mate I absolutely love these well thought out ideas it would definitely give some more fun to the exploration of the word.
Thanks! Definitely a compilation of a ton of great people working together. I just fell in love with the idea of a partially randomized world to explore. This game has its strengths and weaknesses but this would be a way to completely lean into one of the games greatest strengths.
If you have any ideas I’d love to hear them. Even more ideas to add to what can spawn at these nodes. This would be really cool on release but I think what makes it even more exciting is how it will evolve in a year or a decade of development. So any additional random spawns/quests/mobs/resource ideas/etc I would love to hear them.
In meantime I’m gonna work on adding some of these pictures soon
Sometime ago i made a similar suggestion. I like the idea in general and i think it will solve many of the current problems in New World.
I love the game and been following it since alpha. But there is something that I never understood. One of the main ideas of New World was “we want the players to explore the world”. They said that thousand of times. But yet, made a game that you can play from level 1 to 60 with a macro. Everything on NewWorld has a predefined position, time, respawn, etc.
This is the main reason of having so much Bots in game. It’s super easy to make a macro to run from node 1 to node 2, etc. Or spawn camp a node, knowing the respawn timers.
Another big problem of the current system: There is absolutely no reward for exploring. None, cero, nada. You won’t find any secret location, or awsome resource nodes hidden, or a chest. Nothing at all. The fact that there is a website that has ALL the spawn locations for chest, mobs, resources, etc, is just sad. Takes away all the magic in a game like this.
If New World changed most of the systems to a randomly generated locations, to a more “natural” feel of the world. If will be awsome.
Resources like stones, ore, plants, hemp, etc. Could have areas where they can spawn, but not specific X / Y locations. Imagine climbing a random mountain in Ebonscale Reach to discover 5 big Ori nodes waiting for you.
Of course this idea needs a lot of work and knowing about some of the Engine limitations, but I hope AGS start to think on this and find a way to implement some randomness in the game.
I want to explore the shores of First Light and find a washed up chest with some good loot.
Or find hidden caves with lots of Silver, Gold, or Ori.
Find a treasure chest out of a pirates map.
Walk to a field full of Hemp
in the middle of nowhere.
I appreciate the work and effort that went into this. That said players dont like random. Look at how much distaste is given towards the random loot and random crafts. Your talking about randomizing the world on that level. Players will quickly grow tired of an inability to camp locations for what they want to farm.
In the real world imagine being hungry and going to go get your favorite food at your favorite resturant and its never in the same spot in town. Or imagine if products in a grocery store where randomly reassigned random locations each time you went to the store.
If you didnt know better you might accept it but if youd seen perminent locations and well laid out stores youd think it was a bad idea.
Random highly specialized events are okay but, fully randomizing normal everyday resources and enemies would be a really bad idea.
There is a very real reason we evolved from hunter gatherers and started farming and mining in real life.
That said they need better anti farm mechanics. Either fully or partially personalized nodes that have mechanics to discourage farming the same pattern over and over for long hours. They need far better anti bot systems and quicker identification and penalties.
Also from a technical stand point it would take an immense unwarranted number of man hours to build random spawn regions and get appropriate map node alignments that work and dont break pathing. Imagine building stuff in fallout 3, then expect a computer to dynamically and randomly build those things. Ai isnt good enough yet.
I totally agree with this. I remember when I thought that things were placed randomly. It was such a magical time for me haha.
I totally agree. You literally are describing something I would think most players would get excited about. That’s why I’m trying to think of something that fits within the confines of their system. Maybe true randomness isn’t possible but perhaps we can create a network of hand placed spawn location nodes to make this more possible. By giving them characteristics we can have it so the ones with a beach label could have a washed up chest spawn, forest characteristic maybe a mossy chest, mountains and cliffsides giving ori ore, and maybe even more intricate things!
I love the idea of finding a treasure map on the ground leading to a player following it to the loot. You have so many pre-set static chests out there. Why not make something where after you acquire the map via a random node, the chest on the map spawns an alternative reward for that player when looted (then the map disappears). There are so many houses in this game that you could place random nodes with a chance of spawning one of these maps. That or have it spawn in a forest node under a heavy stick or rock. Maybe you find it from looting an abandoned caravan on the side of the road. The action (go to x location) is incredibly easy to code I would think, but it feels so much more different than an NPC telling you to go to a specific location because of the exploration aspect of having found a random map. You can also make the rewards really good because you can’t keep repeating these things adnauseum because they are uncommon/rare to find.
Love the idea and may add that somewhere in here with your name attached to it! Really cool!
Ooo thanks! Yeah that’s why I’m thinking we can have this in addition to static node placement (oops said random first time). I wrote a little about this but I totally agree, if it’s too random is frustrating. Imagine wanting to train mining and can’t find ores.
Yeah, I want it so mostly anything can technically spawn at all nodes with obvious exceptions that don’t make sense. At same time I want them to have characteristics where it changes the probability of what spawns there. Kinda like a loot table but a spawn table. This might also help avoid some of your initial point, where if you want to train mining you will explore mountains and cliffsides and get rewarded for that.
Definitely agree. I actually designed this without bots in mind and solely focused on player enjoyment. By having static nodes around it won’t get rid of bots but it might reduce their impact on legit players as they can still explore and find nodes that bots will likely not be able to find or are less likely to at least.
