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Overland Map feedback/suggestions

Discussion in 'Release 13 Feedback' started by Bubonic, Jan 12, 2015.

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  1. Bubonic

    Bubonic Avatar

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    Hello!

    Firstly, apologies if these points have already been brought up.

    I think the map is working extremely well, and is improving looks-wise every release. A couple of suggestions:

    1) reduce the area of effect of trees - Its very cool that trees slow u down on the overland map, just like in ultima V. However, it feels too inaccurate at the moment. If I am walking on a visible road through the forest, I should not have my speed reduced. This was most noticeable on the road from owl's head to the obsidian keep.

    2) restrict encounters appropriately - I think encounters should be much less common (if not removed entirely) for travelers on the main roads. I mean, how sunk into chaos is new britannia, anyway? I was traversing the main paved area, and got pulled into a scene with a large amount of undead skeleton warriors. A roving band of undead bandits on the main roads?

    3) more logical encounter scenes - another encounter happened for me around the area west of braemar. I was returning from the coast, traveling on the unpaved road, and got pulled into an encounter - which threw me into a scene where i had my back to a large stone cliff, and no road in sight. How the hell did I get there? To keep immersion, the encounter scene should mimic the surrounding area on the overland map, especially if the player is on a road.

    My three cents!
     
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  2. Dorham Isycle

    Dorham Isycle Avatar

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    Since the overworld map is a scene, can I have that viewpoint in all scenes as an option.
     
  3. Cypher Black

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    If you are in a party, everyone in the party should be pulled into the encounter and the party should be treated as 'one' adventurer when calculating the chance of an encounter taking place.

    Cypher Black
     
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