Home Forums Ashes of Creation Design Underground Networks and sewers
This topic contains 7 replies, has 5 voices, and was last updated by Julemanden Julemanden 4 months, 1 week ago.
Viewing 8 posts - 1 through 8 (of 8 total)
    • Madmayonaise Participant
      January 8, 2017 at 4:46 am #1395

      town

      This pic reminds me, the labyrinths and sewers in towns and cities, that rogues and thieves would use to operate and play their trades and avoid the law. I wonder how possible is this or has my imagination gone too far?

    • Julemanden Participant
      January 8, 2017 at 11:44 am #1401

      To be frank I don’t really see why you think that, theres not a single sewer or anything in this picture ๐Ÿ™‚ But it would be so nice, if sewers (and such) had a use and not just for show.

      Don't forget Jule is watching ๐Ÿ™‚

    • SmurfInHell Participant
      January 9, 2017 at 4:20 am #1409

      I doubt it ๐Ÿ˜› maybe in some dungeons, but on a city scale level? Most likely not. Creating dynamic cities on top of something is hard enough but having a sewer system for each? Nup. MAYBE on a metro level they will have something like that, but again it is wishful thinking. Dungeon wise I could see something like an ancient sewer system that has overgrowth from many many years of vacancy though

    • Sandboxer Participant
      January 10, 2017 at 7:43 pm #1439

      It wouldn’t be too difficult if they were instanced (i.e. clicking the sewer) like in EQ2 for example. These could be unlocked when a node reaches the City stage. These sewers would then be generated via a handful of fixed templates or procedurally generated if Intrepid have the time and resources. Maybe add on the nice to have list or future expansion once core game is complete?

      I think it does add some character to larger cities and gives incentive for players to come back from time to time ๐Ÿ™‚

    • dwright13 Participant
      January 11, 2017 at 4:31 am #1458

      Sounds like a neat idea. I’d go further and say that each class could get their unique thing they can do in the world. Flavor things not game breaking things. Rogue archetypes could use hidden passageways, warrior archetypes could participate in arena type battles of strength etc…

    • Julemanden Participant
      January 11, 2017 at 3:19 pm #1475

      [quote quote=1458]Sounds like a neat idea. Iโ€™d go further and say that each class could get their unique thing they can do in the world. Flavor things not game breaking things. Rogue archetypes could use hidden passageways, warrior archetypes could participate in arena type battles of strength etcโ€ฆ

      [/quote]
      Would be really nice, but damn realisticly that would be so hard to make ๐Ÿ™ Certain battles for certain people would be easy (more or less). But having different interactable objects for every class, would be so damn hard, especially when the game is ever changing.
      I think the problem is mostly in instancing and balancing. Imagine having a rogue stand in a pathway only for rogues, how do you instance it so it seems realistic, but you can get in/out other people can’t, but sometimes you might still wanna see people and they see you.
      I would love to have this in a game, but I think it would be a nightmare making it ๐Ÿ˜‰

      Don't forget Jule is watching ๐Ÿ™‚

    • dwright13 Participant
      January 11, 2017 at 4:12 pm #1477

      Would be really nice, but damn realisticly that would be so hard to make ? Certain battles for certain people would be easy (more or less). But having different interactable objects for every class, would be so damn hard, especially when the game is ever changing.
      I think the problem is mostly in instancing and balancing. Imagine having a rogue stand in a pathway only for rogues, how do you instance it so it seems realistic, but you can get in/out other people canโ€™t, but sometimes you might still wanna see people and they see you.
      I would love to have this in a game, but I think it would be a nightmare making it ?
      [/quote]

      I’d say that creating a dynamic and ever changing world based on player actions would be a lot more complicated xD I said in a post somewhere else though, that I’d rather them focus on perfecting the systems they have already promised us (which sound complicated to balance the gameplay and making it fun) before implementing anything else. I love some of the ideas this forum has though and would like to see some of it implemented.

      P.S Oh jesus I have no idea what I did to those smiley faces.

    • Julemanden Participant
      January 11, 2017 at 8:14 pm #1491

      [quote quote=1477]
      P.S Oh jesus I have no idea what I did to those smiley faces.
      [/quote]

      Haha I made a post about that actually, if you wanna fix the smileys go into the image tag and write: height=”20″ width=”20″ that should fix it ๐Ÿ™‚

      And you are absolutely right, make the game good first and then start adding the little quirks ๐Ÿ™‚

      Don't forget Jule is watching ๐Ÿ™‚

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