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View Full Version : Choosing Locations


Mokhir
02-05-2011, 08:42 AM
Well i haven't play the beta but am very eager to start and get all of my freinds to play. The question is: Can we choose our starting "cities" close nearby eachother, we wish to form together and explore all the possibilities of the game we wanted for 8 years so far.

LiTos456
02-05-2011, 11:50 AM
You can chose your region, yes. That will place you somewhere in the same area.

Griegor Mcvennor
02-05-2011, 11:20 PM
Let me ask you this though. Does choosing your starting location give you any advantage over any other. For example.

1. Choosing a city in the mountains give me a better overall defensive position on how my city is built?

2. Building on a plains gives me access to better resources but is harder to defend?

Dracus
02-06-2011, 12:48 AM
You can chose your region, yes. That will place you somewhere in the same area.

Wait, same region, but can we decide to start lets say on the eastern side of the region because I have a guild I run top 30 US and we planning on getting an off game we can play on off days. We tried lord of ultima and not being able to start together and play as team made us quit that game, and I do not think we would like to quit a game like this.

doomkid98
02-06-2011, 07:59 AM
i really hope thats it not as vague as just somewhere in the region, because as far as i can tell the regions are actualy quite big, thus making it difficult to have town next ot each other.

Henry Martin
02-06-2011, 09:09 AM
@Mcvennor- Yes there are some advantages that you get from choosing a region. If you check out these threads, you'll get some info on them.

Elven Regions (http://www.reverieworld.com/forums/showthread.php?t=1468)
Human Regions (http://www.reverieworld.com/forums/showthread.php?t=1320)
Orc Regions (http://www.reverieworld.com/forums/showthread.php?t=1371)

@Dracus- No you don't get to choose where you start in the region.

willyneo
02-07-2011, 12:00 AM
I could see that being quite a disadvantage to people who are alone starting this game compaired to those who start with friends if you could just take up your own little cornor of the map.

darklegends8
02-07-2011, 12:01 AM
I could see that being quite a disadvantage to people who are alone starting this game compaired to those who start with friends if you could just take up your own little cornor of the map.

I agree, random placement at the start is probably the best idea.

Dracus
02-07-2011, 01:04 AM
I agree, random placement at the start is probably the best idea.

I highly disagree. If you want to make this game more about being in guilds to create a sense of community or team play making random placement is by far the worst idea. Random placement means guilds will have to be formed with RANDOM people that get to appear near you. This highly affects established guilds that are looking to play together.

Another point in favor of being able to choose where you want to spawn is that you can simply put mechanisms to avoid zerging one person down. The biggest reason most web browsers games are not even appealing to group of friends is because of that random placement nonsense that does not allow me to enjoy this game with my friends.

No random placement means we can work together and have fun. Random placement means oh look your soo far away that any resources I send to you will take too long to get there, or Oh look, your getting attacked do not worry I will send a supporting army to help you. Oh wait my army going to take 30 mins to get their and the enemies only 2 mins. Gratz my friend is dead or crippled and quits game.

If the purpose of Online Kingdom is for a multiplayer and guild experience why would we want to cripple the ability to play with friends or guildies?

nocixel
02-07-2011, 10:54 AM
You can chose your region, yes. That will place you somewhere in the same area.


If you don't like your starting spot, can you recreate and hope for a random spot somewhere else? Maybe somewhere closer to friends (if there is a way to tell how close you are).

TriggerHappyNDB
02-07-2011, 11:20 AM
Dracus, I think your visual idea of the map precludes what is actually happening in the game, at least insofar as I understand it. When you think about the World Map, try not to envision everyone who plays the game as having their own little, very definite plot on the map. If this were the case, the game world would eventually run out of room completely, as there would be more player cities than there are spots available on the map to represent them. Imagine if DoF became as popular as WoW is now: There would literally be no room on the map for any new cities. All you could see would be city on top of city on top of city, because everyone had to have their own little self-contained region on the map.

When you look at the World Map, what you're likely to see is, first off, your city--represented aptly by either a little town or a big city icon, whichever is more appropriate based on your city's actual size--happily situated somewhere in the starting region that you chose when you created it. In addition to that, you would see the game's major cities, which all have definite locations to them, and likely a series of landmarks that also have definite positions. The map is not a 1-to-1 representation of the world, but rather a stylized representation of the world at large.