Totally agree with this and it’s my one main consideration. This is a big project. Definitely will be pseudorandom as I suggested because I agree, computers likely won’t get it right at this point in time but I am hoping I can make an argument that this may be worth it for multiple reasons. One it will keep players and bring players back. There other is that it might actually save time making future content as well.
Another consideration is that maybe the network can start smaller and they can increase is size over time. I am thinking big because it’s exciting but understand that we gotta be realists as well haha
I think on this one your missing the point. We only have 3 metal ore types you mine. Iron, starmetal and ori. What you need is very specific.
People would be mad if there favorite star metal spot started having occasional iron, even if it also had ori. Because some folks need and want to farm just star metal.
Think about a gold mine in real life. What if everyday you go to mine and the mineral deposits changed. We would not have gold mines.
Now an amazing resource sysyem ive seen was in swg where we had no nodes. You surveyed and found highest concentration of something and sat there and collected it at a rate based on concentration.
Resources had stats that affected crafting. Literally thousands of random permeations on steel.
And the resource map moved priodically. You could build harvesters in the open world to gather while you where away.
I like the idea of random blooms or meteorites bringing extra materials. Something that you can see and hear everywhere in the zone.
You can also have dynamic controlled areas where factions of npcs are dominant and that dominancy changes based on player activity.
Omg, yeah SWG truly is the pinnacle of MMOs haha.
Yeah I think I get your point and I definitely don’t want ore nodes that have random ores. It’s more of a chance to see an ore node of any type in certain general locations more frequently. Not sure how to explain the difference in my head but it’s subtle.
The first example is that you go to x location where you see a group of 3 ores all the time but what ore they are is random. Those three ores are always in that specific location. I do not want that. Instead you go to the top of a mountain and there is a chance there is nothing there (most likely), chance there is an ore of a random type (highest chance if something does spawn), or a chance of something else (chest, etc)
The first scenario you could make resource paths to run but the whole time you are angry because it’s like, ugh I want starmetal and this is iron. There second you are just exploring mountains hoping to find ores.
This is all while having the static nodes we already have now. So for some players they might set up a known starmetal route, but they might check nearby mountains or rocky areas along the way.
If we got rid of the static nodes I totally agree it would be frustrating for miners. If that makes sense.
@Sonickat my reply function messes up unfortunately so hopefully this works instead.
But once you find it you expect to be able to go back and get it.
What you could do is introduce abandoned mine shafts similar to water wells that you can loot. So random rewards make sense. A hill top might have 5 potential abandoned mines but only one up at a time. Respawn times from 30m to 4 hours. That would simulate randomness but its still farmable by path by bots sadly.
When looted based on luck it might have any number of qty of a number of minerals. The longer its untouched it accumulates more materials. When you loot it, its gone.
Creatures dont need this except maybe random elites with goodies poping up in wierd spots.
Fiber can be abandoned garden plots or nusuries.
Wood just needs to be mixed up more with more ironwood and wyrdwood trees.
It would be kind of cool to have npc workers that can be setup to mine and harvest an area. They dont consume nodes but have an inventory of materials they collect for you kind like harvesters in swg. Might make the world feel more vibrant.
Yeah it’s definitely hard to balance the immersion aspect of it. Why an ore is there one day and not another. I guess we could argue that ore nodes don’t make much sense in general haha but I see what you mean. Maybe finding more generic nodes like you mentioned might be a way around that? I also like this idea of an untouched node gathering more minerals, maybe rarer ones? This would actually help fix one of my issues where stale nodes not being interacted with. Thanks for the feedback!
Last thought… rivers are notorious for carrying minerals down stream. Random nodes along rivers for ore would make since.
Ooo, yeah wouldn’t mind gold and silver ore in a stream for some gold rush flavor as well.
This is brilliant. I hope the devs seriously consider all of these suggestions! It would make world exploration incredibly fun and fulfilling.
Thank you! I’m am really excited about the possibilities.
Good post.great ideas.would definently be fun.
Thank you! Anything in particular you like about it? Anything you would change?
I dont think so. Looks very thought out and would definitely help with folks like me who make there gold gathering materials to sell.
Yeah there are so many people I’m hoping to help with this idea but resource gathering is absolutely one of them.
You can use your normal starmetal gathering route and along the way find random resources that would be placed around the current static nodes. For those wanting a specific resource, the static nodes wouldn’t go away.
You can wander randomly instead as these nodes would be less likely to be impacted by bots. You can gravitate towards rocky areas and mountains to find ores or towards fields for fibers, but also enjoying the random surprise of things spawning pretty much anywhere. At the same time you will be rewarded with random chests and even rare mob spawns if you choose to engage.
I really am excited. Thanks again for the comment!
I agree here. I think the middle ground is the best way. Being radical will always please only a part of the players.
I think we can take away from the discussion that we would all like to have random world events, but without overdoing it!
I really hope AGS start to work on a real random position system.
The new Rafflebones enemy is a good example. I thought it appeared in random place all around the map. But turns out it has also exact spawn positions again… thats just lame for an enemy with such a good drops.
This idea needs more attention asap. And needs to be implemented in a lot of the current systems in New World.