Amaruuk nuur

Eldrath

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Jun 18, 2020
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the Jungle. Meditating on things to come.
First up I am quiet pleased with the area around Fabernum and the increase in size there. Now for the new area ...

I just explored the expanded world and reached amaruuk nuur (sausage lake). Honestly it was a bit of let down and I´m still hoping it´s just a placeholder.

A. The tindremic plains (the part between Vadda mountains and the mountains south of tindrem) are very quickly traversed. Don´t feel six times the size, rather more or less the same as in MO1.

B. Sausage lake seem small as well.

C. Quiet a few forests seem to be have gone, or haven´t been added yet.

Anyway, my feedback is to make it bigger. Cause stating that the world is gonna be much bigger and then having stuff stay sameish is a let down to explorers like me. Still hoping it´s a new lake and the real one comes in the next expansion.

For the pictures:
1. Taken of suspected sausage lake
2. look at the mountains by coloured forest
3. A look into the plain towards the Vadda mountains. The lake here is NOT what I supect to be sausage lake.
 

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Dracu

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yeah have to agree the world out in the wilderness looks kinda boring.
Just forests that dont really look handcrafted and you can sometimes just see how big the tree pencil was when making the forest.
 

Eldrath

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Jun 18, 2020
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the Jungle. Meditating on things to come.
yeah have to agree the world out in the wilderness looks kinda boring.
Just forests that dont really look handcrafted and you can sometimes just see how big the tree pencil was when making the forest.

Well, I mean that is easy to fix later on though. The size is something fixed they will have to change before persistent release. Dunno where the figure of 6 times as big comes from. The new bits certainly seem rather the same size.
 

barcode

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Jun 2, 2020
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no visit to the lake is complete without visiting the checkered lands above it

-barcode
 

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Dracu

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Well, I mean that is easy to fix later on though. The size is something fixed they will have to change before persistent release. Dunno where the figure of 6 times as big comes from. The new bits certainly seem rather the same size.
The new land mass is probably 6 times as big compared to mo1. Walking from fab to tindrem on foot was pretty much just a lil stroll around the block but now its alooot longer.

But yeah no i honestly doubt that they will change the map later, atleast not in this kind of fashion. I honestly personally believe that the forests in game currently will stay like this. And i dont think its an easy fix afterall its persistent and there are more important things at hand most of the time probably.

Edit:
I would love to be proven wrong and shown otherwise though. Its just i dont believe in „we do it later its alpha“
 

Eldrath

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Jun 18, 2020
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the Jungle. Meditating on things to come.
Seems I have to swallow my own words.

I did some distance testing:

All done in Ghostmode, in MO1 speed 400 and MO2 speed 800.

Tindrem main gate till Fabernum stable:
MO1: 4 minutes
MO2: 9 minutes

Coloured forest edge till sausage lake:
MO1: 3,40 minutes
MO2: 9 minutes

So assuming speed is comparable we´re looking at an increase by 3 to 4 times. Still want the lake to be biiiigger. ;)

Edit: Speeds are more similar even though the value are different. That would mean that distances measured are only 2x to 3x as far.
 
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Anachroniser

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Aug 9, 2020
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I didn't think this part of the map was even close to final so i haven't explored much beyond the area between kran, fab tind and the medulli ruins. On the other hand, do we actually want a map THAT large?.
 

finegamingconnoisseur

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I didn't think this part of the map was even close to final so i haven't explored much beyond the area between kran, fab tind and the medulli ruins. On the other hand, do we actually want a map THAT large?.
A massive world was one of MO2's selling points, and if I remember part of Henrik's vision.

In practical terms, a massive world increases immersion as the towns no longer feel like nextdoor neighbours. Travelling becomes an expedition that requires careful planning and thought. Escort protection goes from being a nice-to-have to a must-have as the risk of attack increases with distance, as does the number of possible ambush points along the route.

All this will cause the value of goods and services to actually mean something instead of the richest and most powerful guild being able to simply wall off a section of the world and charge exorbitant prices for resources that would otherwise not have been so expensive for no good reason.
 

Phen

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May 29, 2020
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Did i just read the lake is small?! If i was able to post the pictures i have, you would see the lake is huge, its massive, its too big to NOT fish in.... or even use a boat to travel across would be needed. Lots of stuff isnt about to seen right because the mapping isnt completed. Give them time and i swear you will like what you see...

I like what you showed with the timings, Though i can say that it all depends on the way you are going. Dead walking is not a good example because you will have gear you dont want to lose.. So it took me about 15 mins from fab to tindrem gate following the wagon path. Could have been longer but its still about 5x longer to get around. I can tell the map is a lot bigger by many things, just wait for the walk from Tindrem to Meduli, it was about 35-45 mins. Just wait, lots to come and longer travels to be had.
 

Anachroniser

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Aug 9, 2020
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Travelling becomes an expedition that requires careful planning and thought. Escort protection goes from being a nice-to-have to a must-have as the risk of attack increases with distance, as does the number of possible ambush points along the route.

All this will cause the value of goods and services to actually mean something instead of the richest and most powerful guild being able to simply wall off a section of the world and charge exorbitant prices for resources that would otherwise not have been so expensive for no good reason.

While I do agree with this being an important mechanic, and one I greatly utilized in MO1, I can't help but feel that there is a limit on how far people will make trade runs and how this could stifle the playability of some regions. Take for example stamina food, I would normally run a few stacks of stamfood from tind to beth and it would take 40 or so minutes give or take, I made a ludicrous profit from this due to the complete absence of stamfood there. I attempted to ghost over and produce stamfood in beth to avoid the trip but the best stamfood available in that method was less than half of good as what I was importing. I fear that if that trip became 160 minutes and there was less local availability, then sarduccaa would become even less playable than it otherwise was. On a similar note I think it would matter less for say, mining and animal materials, where volume is comparatively lower. Then you could run a few stacks of platescale from bakti to tind in 30 minutes and keep the market sated for a week or so. I was making the beth trips almost daily as it would all sell out. Keep in mind that I also rode a well bred desert horse with a donkey on the side to haul, so my travel times were about as good as it gets. While 2 hours for a weekly trade trip isn't that bad, a two and a half hour daily trade trip is a tough sell. I believe that if travel times were four times larger, local resource availability may define the viability of playing in a certain location.

Note that the idea of localized markets always has appealed to me and I think it would be interesting if the specs people ran were defined by location and resource availability, likely heavier armors in regions lacking animal materials so that metal can be better utilized and lighter armors for those near jungle regions.