You will likely not see the cities of any other players. Again, this would be because showing every player's city would eventually fill up the map. Check out some of the World Map screenshots (http://www.reverieworld.com/forums/showthread.php?t=1252&highlight=Fantasy+Friday) in the media forum; even the biggest region could only hold perhaps 20 or 30 player city markers before there was no way to even see the region itself. That isn't to say you can't visit other player-cities, or that they aren't there, but that they can't be represented on the map as you see it. In fact, choosing the same starting region as another player will probably mean you are always able to near-instantly travel to their aid through the use of the Alliance system. And don't get me wrong, there may be an option to show allied cities on the map for flavor, but by no means should we expect to see every player's holdings visibly represented.

All in all, I don't think you have to worry about the whole "random placement" thing. You won't be literally sharing borders with random people you don't know in a big grid-like puzzle of different city-states--you'll have a city in an instanced map in your starting region, same as everyone else (including your guildmates).

Mokhir
02-07-2011, 05:39 PM
If you don't like your starting spot, can you recreate and hope for a random spot somewhere else? Maybe somewhere closer to friends (if there is a way to tell how close you are).

No, that is the reason i quit Lord of ultima and early Ikarium then evony along with countless forgotten mmorts's because my friend and i wanted to start an alliance together and explore the game as a group. I quit when i started to play and i found out it takes 7 hours for my freinds to send me resources.

Custos
02-08-2011, 02:22 AM
Dracus, I think your visual idea of the map precludes what is actually happening in the game, at least insofar as I understand it. When you think about the World Map, try not to envision everyone who plays the game as having their own little, very definite plot on the map. If this were the case, the game world would eventually run out of room completely, as there would be more player cities than there are spots available on the map to represent them. Imagine if DoF became as popular as WoW is now: There would literally be no room on the map for any new cities. All you could see would be city on top of city on top of city, because everyone had to have their own little self-contained region on the map.

When you look at the World Map, what you're likely to see is, first off, your city--represented aptly by either a little town or a big city icon, whichever is more appropriate based on your city's actual size--happily situated somewhere in the starting region that you chose when you created it. In addition to that, you would see the game's major cities, which all have definite locations to them, and likely a series of landmarks that also have definite positions. The map is not a 1-to-1 representation of the world, but rather a stylized representation of the world at large.

You will likely not see the cities of any other players. Again, this would be because showing every player's city would eventually fill up the map. Check out some of the World Map screenshots (http://www.reverieworld.com/forums/showthread.php?t=1252&highlight=Fantasy+Friday) in the media forum; even the biggest region could only hold perhaps 20 or 30 player city markers before there was no way to even see the region itself. That isn't to say you can't visit other player-cities, or that they aren't there, but that they can't be represented on the map as you see it. In fact, choosing the same starting region as another player will probably mean you are always able to near-instantly travel to their aid through the use of the Alliance system. And don't get me wrong, there may be an option to show allied cities on the map for flavor, but by no means should we expect to see every player's holdings visibly represented.

All in all, I don't think you have to worry about the whole "random placement" thing. You won't be literally sharing borders with random people you don't know in a big grid-like puzzle of different city-states--you'll have a city in an instanced map in your starting region, same as everyone else (including your guildmates).

I see your point in the running out of space, it would be cool however if 1 territory represented an entire faction or alliance or guild. And your military forces originated from this unconquerable territory. From there armies could progress out into conquerable territories that would infer bonuses to kingdoms or units or resources. Factions could than invest resources in building up AI defenses (if no one is online to field an army in defense of a sieged territory). The territories couldnt be owned by a single individual but rather by factions and could swap hands depending on who could reinforce or siege the most.

TriggerHappyNDB
02-08-2011, 08:28 AM
I see your point in the running out of space, it would be cool however if 1 territory represented an entire faction or alliance or guild. And your military forces originated from this unconquerable territory. From there armies could progress out into conquerable territories that would infer bonuses to kingdoms or units or resources. Factions could than invest resources in building up AI defenses (if no one is online to field an army in defense of a sieged territory). The territories couldnt be owned by a single individual but rather by factions and could swap hands depending on who could reinforce or siege the most.

