What happens when the server becomes too big and there are too many awesome places to explore? Well it seems some places get cut from the server. So I am suggesting that there be put in place some way that dungeons could be rotated in and out of the server so as not to hog too many resources. If it could be automated to be done seasonally I think that would be ideal. This could also open up opportunities for budding mappers to get their work highlighted.
Thoughts?
Seasonal dungeon rotation.
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- Young Werther
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Seasonal dungeon rotation.
Lockonnow wrote:greatest fear like the movie Hellraiser they show you what you most fear and take a Image of IT
- Hoihe
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Re: Seasonal dungeon rotation.
It actually sounds pretty swell! Just wonder how difficult it'd be to execute.
I'd wager it should be done with the midgame+ dungeons though. It's a good idea to allow low levels some sense of familiarity while still making their footholds versus getting completely alien ruins to explore!
I'd wager it should be done with the midgame+ dungeons though. It's a good idea to allow low levels some sense of familiarity while still making their footholds versus getting completely alien ruins to explore!
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- Stonebar
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Re: Seasonal dungeon rotation.
I like the sound of that. Perhaps only a few set like this. So for example 4 months at a time 2 or 3 areas will be open, then others every 4 months. It might spice things up, particularly if it came with a story. Draw back is that an area designer will have his hard work unviewed for 1/3 of the year.
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chad878262
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Re: Seasonal dungeon rotation.
But those times it is in play Will get a lot more traffic. The issue I see is if for some reason multiple groups want to adventure at the same time it could get clogged. Still, it may help with story and group play if perhaps 3-6 areas were flagged on/off.
Another concern is if players have rp in an area that suddenly is not available...this could cause folks to have an immersion breaking experience. Think if you were rp'ing with a group in Triel or cloakwood (or wherever) for a couple weeks, then all the sudden rotation comes up before the culmination of the story. Would be rather frustrating...
Another concern is if players have rp in an area that suddenly is not available...this could cause folks to have an immersion breaking experience. Think if you were rp'ing with a group in Triel or cloakwood (or wherever) for a couple weeks, then all the sudden rotation comes up before the culmination of the story. Would be rather frustrating...
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- Blame The Rogue
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Re: Seasonal dungeon rotation.
i would rather see a seamless multi-server set up as realms of trinity has
2, 3, 4 servers=more areas, and they are all always accessible
i know this takes money, but i think it could be done over time
2, 3, 4 servers=more areas, and they are all always accessible
i know this takes money, but i think it could be done over time
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tfunke
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Re: Seasonal dungeon rotation.
Exterior areas take up far more resources than interiors do. We could always use more good interiors, it just takes people willing to make them. Ideally, we aim to have at least 1 interior (usually a dungeon) per exterior area, but I can still think of a lot of exteriors that don't have this.
Exterior area rotation on the other hand, not the worst idea.
Exterior area rotation on the other hand, not the worst idea.
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- Young Werther
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Re: Seasonal dungeon rotation.
Alright good to know. I just found out that an area along the Chionthar river and a goblin dungeon full of secret rooms was missing and it struck me as a viable idea.tfunke wrote:Exterior areas take up far more resources than interiors do. We could always use more good interiors, it just takes people willing to make them. Ideally, we aim to have at least 1 interior (usually a dungeon) per exterior area, but I can still think of a lot of exteriors that don't have this.
Exterior area rotation on the other hand, not the worst idea.
Lockonnow wrote:greatest fear like the movie Hellraiser they show you what you most fear and take a Image of IT