simon155

Members
  • Content Count

    4
  • Joined

  • Last visited

Community Reputation

0 Neutral

About simon155

  • Rank
    Settler
  1. New Isles has just come online a couple of days ago. Game mode: Adventure, PVE Plot costs: FREE Maintenance costs: FREE Merchants: DISABLED Adhoc Rules: Keep plots smaller than a map grid square. This is MASSIVE. We're talking room for a castle, a church, a village, farms etc etc. Spawn Location: K11 on map I think. 1 square SW of Hearth, which does appear to be there. Players: Only a few so far so MASSIVE space available. All appear friendly or quiet. Config bits: Skill speed = 1.5x default Action speed = 1.5x default Mining rate = default Crops = Currently default but I'm told that will be changed to a 3 day cycle later today on account of all the space, to give casuals more time to weed etc. Tree spread = 1.25x default Note: the note that tells you your start grids wrong I think. I'll ask for it to be updated.
  2. Player Classes

    We've all seen it. Players run off, find themselves a plot and are never heard from again. We all like visitors and we all like to feel valued, so something that encourages that for all of us is surely worth considering? If players could choose a class that provided some benefit to their abilities and goods that was worth having, it might encourage us to work together, trade with each other and more. I'd like the idea of strolling off to a logger down the road, who could grow trees super fast, and cart huge loads of them around. A gem merchant for some goods perhaps, who could make novelty amulets, rings etc and had a great droprate when mining. Perhaps visit the dockyard and get a custom built cutter with a great sailing speed. Maybe i'd be a farmer with a boost to my crop yields and food quality. Perhaps I'd be a blacksmith. Maybe a breeder who could eliminate a negative trait and breed faster. Maybe each class might have 2-3 items they could build that wasn't available to other classes too. Something desirable but not necessarily essential. Anything else that encourages a little travel is good. Perhaps a bonus to a skill earned simply by sleeping in a bed on a property of another player. Perhaps if you slept in a bed on a blacksmith's estate, you'd get a little smithin experience in the process, to reflect his teachings. Perhaps having a certain class could raise your skill maximum in that class to 120, providing a permanent 20 boost and a higher maximum item quality.
  3. I'd settle quite happily for 2-3 tilesets for "biomes". If the map generator could randomly define zones for each tileset and do it's thing that would be amazing. To be honest I'd be happy even if it did a north / south split and put one tileset up north and another south. It's variety. I would like to see something that encourages travel in game too though. Interactive maps that show location are a must have, and a tweak to the UI that helped tutor new players a little better would be great. Finding empty space for building too would be good. And after all that.. travel. People should travel around. It's more fun having guests stop by / ask for directions etc. One option: Could it generate special locations that bring some sort of benefit worth travelling to? It's an alternative to introducing "classes" where each "class" allows the player some special benefit for their goods that make it worth working with other people and trading.
  4. I've only been playing a short time and am just setting up a public server. I'll have a "rule" on there though that although plots will be free they should be limited to 1000 tiles (x*y) in area. This is to deal with the common scenario where a few players swipe vast tracts of land, and new joiners have nowhere to go. 1000 seems like a pretty decent size and should encourage "townlike" settlements in some areas etc. I've said if people want to group together and have a shared larger plot just ask. Still, it would make life easier if there was a mod to limit the plot area to a certain size and keep the border small.