TBTH, this project is getting A LOT of support from DFU modders. But if we don’t take them into consideration yeah, not much. I could argue about “quality over quantity”, but this isn’t the point: I don’t think I’m not getting much external support because of the changes I’m planning regarding fast travel, but because I wrote a lot about what I’m doing, but no one had a chance actually see it, yet. I could totally be a scam! On top of that, if a huge number of volunteers would suddenly offer their help, I would struggle to find them all something to do. The hard part behind this project is already behind, right now I need graphical assets, and that's a work that can't be given to anyone: graphical coherence is imperative, and I don't know many people that can attain that. Well, whatever.pizzaforfree wrote: ↑Sun Dec 15, 2024 3:16 am I just found this project after inquiring if anyone else had thought about doing a 1:1 Tamriel in DFU. I'm sure we're not the only ones that think a game on the full scale continent would be cool as hell, but it appears this project isn't quite focused enough to get much outside help. I have to agree with others in this thread that many of the things you want to hardcode would push people away from supporting the project, mainly removing fast travel outright.
But what if the wilderness wasn't an empty space anymore? What if we gave point of interest to be found in that empty space? Roads will be there by default, and if there's a road, it must bring somewhere. Signs will be automatically generated at crossroads (roads only) with indication about what can be expected to be found at the end of it. I already implemented new Survival Advantages that, under certain circumstances, will bring back the compass and/or the "I'm At" button. A compass item will probably be implemented, with different pros and cons. Automated payed travel is a planned feature, and ship travel (from port to port exclusively) will not be touched. And if everything fails (and it's daytime, and no overcast), well, the sun still move from east to west, so it's a sort of compass, ain't it?There are very good game design reasons that features like fast travel, world maps, compass, etc exist; they're tedious and difficult to play large scale video games without. And this project goes far beyond large and into colossal territory. Outright removing them isn't a good call. Making an option to remove them if the player chooses would satisfy all the involved camps, those that want any of these features and those that don't.
Most people don't have time for the massive cross-country treks that playing Project N would entail. I agree that having instantaneous fast travel across a full-scale Tamriel would be counter to the projects goals, but having the option wouldn't hurt, and having time-accelerated travel, ala Travel Options, would benefit both sides of the argument; it would offer less downtime, making time spent traveling more meaningful, while still being able to explore when something catches the player's attention.
What I'm trying to say is, I don't plan to leave a character in the wilderness, blinded and with no idea where to go next: for every thing I'll remove, I'll give something back. But probably players will learn that completing 4 quest in a hour, with quest objectives located at the other end of the region, won't be possible anymore. Will that be a waste of time? Maybe, but not every game is for everyone.
I always played DFU without color-coded town maps, and I can assure everyone that it's totally doable. Beside that, town maps bought in shops will be color coded. Not having the arrow to point to the player actual location will surely be a slight inconvenience, but nothing dramatic.Removing color-coded town maps definitely give the player a more meaningful lost experience, but would also just add tedium for players that don't want to be totally lost.
Taking away NPCs marking locations on your maps is outright unrealistic, and that feels counter to your goals as laid out.
Taking away the compass when all quest givers can tell you about a quest objective is the cardinal direction it can be found in will just make it impossible to complete any quests.
I'm not against townsfolk pointing locations on the character's map, I just don't like repeating the same question for directions until it is marked, ignoring any other indication. And what if the character doesn't have a town map to begin with? So maybe I'll just develop a system to make an NPC not answering more than one of the same questions, while getting angry if asked. We'll see.
Yeah...I don't know. I don't feel like giving the players a different way to play means disrespecting their time. But I could be wrong.You have to respect people's time if you want their support. I can't code, so forking Project N isn't really an option for me to get the parts of it that I want without the parts that I don't.
Well, since I'm removing accelerated travel, I don't see those as problems.HaseOster wrote: ↑Mon Dec 16, 2024 10:00 am As a person who uses Travel Options' travelling by roads utility extensively, I should very much argee on that.
I would also add that TO would need a bit more work to be a fully viable travel alternative:
- Right now the accelerated travel to a destination actually ignores roads (which is a critical flaw);
- Accelerating past x10 speed can lead to falling into The Void (which prevents you from covering long distances in a reasonable amount of time);
- The road encounters should have much more thought put into them to make the experience really good and not just "okay for a dedicated player".
I understand everybody perplexities about the new stuff introduced with ProjectN, but I recommend to wait for a working demo before calling it "unplayable".