It's supposed to sometime in the future, but in the current version it does not exist. Therefore, it's not the reason people like this game, it's not the reason they play this game. It can't be, because it doesn't exist. Simple as that.
Oh, I see the problem. You misunderstand "content" to only mean "random encounter". It does not.
Thereby putting a band-aid on the issue of having super long distances in the game in the first place.
Yes, but it's a poor idea to actively draw attention to them, which is what you want to do.
Yes, and I pointed out that copypasting the same content into different places doesn't add anything to the game and that there is no overflow happening in Dominion. Get with the program.
Wrong way around again. Attempting to carry out that overambitious plan would be shooting yourself in the foot.
And yet you insist that Inno needs to keep pushing ahead without scaling the game down? The only logical conclusion here is that you want her to fail and abandon the project. Which doesn't really gel with your claims that you want the game to be good.
Just because it doesn't exist doesn't mean people aren't expecting it to eventually, in fact, just the opposite. The majority expects it to become what was stated by Inno, an open world game with 9 areas with their own settlements.
Oh, I see the problem. You misunderstand "content" to only mean "random encounter". It does not.
No, that's not what I said at all. What I said applies to ANY content, randomized or not. There are very few who want there to be content that triggers every two steps. Two ways to do this exist, one being in the game now that would require a tweak to the encounter rate.
The first is the obvious, random encounters set to an encounter rate of more than 75% chance would effectively start triggering encounters every two steps. This issue is under control because the encounter rate ISN'T above 75% chance and there are safe tiles, namely the streets. That mitigation would be severely diminished it EVERY tile had content.
The second is by assigning specific content to trigger on every tile. This would mean content would trigger every time you enter the tile it is assigned to without fail. Doing this for EVERY tile is not only tedious in development, more so than a random encounter system, but it is also tedious on the player end because the only way to NOT trigger content is to not move at all, which renders playing at all boring and useless because you HAVE to move in order to play and just sitting there is boring.
Thereby putting a band-aid on the issue of having super long distances in the game in the first place.
It is not a band aid and super long distances is not an issue. Just because you don't want it that way doesn't make it an issue. The ONLY issues in the game specifically are the overcrowding of Dominion by side quests and the NPC limit that these side quests will eventually hit with or without any random encounter NPCs sticking around. If super long distances is an issue, your favorite example, Skyrim, has that issue big time, but it does not because it is not.
Yes, but it's a poor idea to actively draw attention to them, which is what you want to do.
Nothing suggested here will actively draw attention to it and that kind of thing is blatantly obvious no matter what you do. It will happen eventually, so the best way to deal with it is to NOT deal with it, but instead to work within the confines of those limits. Generally speaking, it's not like the developer forced themselves into having these limits, they already existed and cannot be overcome without so much knowledge in the coding language that you can write things that previously could not be done and that transcend those limits.
Yes, and I pointed out that copypasting the same content into different places doesn't add anything to the game and that there is no overflow happening in Dominion. Get with the program.
I never said Inno should copy and paste the same exact content. In fact, if you had read my full comment, you would have seen examples of completely different content that randomization code could pull out at any given point on any given tile.
There IS overflow in Dominion, too much focus was put on adding side content inside its walls and it was stuffed full of content with nothing for the other area that exists to the north, the fields. I thought you said having no content was bad, but the fields have literally no content and, if I didn't know any better, I would think you were ignoring the fields being without content.
Having some spaces where content DOESN'T happen is a GOOD thing, having none of those is a BAD thing. The overflow of content is on the edge of threatening to leave no tiles where content DOESN'T happen.
Wrong way around again. Attempting to carry out that overambitious plan would be shooting yourself in the foot.
Wrong, again, just because you don't like open world, which you are making blatantly clear, doesn't mean it should be scrapped. Not after several years where it was the plan. If you don't like it, fine, move on to a game that doesn't have it, but the game does not need to do something just because one person wants it that way.
It would not be too late if this was still in the first five releases of the game, but it has literally been years in the making under the pretext that it would be open world with 9 zones and settlements in each and there has been no sign it will move away from that. It would be stupid and would kill most, if not all, support for the game to do so after literally years of saying it would be this way.
I agree that this was too ambitious for one person to use as their first project, but it is too late to change that, it should have been done some time in the first year at the latest.
And yet you insist that Inno needs to keep pushing ahead without scaling the game down? The only logical conclusion here is that you want her to fail and abandon the project. Which doesn't really gel with your claims that you want the game to be good.
Yes, because Inno has been saying it would be this way for far too long to go back now. There IS no go back at this point. The ONLY option that allows the game to continue is to push forward as originally planned.
I would agree if it hadn't been years into development, but the expectation is for the game as it was stated originally and expectations can instantly kill a game if they aren't met. We are talking about the difference between people sticking around and people leaving in large numbers here. If nobody plays the game, it can no longer continue development under ANY concept, not even your scaled down concept.
Less people means less money, less money means Inno has to get a normal job, normal jobs mean less time for the game and possibly its abandonment.
This isn't about what I want, what I want is for Inno to make decisions that will progress development instead of just spinning wheels, like asking for help as they continually refuse to do. I want Inno to succeed, but the choices Inno is making don't allow for that nor does scaling down the game this late into development.
For the sake of the game itself, it HAS to continue on its current path or it has to be ended here and now, those are the only two remaining options, make it continue or let it die. Scaling down WAS an option in the beginning, but that window passed a long time ago, it is too late to scale down and expect it to succeed.
It would be best to let it die, but I do not want Inno to fail, that's what makes the development choices Inno has made so aggravating, because we know those could have been avoided. I don't want the game to be good, I used to, but now I just want it to end in a complete state, not abandoned. I want it to reach the point where it can be declared complete, but the way things are going now doesn't make that look like it will ever happen.
It seems like the only finish we can ever expect is abandonment, I just hope Inno will prove me wrong one day.
The subreddit is up if anyone wants to join.
You must be registered to see the links
The subreddit is very bare bones at the moment because I'm not planning on sticking around as the admin. I'm waiting for Alex to come back and accept the request to take over, he can spice up the place to his taste.
And here I was keeping quiet about it until moderation is set up, which it is, I just accepted the invite.
So modding seems kinda scant, or are they just not posted here? Is there a repository somewhere that isn't discord? Honestly, I'm kinda more interested in what the community has to offer. Like real weapons and armour for instance. You can find an arming sword and a buckler but not some old re-enactment nerd's chainmail? Thinking about it, it would fit in seamlessly with some kinda vendor in that one anachronistic Lilin's mansion and would be impetus to play the main game. (Not that I don't debug everything anyway)
The GitHub does most of the modding, but there are some other places, one of which is autmatically censored by F95, literally turning 90% of the link into asterisks.