Vargling Posted November 15, 2016 Share Posted November 15, 2016 Pros: Tentapillars connect to Tentacles in Overworld, if the Tentacles are a pain to kill (grouped) kill the Tentapillars one at a time. - Perhaps Tentacles could regrow unless the Pillar was killed. Holes in the ground allow for co-operation between shards with players. Potential for bosses to actually be in the ground, half caves, half overworld. Plan massive attacks by leading the boss to a hole and then throwing down a bunch of bombs Easier to determine which cave entrance goes where. Cons: Extra stress on the Server Host Holes can block the way, or even create a dead end. Grouped up tentapillars can cause issues and prevent moving through the caves. Probably some more. What would you add to this list, and would you like or dislike it? Link to comment https://forums.kleientertainment.com/forums/topic/71726-pros-and-cons-of-fully-linked-caves-and-overworld/ Share on other sites More sharing options...
EuedeAdodooedoe Posted November 15, 2016 Share Posted November 15, 2016 Link to comment https://forums.kleientertainment.com/forums/topic/71726-pros-and-cons-of-fully-linked-caves-and-overworld/#findComment-838059 Share on other sites More sharing options...
Pyr0mrcow Posted November 15, 2016 Share Posted November 15, 2016 I mean...good ideas in theory, but hard as heck to implement without changing the whole layout for one of the two worlds. Tentapillars could only spawn under swamps, for example. Since there's usually only one swamp, their wormhole functionality would be rendered kinda useless. And if ruins remain near the center of the world, the ratio would have to be way different (caves would have to be much larger than the overworld so that cave entrances wouldn't spawn inside of the ruins). ...though, I've kinda liked the idea of moving the ruins to the outside of the caves rather than the center. Maybe use something like wormholes to emulate the old layered feeling. But again...that'd be a big redesign. Link to comment https://forums.kleientertainment.com/forums/topic/71726-pros-and-cons-of-fully-linked-caves-and-overworld/#findComment-838062 Share on other sites More sharing options...
Ecu Posted November 15, 2016 Share Posted November 15, 2016 51 minutes ago, Vargling said: Pros: Tentapillars connect to Tentacles in Overworld, if the Tentacles are a pain to kill (grouped) kill the Tentapillars one at a time. - Perhaps Tentacles could regrow unless the Pillar was killed. Holes in the ground allow for co-operation between shards with players. Potential for bosses to actually be in the ground, half caves, half overworld. Plan massive attacks by leading the boss to a hole and then throwing down a bunch of bombs Easier to determine which cave entrance goes where. Cons: Extra stress on the Server Host Holes can block the way, or even create a dead end. Grouped up tentapillars can cause issues and prevent moving through the caves. Probably some more. What would you add to this list, and would you like or dislike it? I think the first con you mention nukes this idea completely. The extra server stress required to do this would be akin to keeping two worlds loaded at all times. One of the benefits of the current methods is that a region can idle if there is no one in it, under this design that wouldn't be possible. This is on top of the fact that the current engine is not designed in such a way that would allow for this at all. So in a sense it would be a huge development effort that would actually hurt server performance. Probably dead on the runway here. Link to comment https://forums.kleientertainment.com/forums/topic/71726-pros-and-cons-of-fully-linked-caves-and-overworld/#findComment-838063 Share on other sites More sharing options...
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