Not really. What part of your proposed mod requires a million square miles of land to function? It simply wouldn’t. Your concept only provides a few basic things to do, things to find and some encounters, combined with a counter tracking your time and adjusting types of encounters - but again, that still doesn’t justify the world size of Daggerfall and it would not be difficult at all to add that mod into a small game world. There is plenty of wilderness space in “theme-park” sized worlds for this to function just fine. I can easily see something similar in Skyrim within its small world. There’s also little difference between that and Warm Ashes, aside from a counter tracking your time in the wilderness and merchants.Werewolf wrote: ↑Thu Aug 18, 2022 1:41 am My suggestions are a mod that implements a game mechanic where the more you explore the wilderness, the more the game will spawn better loot drops for enemies and spawn traveling merchants that provide items and services that shops don’t. Future Elder Scrolls do have some elements that are similar but they just have tiny wilderness with hand-placed random events and NPCs. With Daggerfall’s size my idea is the game would have a mechanic/counter that awards the player for being in the wilderness and spawns exciting things, almost like a DND GM. Like you’d have to be an avid explorer of the woods before a message pops up and you come across this merchant that sells you magic items, no Mages Guild required. It’s a lot different thing future Elder Scrolls games approach to the wilderness and random events that would give players more of a reason to explore the wilderness and really sink in that feeling of a large world
Your mod wouldn't really be practical gameplay and might quickly get too tedious and boring for whatever reward the player might receive. Like, what are you doing walking around the vast wilderness of the Illiac Bay in-between encounters? There’s nothing out there to explore, you'd be wandering about aimlessly just waiting for the next event to pop up. Also, it doesn't fit in with the rest of the game. Like will I get more special rewards for spending extra time delving into a dungeon? It wouldn't be balanced with how the other parts of the game are designed. No offense, IMO it seems your mod concept is a bit awkward and more of an excuse and gimmick than providing any rationale for the over-sized world.