Lord Drogo 5
said
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I'd be surprised if this hasn't been mentioned before, but this wasn't really a problem until we were given things like lodestones and what is basically infinite run energy, along with items from quests and tasks and such, that seem to teleport us to every individual square of the map.
Go play OSRS for a couple hours and tell me you'd like there to be more space between things.
Don't get me wrong. With the insanely quick pace of today's game, I'd love for greater distances to make the place seem bigger. And I'd like longer draw distances as well (outside of trainwreck beta).
But the source of the problem is how easily we can get around. You could have 1500 miles of forest between Falador and Varrock that would take weeks to run though, but it's all moot if you can lodestone teleport for free, anytime you want, between the two.
I don't think it's the size of the map that's ruined the game's sense of scale. It's the 'I want everything handed to me NOW!!!' attitude that everyone, devs included, seems to have. As long as distance is neglected by a myriad of teleports and never having to actually -walk- anywhere, the scale of the game won't really matter.
You're right about that I suppose. However, it isn't just teleports that ruin the size of Runescape. RS3 has vastly more content in it than OSRS does. The game getting blown up in size would allow for more space to accommodate things like quests and bossing locations like Vorago's cave.
Lord Drogo 5
said
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...But the source of the problem is how easily we can get around. You could have 1500 miles of forest between Falador and Varrock that would take weeks to run though, but it's all moot if you can lodestone teleport for free, anytime you want, between the two....
...As long as distance is neglected by a myriad of teleports and never having to actually -walk- anywhere, the scale of the game won't really matter.
So by that argument, there is no reason NOT to scale up the map.
Mauhur
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....RS3 has vastly more content in it than OSRS does. The game getting blown up in size would allow for more space to accommodate things like quests and bossing locations like Vorago's cave...
As Mauhur says, there has been lots of content added to the game since 2007, and certainly since the original (F2P) map was designed. OSR and RS3 are vastly different games, so directly comparing the two can be misleading.
Lumbridge pond and half of the swamp was removed to make way for WE1. Half of the clan camp was removed to make way for WE2. The entrance to the latest Heist minigame has been hidden on a floating platform. The next big update we are looking forward to is the Elf city. Fortunately, that is next to the ocean, so if the existing area allocated to it isn't big enough, it can be expanded out to sea. The same isn't true for Varrock, Lumbridge and Falador, which are all land locked and have nowhere to expand to. Existing content has to be removed, or new content 'hidden away' whenever there is a new update.
–= MEGA Construction Rework =–
Freeform Buildings, Surface World Plots, Community Involvement, Environments, Skills and much, much more...!
Kooey
said
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1. Randomized dungeons in various (semi-fixed points). You know the general area of the dungeon but you'd have to search around a bit. These would be generated like the daemonheim dungeons, but with different rooms....
I like the idea of this, randomly stumbling upon a forgotten dungeon entrance, which takes you to a randomly generated dungeon. I'd say the equivalent of a single medium Daemonheim floor with a suitable dungeoneering requirement to enter. It would take some thinking to get it to work in terms of resources, rewards, and whether things can be taken in or out of the dungeon, but could be fun to get dungeoneering out of Daemonheim for a change!
Kooey
said
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2. random tree/ore/fishing spot spawns, farming/herb patches (rarer obv).
Agreed. Just to clarify though, I don't think it should be cultivated farming patches but rather wildly growing produce (herbs) that you can harvest.
Kooey
said
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3. monster spawns. AGGRESSIVE monster spawns that drop useful resources.
Certainly mid/high level random monster encounters. Not sure if I'd make them (all) aggressive.
Kooey
said
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4. The hunter areas could be reworked so that in addition to x amount of creatures spawning in x area, they also spawn in smaller numbers across the whole area.
When hunter was first released, I could never figure out why certain creatures only existed in certain, very small areas. Especially things like butterflies - there are butterflies found all over Gielinor, but you can only catch certain species in certain areas? Madness.
Kooey
said
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5. In the city houses, thieving could be expanded.
City houses could be used to train lots of skills, especially thieving (and Inventor when it's released). But that means more houses, which means larger cities, which can't currently be expanded.
–= MEGA Construction Rework =–
Freeform Buildings, Surface World Plots, Community Involvement, Environments, Skills and much, much more...!
22-Mar-2014 12:53:28
- Last edited on
22-Mar-2014 12:55:47
by
Jon Stryder
Scaling up the world, as various people have described and suggested in this thread would be a huge project - not only would it require a complete redrawing and designing of the whole world but it would have enormous knock on effects to the balance and economics of the world. As such it is highly unlikely to be something we would work on in the foreseeable future.
While disappointed, I can't say I'm really surprised by your statement, as an update of this magnitude was never going to be quick or easy. But you must admit that some areas of the map are getting increasingly crowded (especially the F2P area) with new content frequently shoe-horned in wherever it will fit. This is a situation that will only ever get worse. So we reserve the right to continue to day-dream, speculate, and otherwise pick holes in the current map in the hopes that we may one day convince you and your fellow Mods that this update is worth the time and effort involved.