11-22-2013
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37 |
Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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The main obstacle to overcome here is to make a system introduces as little repetition/redundancy as possible. Even if I go around and custom-make 50 treasure maps, after doing roughly 50 maps you will start to see repeats. With something like this, it completely ruins the fun. So this route would be the last resort. It will take the most manpower and in the end eventually will defeat the purpose. The ideal way would be to randomly generate the maps. While this wouldn't take the same amount of manual workpower, it will be difficult to do so in a fullproof way. I would need to somehow figure out a way to determine what areas are accessible to players and what areas aren't. I couldn't risk a player getting even one map that they can't reach, as the entire point is to guess where it is... if players can't guess, even if it is legitimate(ie reachable) they may start to assume it isn't, and they got a dud. Not to mention if it's random there is no way to determine the "difficulty" of said maps. It may generate an obvious treasure map that can be instantly guessed, and when you're doing random rewards it means the rewards may not be proportionate to the effort. Tricky tricky. |
11-22-2013
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39 | |
The Orator
Join Date: Sep 2011
Location: Yes
Posts: 3,307
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Another thing that can be altered are the size perspectives of the hint pictures. Some can be very small and limited to a only like a few bushes and some other tiles, while another can be like the entire outside level of Chinobi Park in Graal City. "It's here somewhere! Just gotta dig around the whole thing to find out where!" Nothing absurd though, like all of Onnet Town, or anything smaller than what you used as an example. Personally, I think this should be like a monthly thing where 25-50 chests are spread out all throughout Graal including Oasis and Air Asia. That way there's more time to work out all the random map generation bugs in advance. It would be really interesting to see some NPC's even bargain treasure maps for loot items. Or even have loot items be treasure maps themselves like the helmet or brick. There's a lot of nifty ideas that can be played around with this treasure concept, it's pretty spectacular. I'd love to see this added one of these days. |
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11-22-2013
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40 |
Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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I don't think the idea of just randomly sprinkling chests around the overworld will work because players dig a lot. There are instances where players have found event chests before the event was announced, for instance. Changing the amount displayed is definitely a good way to somewhat determine the difficulty, but what I meant was that all it takes is one landmark to give it away. So even the hardest difficulty with a large reward could be easier than the easy difficulty if it had say... a corner of the MoD Carnival tent in it. The idea of a medium between randomly generated maps and being reviewed/approved would probably be the best bet. Still would be somewhat involving, as I'd have to sit and click through and approve/deny until a heft sum is generated. Also I'd have to script up the system for it, but it'd probably be the route I take. |
11-25-2013
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45 |
Registered User
Join Date: Apr 2013
Posts: 1,682
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^This Or something like it. Like the chest could only be dug up by the person holding the map. Even if its in the same exact spot a random noob dug in 10 seconds prior. I'm sure your aware of it but you could look at LOZ Wind Waker,and Final Fantasy 9 for ideas and inspiration as they both feature treasure maps that sound very similar to what your trying to do. I also wanted to suggest that instead of just gralats,random wearable or useable items the treasure chests could contain big stashes of loot instead of single pieces. Such as all of the different color graals or be full of silver doubloons. This would be similar the style of FF9 you would receive 3 of this 2 of that and 1 of these. |