Areas on map


  • TF#1 - WHISPERER

    Free, claimed, town areas still a thing or is it just town areas now to build on?


  • Moderator

    @Kclepp Town plots and personal plots.


  • TF#1 - WHISPERER

    Personal plots can be placed anywhere there is room in the world?


  • TF#10 - CONSUL

    Plots are pre-designated on the map. You can claim one, and then build it up.


  • TF#10 - CONSUL

    Anywhere in the world but on predetermined spots. And those spots are scattered all around the world.


  • TF#9 - FIRST AMBASSADOR

    I like the idea of predetermined spots. That way the world doesn't get cluttered.


  • TF#10 - CONSUL

    @Farlander said in Areas on map:

    I like the idea of predetermined spots. That way the world doesn't get cluttered.

    It also prevents people from griefing by placing their plot in/on a "road"/"way" to some strategical resources and/or just that would force you to take a long trek around an otherwise quick way through a valley, etc.


  • TF#10 - CONSUL

    People typing a huge "LOL" on the map with housing plots, trapping some poor dude and his house in the middle of letter O.


  • TF#10 - CONSUL

    @Gothix said in Areas on map:

    People typing a huge "LOL" on the map with housing plots, trapping some poor dude and his house in the middle of letter O.

    that really would be a huge LOL... not for the little guy/gal in the middle tho, unless s/he wasnt fenced in


  • TF#10 - CONSUL

    Yeah, having seen what people do with the ability to build everywhere there simply must be some limits. Plots works, although I don't consider it ideal. My own thoughts on preventing such issues was a road/path network with limited area for each person/settlement to select, but that does take a little more work. On the other hand, it offers a system that could be used to make town layouts with such paths for governing... which would help avoid the towns having a giant maze of buildings at odd angles and places.

    To clarify, the road/path network would not purely be limited to a road/path, but rather be a non-build/alter area. So it is a little more flexible, such that a game might use it on a starting town and/or special locations to preclude unwelcome adjustments, then have several roads leading out all splitting down to smaller paths that remain open to all.


  • TF#6 - DIPLOMAT

    @Jairone said in Areas on map:

    Yeah, having seen what people do with the ability to build everywhere there simply must be some limits. Plots works, although I don't consider it ideal. My own thoughts on preventing such issues was a road/path network with limited area for each person/settlement to select, but that does take a little more work. On the other hand, it offers a system that could be used to make town layouts with such paths for governing... which would help avoid the towns having a giant maze of buildings at odd angles and places.

    To clarify, the road/path network would not purely be limited to a road/path, but rather be a non-build/alter area. So it is a little more flexible, such that a game might use it on a starting town and/or special locations to preclude unwelcome adjustments, then have several roads leading out all splitting down to smaller paths that remain open to all.

    For the plots outside the city, the current systems is a simple, but effective method IMHO. Very curious how the town layout will be in next tests. And also if there will be a difference between beast towns (which I imangine would be more spread out), then a human town for example.


  • TF#2 - MESSENGER

    @Yitra said in Areas on map:

    And also if there will be a difference between beast towns (which I imangine would be more spread out), then a human town for example.

    Why do you think beast towns should be more spread out?


  • TF#10 - CONSUL

    @islesofurth said in Areas on map:

    @Yitra said in Areas on map:

    And also if there will be a difference between beast towns (which I imangine would be more spread out), then a human town for example.

    Why do you think beast towns should be more spread out?

    Maybe because beasts live in separate subcultures, while humans are all one race.


  • TF#10 - CONSUL

    @Specter said in Areas on map:

    @Kclepp Town plots and personal plots.

    Will towns develop in to citys as more people come?


  • TF#2 - MESSENGER

    @Xzoviac
    In this spotlight they mention how towns and everything is intended to develop from a single hamlet up to a metropolis as more people build their homes
    https://fracturedmmo.com/feature-spotlight-7-towns-governors-politics/


  • TF#10 - CONSUL

    @Gothix said in Areas on map:

    @islesofurth said in Areas on map:

    @Yitra said in Areas on map:

    And also if there will be a difference between beast towns (which I imangine would be more spread out), then a human town for example.

    Why do you think beast towns should be more spread out?

    Maybe because beasts live in separate subcultures, while humans are all one race.

    i would expect it coz beasts are typically considered tribal... like goblins, rather than communal, like humans.


  • TF#2 - MESSENGER

    @Xzait said in Areas on map:

    @Gothix said in Areas on map:

    Maybe because beasts live in separate subcultures, while humans are all one race.

    i would expect it coz beasts are typically considered tribal... like goblins, rather than communal, like humans.

    I guess it makes sense to assume the beast planet would have the fewest town plots that are to become cities or metropolises then due the lack of war.
    While the human planet would probably have the most since it would have the most town wars & highest populations since everyone can go there easily.
    Then the demon planet 2nd most as they are always at war yet unable to war with the beast tribe.


  • TF#6 - DIPLOMAT

    @islesofurth said in Areas on map:

    @Yitra said in Areas on map:

    And also if there will be a difference between beast towns (which I imangine would be more spread out), then a human town for example.

    Why do you think beast towns should be more spread out?

    "Tenoch climbed down from the colossal Watcher tree with one long, final jump." (from the feature spotlight)

    When I think of Beastmen, I see a tribe, integrating with nature as much as possible, smaller villages (buildings between te trees and/or in trees or in caves/mountains. In contrast with a more clustered, lineair way of building a town by humans for example.

    Buildings in trees or in mountains might not be realistic to expect, but it is something that fit my view on the beastmen up to now. Very excited to see how alpha 2 will pan out in this aspect.


  • TF#10 - CONSUL

    @Yitra i would have to agree. beastmen being integrated with nature would make tonnes of sense... then the demons would probably live on a semi-desolate wasteland...


 

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