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So, for the past long ass time I have been working on a 4-5 map 'gauntlet' series of sorts. It's actually not a traditional gauntlet series like lodagond but a freeroam gauntlet series. There is a linear quest line that players can choose to follow, or they can simply explore, travel where they wish, or pursue minor quests from various NPCs. At this point, I am very close to being finished.
I will not release any specific details about the series right now, but I will say that the series consists of towns and dungeons. The town maps are to serve a very specific purpose, and it is this that I need the communities opinion on.
In this series town maps are to act as 'save points' and will be strategically placed around dungeons for the sake of convenient travel. This will be accomplished by renting a room at the local inn or tavern. Once the player has rented a room at the inn he can now freely vote to the map in question. However, the player is not allowed to rent rooms in more than one town at once.
For example, let us assume for a moment that we have two towns. Town A and town B. If a player rents a room at Town A, he is now allowed to "votemap town_A" whenever he wants. However, if the player travels to town B and rents a room there, he is no longer allowed to vote to town A. He can only vote to town B (unless he travels back to town A and rents a room again, in which case he can no longer vote to town B).
As a mapper, this one tiny restriction opens up boundless creative potential. I can hide bosses, quests, rare monsters, scripted events and treasure chests in close proximity to each save point. I can also hide them in far away places or anywhere in between.
Everyone I talk to prefers the early game in MSC, where exploration is the primary game mechanic. If a system like this is implemented in my map series, it will take that exploration factor to a whole new level. If this system isn't implemented it means one of two things. Either A) Players can vote to whatever map they wish whenever they wish, which will completely obliterate any sense of exploration in this map series (hell, it won't even be a map series at that point) or B) Players cannot vote anywhere and will be forced to navigate through four maze-like maps every single time they want to run any of the quests, find any items or fight any bosses/monsters.
Also, bear in mind that option A is not actually an option. Under no circumstances will I allow for the current map voting system to be used in my map series. Knowing this, what system would you guys prefer to see in this 'gauntlet' series?
I will not release any specific details about the series right now, but I will say that the series consists of towns and dungeons. The town maps are to serve a very specific purpose, and it is this that I need the communities opinion on.
In this series town maps are to act as 'save points' and will be strategically placed around dungeons for the sake of convenient travel. This will be accomplished by renting a room at the local inn or tavern. Once the player has rented a room at the inn he can now freely vote to the map in question. However, the player is not allowed to rent rooms in more than one town at once.
For example, let us assume for a moment that we have two towns. Town A and town B. If a player rents a room at Town A, he is now allowed to "votemap town_A" whenever he wants. However, if the player travels to town B and rents a room there, he is no longer allowed to vote to town A. He can only vote to town B (unless he travels back to town A and rents a room again, in which case he can no longer vote to town B).
As a mapper, this one tiny restriction opens up boundless creative potential. I can hide bosses, quests, rare monsters, scripted events and treasure chests in close proximity to each save point. I can also hide them in far away places or anywhere in between.
Everyone I talk to prefers the early game in MSC, where exploration is the primary game mechanic. If a system like this is implemented in my map series, it will take that exploration factor to a whole new level. If this system isn't implemented it means one of two things. Either A) Players can vote to whatever map they wish whenever they wish, which will completely obliterate any sense of exploration in this map series (hell, it won't even be a map series at that point) or B) Players cannot vote anywhere and will be forced to navigate through four maze-like maps every single time they want to run any of the quests, find any items or fight any bosses/monsters.
Also, bear in mind that option A is not actually an option. Under no circumstances will I allow for the current map voting system to be used in my map series. Knowing this, what system would you guys prefer to see in this 'gauntlet' series?