That's a really nice idea, and a game like DoF could probably pull that off in a representational way similar to how they handle the world map currently. Granted, you would need a bit more space than the World Map currently appears to have, but a nice thought nonetheless. Maybe they'll add a more varied territorial schema in DoF 2 ;).

swedishviking
02-08-2011, 04:29 PM
I see your point in the running out of space, it would be cool however if 1 territory represented an entire faction or alliance or guild. And your military forces originated from this unconquerable territory. From there armies could progress out into conquerable territories that would infer bonuses to kingdoms or units or resources. Factions could than invest resources in building up AI defenses (if no one is online to field an army in defense of a sieged territory). The territories couldnt be owned by a single individual but rather by factions and could swap hands depending on who could reinforce or siege the most.

That would encourage faction allegiances, but not necessarily encourage people to branch out of the unconquerable zone until they feel comfortable....It is not a bad idea, but how fast do you want people to conquer other regions 1) when the faction annoys them to death to move out or 2) conquer by necessity (i.e. access to limited resources forces them to branch out ASAP)...

swedishviking
02-08-2011, 04:32 PM
No, that is the reason i quit Lord of ultima and early Ikarium then evony along with countless forgotten mmorts's because my friend and i wanted to start an alliance together and explore the game as a group. I quit when i started to play and i found out it takes 7 hours for my freinds to send me resources.

It is also discouraging when you have to wait 6 RT days for reinforcements....there is a limit to my patience....I would hate for this be a click and forget game like EVE

GrimbleMcArmon
02-09-2011, 09:53 AM
hmm I think im in the same boat i hope i can build near my friends aswell..

Dracus
02-09-2011, 11:03 PM
Well as long as my friends and I pick the same region and don't have to wait 2+ hours to send resources or supporting armies I have no problem, because from evony and LOU i instantly quit when I cannot really enjoy the game with my guildies.

Ezekiel
02-10-2011, 12:34 PM
Yeh it would be nice being able to build besides friends, i've got a couple of friends who are getting this game, the last thing we want is to be stuck on the other side of the region and having to wait ages to trade/support each other.

TheWeeIrish
02-11-2011, 04:19 AM
I am hoping for a guild type setting, if everyone builds within the same area, you can some how link your land to everyone else. If even anything be able to see them on the map as a friend, if they are under attack or what have you. Excited to see how this plays out in retail.

om3n
02-11-2011, 09:09 AM
It's got to be a tricky area for the devs and designers. They need to balance player desires while maintaining balance; as well as keeping to lore and realism. By realism i mean that in any kingdom throughout history you have an alliance or kingdom and there are serfdom's within that kingdom each having their own castle, lord and army. these armies band together to fight for land, honor and what else have you. You wouldn't expect to see 4 castles side by side imo. Realistically if you need to march for an hour to send your friend some goods isn't that big of an issue. Defending your friends could be hard too. There is no early warning radar that goes hey this guys is going to be attacked. If you were able to dispatch a messenger or something for help by the time your friends get it there is an army launching stones into your city.

Crosland
02-11-2011, 10:57 AM
Ye, i hope you can build pretty close to you're friends but i can see how it would be abit OP

tribute
02-11-2011, 03:39 PM
i agree crosland, but if you can't build next to friends where can you build?

b1tsn1ff3r
02-12-2011, 08:46 PM
i think choosing locations will be great b.c it gives you a chance to be near friends and make decesions!!! GLATAAAAAAAAAA INCHAAAAAAAAAAAAAAAAA!!!

hugenhlfan
02-28-2011, 06:12 PM
how will the whole navy thing go will you be able to choose to stay land locked or could you choose to be on a river leading to a sea or hows that going to go?

mafrabr
03-11-2011, 04:52 PM
random is better, nobody will cry albout all the things!

Mokhir
03-12-2011, 01:00 AM
If it is random, then they will cry. I will cry. I want to work with my freinds building up to the top, helping other along the way. Not having him send me a little extra resource and it arrives in 12 hours...