat Jayson Legend of the Hearth

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    Well, they've always said there will never be a 100% safe place to gather, but the idea of finding a random encounter locale is a great one.
     
  7. redfish

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    Yea I suggested something like this before, as well as maybe not being randomly appear, but tying it to a possible treasure map system. You'd get a map which shows you the entrance to a dungeon or abandoned mine, which makes a marker for that location appear on your Overland view. Once you find that location, you enter a scene and uncover the entrance, go through the content, then when you exit, the entrance would collapse behind you. Sort of like the generated adventures that were in Darklands.

    Whether through a treasure map or just a random encounter, it would also be more a fixed scene like the scene we already have with the undead sites along the road. Right now these are designed as "roving" in the sense that you now encounter them by running into a moving skeleton, but it makes absolutely no sense, since the undead are all hidden and inanimate on the ground when you come across it. These types of encounters really need to be handled differently, with static map markers.
     
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  8. LoneStranger

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    I think, basically, that there needs to be three or four times the amount of encounter scenes. Some are roving, as we have now, and some should be hidden and based on a location. For example, every bridge crossing should have a possible troll encounter. Maybe something like 1%. Have the troll ask for a toll and you can either pay it and leave freely, or not. If they can come up with a UI that pops up on the world map, then players can make that decision without having to do a scene load.

    (Come to think of it, and going off of an earlier discussion, what if the "fast pass" mages in the control points allowed you to pay BEFORE you loaded into the scene to jump across? Maybe then it becomes a better value?)
     
  9. redfish

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    I think there could be a lot of cool static encounters, like abandoned campsites, abandoned merchant wagons, etc. Some of them with ambushes, others as quest starters.

    Bridges would be a great place for player-on-player ambushes for PvP, btw. Mini-control points.
     
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