I have been seeing more threads about content and substance. I have seen some packs begin to add that flare.
Where I find a huge lack in kicking this game off to a great start in not starting in a village and how crummy the they are on the landscape and dealing with world Gen. This had me thinking about other games that really made me feel absorbed into the world while still feeling in control without the grind that we see now.
Now here is where I date myself and throw out all credibility... Ultima Online... the early days of it. So why do I mention it? Mostly to reference a real town, portals to different regions to get supplies, hard mobs, protection in the town, being a ghost until you recover your body (read: separate duplicate but insanely scary dimension).
Those are cool features but content comes into this in a few ways. Adding dungeons and castles in a way that has nice above but lore and tasks below catacombs style. They are less often as twilight forest, and a bit more reasonable in appearance. You can even add catacombs under the villages.
The next step beyond that is to add community quests. Each town would have a functional library where books can be viewed that are quests. The mod would link dynamic NPCs to go find. Those quest makers can define what generic biomes they reside in and how they reside as in under ground in a cave (may need to generate it's own cave or have the mod path the npc from the surface.
You help the village and you must buy/lease your plot of land from the mayor to build your monstrosities. You can sell and buy in the village and even with other server players in the marketplaces.
Thoughts?
Where I find a huge lack in kicking this game off to a great start in not starting in a village and how crummy the they are on the landscape and dealing with world Gen. This had me thinking about other games that really made me feel absorbed into the world while still feeling in control without the grind that we see now.
Now here is where I date myself and throw out all credibility... Ultima Online... the early days of it. So why do I mention it? Mostly to reference a real town, portals to different regions to get supplies, hard mobs, protection in the town, being a ghost until you recover your body (read: separate duplicate but insanely scary dimension).
Those are cool features but content comes into this in a few ways. Adding dungeons and castles in a way that has nice above but lore and tasks below catacombs style. They are less often as twilight forest, and a bit more reasonable in appearance. You can even add catacombs under the villages.
The next step beyond that is to add community quests. Each town would have a functional library where books can be viewed that are quests. The mod would link dynamic NPCs to go find. Those quest makers can define what generic biomes they reside in and how they reside as in under ground in a cave (may need to generate it's own cave or have the mod path the npc from the surface.
You help the village and you must buy/lease your plot of land from the mayor to build your monstrosities. You can sell and buy in the village and even with other server players in the marketplaces.
Thoughts?