Increase the world map?

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I'm sorry if this has already been suggested (I did a search and didn't find anything), but is there any plans to increase the available size of the world map? Maybe add a bridge over the river to the green on the other side? A difficult-to-move-through pass through the mountains? A ship leaving from a port that passes over to the lands across the seas (with the possibility of having to fight off Pirates as it goes)?

At the moment, the land feels a bit... small. It'd be great for it to be a real accomplishment, to say your character has been to the four corners of the known world! Also, it'd give the chance to introduce other factions and cultures, possibly even the home-land of the Steppe raiders, or the Dark Raiders?

Just a thought.
 
I agree that the world map should be expanded. It would give a much better sense of scale.

You'd have to introduce a bunch of other things in-between each city to keep it interesting though. For instance villages. I'd like there to be several small towns around and between each large city. There could be a merchant and a tavern, but that'd be about it.
Also ruins and wrecked farmhouses and stuff along the way. Which gives me an idea.
 
You could open a path to a more sinister area where all cities are united and want to attack the present world (which is at war). Could add a new twist, either make one army so powerful it can resist, or stop the war and unite against the new threat. Requires a lot of story and world interaction programming too though.
 
I would like an expanded map as well, though that would only be a step.

Right now, our cities are like islands in an ocean, isolated outposts in a sea of grass, and the only signs of life really are the bandits, refugees, caravans, and soldiers.

What I would like to see to make the world seem larger would be randomly generated places/events on the map for villages, farmhouses, outposts, ruins, abandoned castles, and so on, that would be on the map for a couple of weeks and then fade into insignificance again.

The effect, I think, would be to have an ever changing map that you could travel and fight on as you will. Say, for a two week period near Tulga, a village appears that you could defend against 40 bandits with a maximum warparty of 7, then it disappears (for gaming purposes) and an old bridge appears near Tihr that Sea Raiders are attempting to burn, or at Wercheg a cross-river expedition is being organized with the command "survive twenty days" before coming back home.

I hope that this "random and temporary" idea would be easier to implement than the ideal of dozens of permanent villages and places. We'd still have the landmarks of the large cities to navigate by but we would have interesting and new reasons to visit a certain map area every game.
 
Interesting idea.

Personally though i'd prefer it if i could come back to the same landmarks again and again. It would be nice if the main layout of the map remained the same, but all the stuff in between was randomly generated for each character, but it remained the same for the whole history of that character.

One gripe i would have with the random bridge, village thing, is that it, like everything else that happens periodically, becomed somewhat meaningless. I can't count how many times i've saved that sodding daughter. Where is that war party that Count Aolbrug said he was raising and needed 6 felt caps for? Who are these noblemen and why haven't their repeated capturings (and deaths) changed anything?
 
Yes. This has been nagging me for a while now, the whole feeling of pointlessness. It seems like all the parties are bandits, just running around killing anything they can. War parties aren't attacking any cities, and they will kill pretty much anything they can. Nothing seems to have a purpose, really.
 
Non-random events should actually take place independant of what you do. It does bug me somewhat that when you get a bandits quest, some bandits materialize out of nowhere. If you decline said quest, the bandits do not exist.

For a freee and open game, everything seems currently far too much to the player's convenience. Tournaments start whenever you feel like it. A merchant has a caravan ready just waiting for you to come and escort it. It gives a strong sensation that if you ever turn around and stop looking, things just stop happening.

I also think that such quests should come more seldom. By level 25, you've defeated every concievable enemy so many times, there's nothing else you can do to make it interesting. If your time in calradia was spent more with sort of menial tasks, such occurences would be less common, and therefore more fun. Every game needs to be able to generate a situation which is immensely fun to play, but occurs very seldom. For example, in Counterstrike, every now and then i'll be the last person on my team, and have to sneak around and use cunning tactics to defeat the enemy. When you're engaged in a 1 on 1 duel/hunt with the last remaining enemy, where you're both trying to out-think each other, and where each successive encounter brings you both nearer to death but you escape again. You start to tremble in anticipation, because the result of this game rests in your hands and everyone is watching.
These are the situations which i savour in Counter-strike. They are awesome when they come along, but my god do they happen rarely.

This was the case when i had the m&b demo. I would normally avoid unnecessary conflicts, to preserve my levels. Of course, seeing two war parties clash was an irresistable treat. When you're used to having a ragtag bunch of peasants from all over the show (so all your party slots are filled with 1 or 2 soldiers each), taking part in a knight charge against river pirates was just awesome. Similarly when my bserker was at level 3, he joined in a fight against mounted troops that tripled his army alone. Back then, dismounting and holding position wasn't an established strategy, and i felt proud of myself of thinking up such a thing. I joined part of this mass of foot soldiers and battered down the approaching knights with many losses. It's quite an experience to beat back wave after wave of horsemen, and to see that your group of soldiers that once numbered 15, now only numbers four, and a fresh bunch of knights comes over the hill.

Of course, my beserker has done this so many times now, it has lost all of its charm.

Wow i can write a lot sometimes. But yeah, i hope i had a point somewhere in all that, and that you can find it.
 
I'd just be happier with a larger map, really. Just the sense that the map just keeps going, so that going from one edge of the known world to the other would be an amazing thing, something to brag about. Even for different sorts of weapons and soldiers to be available in places.
 
Ingolifs said:

God it's anoying when people say that....


I also agree that the map should be larger. i like the fact that you cannot see the entire thing. Otherwise thing's would be ultra boring.

I would love it if there was a pass or something that is always gaurded so that you can keep trying to get through it and fail alot.

I mean the game has a butload of potential , It just need's a storyline.
 
Ingolifs wrote:
But yeah


God it's anoying when people say that....

I guess you'll have to get used to it, because 'but yeah' is the standard phrase used when someone wants to get back on topic after an off-topic post.


But yeah, i do agree that the map should be larger, and enemy parties denser around borders and cities and such.
At present as an enemy to the vaegir with -100 reputation, i can walk right into Reyvadin with my 70 knights and draw my sword out infront of King Yaroglekwankyname.
 
A larger more varied and detailed map would be great.

The simplest way to implement this would be to slow down the movement speed on the campaign map.

Or alternatively speed up the rate that time passes.

Would that work as a temporary modded fix?
 
Personally, I think there are two ways to go:
Make the map much more detailed by adding roads, farms, signposts etc,

OR

Ditch the current 3D map and have a highly detailed 2D drawn or painted map instead, similar to the one in Total War. You could even have the drawn/painted map overlay the 3D terrain, so that hills and valleys stand out and have relief.

I think that the second way is best, as it stops you moving over vast areas of green, gives an increased sence of scale and adds to the atmosphere of the game as a whole.
 
Regarding the "pointlessness" of random events/missions, that's partly inherent in the nature of free-form play: if we're going to permanently solve people's problems, then it's more like those campaign scenarios where you defeat permanently one enemy and move on to the next level.

I would like, for example, if you defeat the raiders of a small farming village, then the map in that area would show cultivated areas (that sterotypical checkerboard pattern) and if you lost; scorched earth. If you defeat enough bandits in an area, then for a time more caravans appear. An impact on the game, but not always a permanent one.

Why mostly temporary villages/landmarks? I'm thinking this map would look very cluttered very quickly if more than a few permanent locations were added to make the entire map worth visiting. Plus it fits into free-form play that the outpost you saved yesterday might not be important to you next week.

But, I'm just thinking out loud.
 
If you put it that way, everything's pointless in the long term.

Problem is, a fair amount of m&b is pointless in the short term as well.
In order to see and do everything, it should take a very long time. It should be a long time before you've exhausted all possibilities.
 
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