I don't think that's a bad idea, honestly.
Could you DM it to us?
Sent, feel free to spread them among the people NOT trying to censor us.
Reddit in a nutshell.
Nah I've been there for a long time, they hate F95 and newf*gs
Yes, yes they do, little do they know I lurk in the shadows there as well, commenting in ways that emulate them. Funny thing, they caught me once when I was helping out in the Free Cities thread, but they've never caught on to which among them was me.
8kun is a shithole, a very funny shithole, but still a shithole. I've been banned for a day once because i asked if there was a futanari mod for a game on /hgg/.
They don't like that kind of content, or furry, so this gets a bad rep over there as well. They also don't seem to know that there is a difference between humanoid animals, furries, and humans with animal ears and tails, monster girls as we call them here.
You have got to be joking. The open world concept is very far from being a core element of this game on account of the fact that it doesn't exist. Yet. And hopefully never will, because if Inno hasn't managed to finish the starting town in five years, it's going to take literal centuries to populate that overworld map with content.
You say that as if it were a bad thing.
You seem to have forgotten that fast travel is a band-aid, not a solution.
You seem to have completely missed the point of my Daggerfall comparison. Daggerfall is exactly what you describe, and as I said, there's a good reason they don't make games like that anymore. Unique, hand-crafted content will always be superior to generated content.
That's not to say generated content can't be used, but you're gleefully jumping straight into the biggest pitfall game devs fall into, which is using the same generated content too many times. The more iterations you allow the player to see, the more obvious the limitations of your generator will become. Procedural generation tends to create places and NPCs that are technically unique but for all practical purposes interchangeable, which gets boring very quickly. LT already suffers from this in Dominion, where about the third or fourth randomly encountered NPC ceases to be interesting as anything other than a loot piñata. If you think slathering the overworld map in that kind of 'content' is going to make the game good, you need to think again.
There are only two ways to do generated content well. One is to make your world generator so complex that it doesn't just randomize the hair color and dick size of NPCs but starts actually creating interesting stories. But as we've established, Inno is no Tarn Adams. The other is to use simple generated content sparingly. Terraria does this very well. Even its largest world is actually quite small and contains only a handful of each type of structure. It could easily generate a dozen different dungeons for you to explore, but there's only ever just one, because having any more than that would result in the player being disappointed by them being basically the same. That would not be a bad approach for LT to take, but then its world still needs to be small.
If I wanted to be charitable, I'd say Inno needs to realize she bit off more than she can chew.
Far from being a core element when the main story, literally the core of the game, is supposed to take us through all nine areas plus each of the settlements in each area? Yeah, no, it is most definitely a core element.
You say that as if it were a bad thing.
Because, as I have said repeatedly, It actually IS a bad thing. Not many people want to take two steps just to trigger an encounter EVERY time. There has to be a break in between in some instances, which is where traveling the street tiles of settlements and only having a chance, not a guarantee, to trigger content in the wild areas WITHOUT triggering content come in. The game just gets tedious if literally every step leads to more content.
You seem to have forgotten that fast travel is a band-aid, not a solution.
No, a band aid is adding a patch to fix a bug while putting the patch code into the game itself for the next release, fast travel is how ALL games handle super long distances when the player just wants to get to their destination without issue. You use traveling on foot when you actually want to trigger content in the wild.
You seem to have completely missed the point of my Daggerfall comparison. Daggerfall is exactly what you describe, and as I said, there's a good reason they don't make games like that anymore. Unique, hand-crafted content will always be superior to generated content.
No, I got your point, but it doesn't apply here. What I describe is how to properly manage an open world game. Putting content literally everywhere is not the way to do that.
which is using the same generated content too many times
It doesn't have to be the same, it can have a bunch of different scenarios it can pull from at any time. Random does not mean the same.
The more iterations you allow the player to see, the more obvious the limitations of your generator will become
And? Nothing is limitless, the player is eventually going to see those limits no matter what you do.
Procedural generation tends to create places and NPCs that are technically unique but for all practical purposes interchangeable, which gets boring very quickly
It only gets boring if they do the same thing every time, they wouldn't in this case. Not only would the races be procedurally generated as we already see in the game, but the situations that come up would be as well. Is the balde eage harpy that just popped up here to rape you? Mug you? Eat you? Did they lose a child somewhere that needs to be found and came to the nearest person, you, for help in their search? Maybe they came to get help against a group of bandits. There are so many different scenarios I can think of off the top of my head for the fields alone. I have at least 200 different ones already playing out in my head. That would most definitely be more than enough to satisfy the issue of boredom. It would take a LONG time to see them all just on the randomization alone.
LT already suffers from this in Dominion, where about the third or fourth randomly encountered NPC ceases to be interesting as anything other than a loot piñata.
No, what Dominion suffers from is having three times the content, at least, that it should.
If you think slathering the overworld map in that kind of 'content' is going to make the game good, you need to think again
That kind of content is already supposed to happen all over the game world. The only places you are supposed to be safe is on the streets of a settlement or just outside of one. I never said it would make the game good, what I said is it would put content in empty areas and stop the overflow happening inside Dominion.
At this point, nothing will make the game good, at best it is destined to be okay, but good is a stretch.
One is to make your world generator so complex that it doesn't just randomize the hair color and dick size of NPCs but starts actually creating interesting stories
Which is the way I was thinking of it when I gave that idea in the first place.
The other is to use simple generated content sparingly
Like what Dominion is currently NOT doing.
That would not be a bad approach for LT to take, but then its world still needs to be small
Too late, far too late, the game was stated to have 9 areas with their own settlements by the end of development, not just one. Going back on that now would be like shooting yourself in the foot with a nuclear missile.
If I wanted to be charitable, I'd say Inno needs to realize she bit off more than she can chew
As an experienced programmer, I can definitely agree here. This is a project for a large team with no inexperienced developers on it, not for a single person who chose it for their first project. Even AAA devs would take a project like this cautiously.