We have detected that cookies are not enabled on your browser. Please enable cookies to ensure the proper experience.
Results 1 to 25 of 153

Threaded View

  1. #11
    Join Date
    May 2013
    Posts
    172
    If you want 'variety' in climate, travel! It's a big world with plenty of climate zones. But if we want some semblance of real-world physics, the change should be gradual like it is with the ride up to Forochel.

    And if the ground cover really is the same as other areas but with a different color palette then it should very simple to tweak the brown areas of Lonelands to look like they belong to the same latitudes as the rest of the zones around. It still probably wouldn't hurt to add a few more trees, especially on the eastern end approaching the shaws... (Actually, the landscape in Cardolan reminds me of the Iron Hills more than any other area of the game. But that's fine. It's another remote and rugged landscape.)

    Yes, there are some concessions necessary to make a good game vs. a 'realistic' world, but this isn't one of them. The weird abundance of mobs, for example, is something that really is necessary. We couldn't have a playable game without combat ready 'monsters' all over the place. So there are mobs just standing around so thick that you can't travel on-level without being chased all the time. And they re-spawn at a rate that implies population levels you would need scientific notation to track. Insane, but essential for a game. The automatic behavior of mobs often seems weird, too. Seeing wolves or big cats just standing around right next to deer or boars is bizarre and clearly unrealistic. But games need their enemies to fight.
    Last edited by Jargonaut; Nov 17 2022 at 11:32 AM.

 

 

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload