Darkwind - Viewing Topic: Chaos Canyon
Welcome Guest! » Darkwind » Announcements » Patch Notes » Chaos Canyon

Pages: << prev 1, 2, 3 next >> Reply to Topic Create New Topic Create New Poll
Chaos Canyon
*Bastille*
Raging Scavengers
Darkwind Guru

Evan Reds Faction

Avatar

Member Level

Group: Marshals + Contributors
Posts: 7,513
Joined: Mar 31, 2009

Send an email to *Bastille* Send a personal messsage to *Bastille* Reply with a quote from this post Go to the top of the page

when thinking where this one would go I thought it would best suit that other terrain. Im glad to see it on the main road because people don't like that other road and it will be seen this way, and the challenges stated above, but I must say, I love the road between Elms and GW. Some of my most memorable scouts were on that road.

"I have rockets on board" BOOM!

What makes that road impossible for large vehicles is not that it is tight, i see it due to the deep sand on these constantly changing sand dudes. A little imagination needs to be used, but that is what happens in big sand dunes, the terrain is changing all the time as it is blown by the wind. You could say this about the road from Elms to SS, but there has to be some road there for large trade, I guess.

I also like that this road is restricted ( I know, it does kinda contradict my earlier statement) but I see it as a shortcut rather than a main road. More shortcuts like this would be good imo. Could even be a great southern trail between FL and Sars, a real goat track where one wrong move could cost your life as you fall to your death into the ravines.
.........................
marshal vet wv pvp4 zom cont pvp32,12,1

Posted Apr 14, 2012, 6:12 am
*sam*
The Salthill Sluggerz
Darkwind Guru

Renegade

Avatar

Member Level

Group: Lead Developer
Posts: 16,781
Joined: Jan 19, 2006

Send an email to *sam* Send a personal messsage to *sam* Reply with a quote from this post Go to the top of the page

Lord Foul said:
*sam* said:
Yeah, I quite like the idea of having a map that forces people to defend their lorries rather than being able to escape them by running away. I always envisioned trade convoys as being slow moving things that had to be defended..



That's all well and good, but if you always envisioned this, why block the route between GW and Elms with an artificial restriction on large chassis?

Those harder maps between GW and Elm are under utilized because of this restriction and if you want the player to defend their lorries, those harder maps will make this happen.

Sure the profits are better selling to Elms, but the risk would be much higher trying to get lorries through those maps.

Bast's new map is more in line with the "Broken Trail" maps between GW/Elms as the terrain he used fits them perfectly. While this new map will get used more, it seems out of place where it is now located.

In my opinion, the artificial restriction hurts the player experience and forces the player to go around, use smaller chassis or avoid the area completely. Add to this that it's been said many times that Elms is under utilized, so if you want to breath new life into this area, remove the artificial restriction.

It just might get new player and old interested in scouting, traveling etc.. in an area of the game that is used less than most.



That's an interesting point. The reason we made that route restricted was mostly just to make it different; I wouldn't have any big problem changing it
.........................
marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 14, 2012, 10:23 am
Serephe
Collision Force
Darkwind Guru

Renegade

Member Level

Group: Members
Posts: 3,496
Joined: Dec 9, 2007

Send an email to Serephe Send a personal messsage to Serephe Reply with a quote from this post Go to the top of the page

I would actually prefer to see the SS/GW SS/ELMS routes restricted if anything, but it wouldn't really work out.
.........................
vet wv paintladder ww0,3,0

Posted Apr 14, 2012, 10:28 am
*goat starer*
Special Circumstances
Darkwind Guru

Evan Reds Faction

Avatar

Member Level

Group: Contributors
Posts: 10,908
Joined: Oct 29, 2007

Send an email to *goat starer* Send a personal messsage to *goat starer* Reply with a quote from this post Go to the top of the page

*sam* said:
Yeah, I quite like the idea of having a map that forces people to defend their lorries rather than being able to escape them by running away. I always envisioned trade convoys as being slow moving things that had to be defended..



surely making lorries a hell of a lot slower would have been the way to do this?
.........................
vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Apr 16, 2012, 3:25 pm
*Wolfsbane*
Arbiters
Darkwind Guru

Badlands Truckstop Faction

Member Level

Group: Marshals
Posts: 2,038
Joined: Oct 9, 2009

Send an email to *Wolfsbane* Send a personal messsage to *Wolfsbane* Reply with a quote from this post Go to the top of the page

Serephe said:
I would actually prefer to see the SS/GW SS/ELMS routes restricted if anything, but it wouldn't really work out.


I can hear the screaming from here, and I don't even play any more :)

It could have some interesting effects though.  GW would probably become the main marketplace for the big southern traders, with smaller/newer gangs reshipping stuff north in box vans.

Could you get the same effect by making lorries massively worse on sand?
.........................
vet wv marshal pvp2 cont

Posted Apr 16, 2012, 7:32 pm
Reply to Topic Create New Topic Create New Poll E-mail me when replies are made to this topic View Printable
» Darkwind » Announcements » Patch Notes » Chaos Canyon

0.1349 seconds - 15 queries - 0.62 load