Author Topic: Roads and signs  (Read 4511 times)

Ahanien

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Roads and signs
« on: October 25, 2009, 11:09:51 pm »
I tried to go between Ojaveda to what is supposedly the largest city in the area. There are mentions of caravans and trade between these two locations, but there are no roads, there are no signs to direct you, I couldn't find any NPC:s that knew the way and most of them had in fact never heard of Ojaveda.

You would think that between two "large" cities there would be road signs and indeed roads. Not only that, you would expect to see traffic along these roads, as well as something between them apart from barren, empty wilderness with random monsters in it.

If I were a merchant I'd be very hesitant to let my goods travel on a caravan through that sort of hostile environment. I'd certainly want it insured! (And I bet the premium would ruin me, too...)

XF25

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Re: Roads and signs
« Reply #1 on: October 25, 2009, 11:43:49 pm »
no there are roads

bloodedIrishman

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Re: Roads and signs
« Reply #2 on: October 26, 2009, 03:41:19 am »
There are dirt roads directly connecting hydlaa and ojaveda. You will not see moving trade caravans between the two cities for practical technical reasons. There are a number of stationary npcs along the ways.Wrong forum section as well.
« Last Edit: October 26, 2009, 03:43:42 am by bloodedIrishman »

LigH

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Re: Roads and signs
« Reply #3 on: October 26, 2009, 08:36:37 am »
As long as you are not familiar with the directions, it is very recommendable to travel together with more experienced people.

The roads are often not the most direct connections, and not always without any breaks, but they lead from town to town.

Gag Harmond
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Under the moon

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Re: Roads and signs
« Reply #4 on: October 26, 2009, 01:13:34 pm »
but they lead from town to town.

*sometimes

And sometimes they lead to random middle of nowheres.

neko kyouran

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Re: Roads and signs
« Reply #5 on: October 26, 2009, 01:16:29 pm »
perhaps they lead to magical towns that you just can't see**

 :sorcerer:





**or places to be built in the future versions of the game.
« Last Edit: October 26, 2009, 02:50:31 pm by neko kyouran »

Under the moon

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Re: Roads and signs
« Reply #6 on: October 26, 2009, 01:45:41 pm »
1. Likely

2. Doubt it. And would make little sense to make roads going to future towns that will not be built for another five years while people get lost and quit because there are no decent roads or signs pointing between towns.

Myself, I just modify the .dds basemap with a red stripe on the path I want to take. Gimp with dds plug in works good.

LigH

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Re: Roads and signs
« Reply #7 on: October 26, 2009, 03:21:24 pm »
* LigH imagines UtM doing the same IRL ...
:lol:

Gag Harmond
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neko kyouran

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Re: Roads and signs
« Reply #8 on: October 26, 2009, 05:35:28 pm »
UtM naturally has a red carpet automatically sprawling out before them wherever they go. You should know that by now Ligh.  :P

Ahanien

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Re: Roads and signs
« Reply #9 on: October 26, 2009, 07:05:21 pm »
There are dirt roads directly connecting hydlaa and ojaveda. You will not see moving trade caravans between the two cities for practical technical reasons. There are a number of stationary npcs along the ways.Wrong forum section as well.

You mean the stretches of bare soil? I couldn't bring myself to call them "road".  ;)

I'm sorry if I posted in the wrong section, but I couldn't find anything more appropriate.

Elady

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Re: Roads and signs
« Reply #10 on: October 26, 2009, 08:13:14 pm »
How else are you going to get to learn about the world unless you wonder around and explore. I don't see " getting lost" as a bad thing since wondering around helps you learn were different things are.

neko kyouran

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Re: Roads and signs
« Reply #11 on: October 26, 2009, 08:24:08 pm »
eh, exploring's not for everyone. and in the current scheme of things, its kinda boring to me anyways.  takes forever to get anywhere, you can get stuck with no way to get unstuck other than /die which then forces you to go through the tedious task of the DR and then back to the starting city of your character race type...  it gets annoying.

so I can see the point that the major cities should have well defined roads to travel on and whatnot, but at the same time, there should be smaller not so obvious paths and what not people could travel down and of course the open wilderness treks as well.

all in time though.  making a map isn't something that can be done at a drop of a hat.  like everythign else, it'll get better as the game progresses.  :3

Rigwyn

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Re: Roads and signs
« Reply #12 on: October 26, 2009, 08:31:46 pm »

One small point .. There is a setting in the camera settings that adjusts the distance at which you can see ( I forgot what its called ) .. Anyway I find that if you set it to 1000 navigation is far easier than with the default setting. With the default setting not-so-far-away things like mountains, hills and stalactites just disappear and reappear. This makes navigation very difficult if your new to the game.  ( When I first started to play I wondered if the appearing and disappearing stuff was due distance buffering or if it was some kind of rendering bug )

Ahanien

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Re: Roads and signs
« Reply #13 on: October 26, 2009, 11:31:22 pm »
How else are you going to get to learn about the world unless you wonder around and explore. I don't see " getting lost" as a bad thing since wondering around helps you learn were different things are.

This is pretty off topic but interesting nonetheless. If we're assuming our characters didn't just pop into existence as fully formed adults like they are in the game, but instead assume that they were born as infants to some sort of parents, grew up, and then became the fully formed adults they are when we start the game - then it would follow that they would know how to, for example, find their way around the area they grew up in. Put in an in character perspective it'd be pretty damn odd for a person not to be able to find their way around the place where they lived for nineteen years!

Now, if I understand the situation correctly the lack of signs, roads and other infrastructure between the cities isn't an oversight but something that's yet to be implemented. Looking forward to seeing it!

Raekh

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Re: Roads and signs
« Reply #14 on: October 27, 2009, 12:22:28 am »
Quote
If we're assuming our characters didn't just pop into existence as fully formed adults like they are in the game, but instead assume that they were born as infants to some sort of parents, grew up, and then became the fully formed adults they are when we start the game - then it would follow that they would know how to, for example, find their way around the area they grew up in.
I may be wrong, but from what I have experienced around here so far, this is all about the PS approach: "Find it out yourself, and do this ingame" - while considering recommendations to stay IC ingame, everything you will have to find out ICly, consequently.
So yes, your chars are only appearing adult after been kicked into the world, mentally every new char would be like an empty vessel, a newborn.
So, for instance: How about listing most important (currently) known animals, beasts.. flora and fauna, publically on the homepage (including main features of each)? And in general: provide the players with a basic knowledge of the ingame world, for they could play appropriately right from the start, to start playing prepared, instead of being forced to do a lot of OOCish researches ingame, thus having so many new players playing chars "from areas far, far away", or "from another level"?

As for the roads, and in the same context, I think it would only be reasonable to change the textures of the main roads, connecting the major settlements, to paved roads. This way a new player had a better chance to play a new char as one not entirely ignorant of the area it was meant to have been grown up in. And for the settings, I would guess it would make more sense if, given trading routes exist, inhabitants already had the idea to establish proper roads ;)