Neutral area? on 07/13/2006 02:51 PM CDT
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I was curious if the Southern Trade route really ment to be a netraul area all the way to the Mountain Trail? It seems odd to me someplace so far away from the City of Leth is netural. I actaully Consider Leth area to be one of the most densely forested areas around the Realms.


The Dragon priest hisses, "We'd have won, too, if it weren't for thossse meddling kidsss."
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Re: Neutral area? on 07/13/2006 03:02 PM CDT
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You'll also notice that there are no foragables along that road. My guess is that the rooms were spawned as default rooms and the environmental variables never adjusted to fit actual room descriptions. It would be nice if this was fixed, but as with most world building endeavors P5 seems to be eating all these resources.

P.S. If you get to digging around the rooms of Zoluren, make the Segoltha swimmable, please?

~Ranger Hanryu, Sword of House Calibanor
>We are Rangers, all your releases are belong to us. ~ Sylvado
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Re: Neutral area? on 07/13/2006 04:23 PM CDT
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>make the Segoltha swimmable, please?

I believe Meriel said this was already being worked on.





-Fuquois-

The depressing thing about tennis is that no matter how good I get, I'll never be as good as a wall.
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Re: Neutral area? on 07/15/2006 03:45 PM CDT
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>>I believe Meriel said this was already being worked on.

There are times when we must ask ourselves, "How hard can it really be? Does it really take years and years?"

Seems like something that could be done start to finish in an afternoon, but perhaps the code used for DragonRealms is just silly and that's not the case.

It seems the Segoltha being swimmable is as likely as Leth Deriel becoming an extremely well populated area.


- Xelten Tyrsin
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Re: Neutral area? on 07/15/2006 03:54 PM CDT
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While there might be trees surrounding the trade road (mostly orchards) it doesnt mean that such a well traveled road should be wild.






In theory there is no difference between theory and practice. In practice there is.
-Yogi Berra
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Re: Neutral area? on 07/15/2006 04:01 PM CDT
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>Seems like something that could be done start to finish in an afternoon

Years is ridiculous, yes, but never in my most outrageous moment would I ever expect it to be able to be done in an afternoon. World-building is something that takes time not because of the base coding of the directions from this room to that or the addition of swimming code. It takes time because each room has to have a description written for it and approved by QC. Sure, they could slap a one line description for the river rooms and it might be argued by some that most people don't even read the descriptions, but I know I do and I would be disappointed by a half-assed rush job after all this time.

If you want something to drive you nuts over dev time, look at Warrior Mage pathways. 4-8 have allegedly been finished for what? A year? Two? But have been waiting on the quests and quest areas to be completed and QCd. Or look to the trump card of dev breakdowns: Necromancers.





-Fuquois-

The depressing thing about tennis is that no matter how good I get, I'll never be as good as a wall.
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Re: Neutral area? on 07/15/2006 04:05 PM CDT
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Hmm, seems to me that "all this time" hasn't yet been a full year (definitely not two) for the Segoltha...

J'Lo, no that other one
The Manipulation List -- http://symphaena.com/index.html
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Re: Neutral area? on 07/15/2006 05:58 PM CDT
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The room descriptions are the easy part. Those could easily be done in a day. It's the coding that would take time. Putting all those rooms into the game, linking them to the correct rooms on either side of the river with portals, creating all the exits and making sure they all go to the room that you want them to go to, and then the biggie which would be putting in the swimming aspect...direction of the water, strength of the current, skillchecks for every swim which are different for every direction. Writing the room descriptions is the easy part.


-Teeklin

"You take people, you put them on a journey, you give them peril, you find out who they really are. If there's any kind of fiction better than that, I don't know what it is." -Joss Whedon
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Re: Neutral area? on 07/15/2006 10:02 PM CDT
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>> Putting all those rooms into the game, linking them to the correct rooms on either side of the river with portals, creating all the exits and making sure they all go to the room that you want them to go to, and then the biggie which would be putting in the swimming aspect...direction of the water, strength of the current, skillchecks for every swim which are different for every direction.

Basically.

Having built for MU*s before I can say I've dealt with all of these except the swimming issue and it's not as wham-bam-simple as people think it is.

You also have to remember that DR has to deal with things like distance calculations, so the room has to be in the right "place" so to speak.

Creating/digging/linking exits actually isn't that hard, assuming the very basics of these things are like pretty much every other MU*, it just takes some time because the process can be tedious. Back in the day I could build a pretty large area, detailed descriptions for each room and all, in one afternoon. There's just a lot more complexity to DR, not to mention QC :)



Rev. Reene

"...What's happening to your tea is happening to everything everywhere. The sun and the stars. It'll take awhile but we're all going to end up at room temperature." - "Arcadia"
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