[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]

/intcraftx/ - New IP: intcraft.eu

/int/craft X: 15th century RP + world map

Catalog

See 8chan's new software in development (discuss) (help out)
Infinity Next Beta period has started, click here for info or go directly to beta.8ch.net
Name
Email
Subject
Comment *
File
* = required field[▶ Show post options & limits]
Confused? See the FAQ.
Embed
(replaces files and can be used instead)
Options
Password (For file and post deletion.)

Allowed file types:jpg, jpeg, gif, png, webm, mp4
Max filesize is 8 MB.
Max image dimensions are 10000 x 10000.
You may upload 5 per post.


File: 1448157953339.png (416.43 KB, 585x906, 195:302, g0yzone.png)

 No.1932

Lads, with the 10th reset in 8 months being discussed, I just want to know if there will be an actual final version. Like, a version where the playerbase doesn't die off within a month, with every feature and setting being then set to the opposite and a new iteration shat out to produce a boost of players that lasts a ~week; but rather, a best possible final solution, that is supported through advertising /int/ and /his/ and /vg/ and 8ch and leddit (to keep the cucklebae happy ;^) ), that lasts forever?

otherwise I don't know how many lads are going to be sticking around by /int/craft v20.0 :/

 No.1935

>>1932

how do you want to cope with map exhaustion?


 No.1936

File: 1448160335611.png (102.73 KB, 750x370, 75:37, ugly.png)

>>1935

make bigger maps

have less meme ore veins

map projection where yurop is europe is enlarged out of proportion with the rest of the world


 No.1940

>>1936

I agree we should have a larger map but actually most of people shill for the opposite


 No.1947

>>1940

A larger map only works when you have a larger playerbase.


 No.1979

Larger maps have never really added anything and just spread people out more

literally why do you want a larger map


 No.1982

>>1979

because

the small map is fucking done after 2-3 weeks

also it doesn't allow for cities which are ~50km to each other even build themselves

larger map = more realism = more RP

i really want light fantasy shills like beef to fucking gtfo


 No.2000

memes aside faggots, we really need to agree on shit and ban everyone who disagrees, to avoid any pro-reset propaganda every being posted, and thus no resets can occur, and thus we won't have /int/craft v17.9 by /int/craft's 1-year anniversary on march 2016 :/


 No.2002

>>2000

this


 No.2016

>>2000

>memes aside faggots, we really need to agree on shit and ban everyone who disagrees, to avoid any pro-reset propaganda every being posted, and thus no resets can occur, and thus we won't have /int/craft v17.9 by /int/craft's 1-year anniversary on march 2016 :/

Yep, this. Permaban any faggot that has a bad opinion and never let them onto the wild ride again.


 No.2020


 No.2023

>>2016

Tbf it honestly seems like the option that's most likely to succeed in avoiding resets. :/

More bants on the threads means more people just complain on the threads and want shit to change means less people play means more reset strawpolls means more resets. In a perfect world we'll agree on a perfect setting and rules, and no intelligent person will complain.

So just fucking stop voicing your opinion and complaints and just listen to my opinion, or I'll carry on complaining.


 No.2031

(beef pls respond)

>>1979

>literally why do you want a larger map

>Huge bits of land shouldn't be easily claimed by one faction:

A decent city on a small map can take up an entire area the size of Siciliy, and renders the entire island uninhabitable for anyone else, as rival factions can't really set up two cities on a space like that, and thus, we cant recreate the historic retarded struggles of empires for tiny vital bits of land.

>As cobblelad pointed out, everything can easily become cramped:

A few cities, and the farms needed to support them, can swallow up an entire modern day cunt, making the serb and map seem like a pathetic attempt to represent entire nations with a few towns and villages. Instead of Iberia having a city and some villages, with tons of forests and hills around them; its now just 3 towns with their wheat farms, and the only "natural" land is the fences that separate the farms, and the 2-block-wide gravel footpaths between each city's farm.

>On a large map, city ruins are now fit to a small area of land, which is natural:

If a cities are razed or abandoned on a small condensed map, in a few weeks most of the map's landscape will be decorated in ugly griefed city ruins, which triggers many OCD autists like Dabe, who want beautiful landscapes and muh aesthetics and muh "natural city ruins" (direct quote).

>Geographical landmarks need to have natural proportions with the rest of the map:

We know that rivers and mountains have to be made to look significant, and out of proportion with the surrounding geography, so as not to make 1-block-wide streams or cliffs in 5x5 spots (if a direct scale is used to recreate landmarks). But on smaller maps, that makes an entire significant area taken by unusable geographical features, such as Iceland just being the site of three realistically-sized volcanoes, and a tiny loop of settle-able land around the coast.

>Distances between empires, on large maps, are now realistic:

This generates more fun exploration, and being a diplomat who's venturing from Scotland to Moscow can actually be a fun adventure now, to ride through Yurop, and take comfy screenshots and build small overnight camps, and meet some small one-man nations you've never heard of; and not just a boring 5 minute boat ride around scandinavia while you meme in global chat, as people do in small maps.

>Less fears of suddenly being attacked by everyone:

So, you can set up a comfy town in Japan, and know that you won't have someone from the norselands knocking on your gates and raping ur wimmen just because they covet lands that you own, and small faraway towns can feel much safer and grow into comfy peaceful places who aren't fucked over by wars; while the flipside is that the town is still experiencing the downside of being secluded and not having many people to trade with and not being able to easily take in refugees from far away areas to increase its population - creating very balanced gameplay.


 No.2040

>>2031

dude and how is supposed to respond

his /int/ brain can only comprehend hehehe spurdo sparde X-DDDDD tbh fam ngl

memes aside, you saw all of his posts here, he doesn't even make effort to respond your arguments, he is one of these stubborn idiots with their own delusional vision of the world

you aren't gonna change his mind


 No.2043

>>2040

>arguing (ahem, umm, I mean debating, of course) about something that will decide the next iterations of /int/craft

>resorting to focusing on personal attacks

Cuck, pls.

This is a serious discussion.


 No.2046

>>2031

Comfiness and general feeling of closeness has psychological implications on players, they feel more like they're in a community, they're more likely to stick around etc etc

Larger map has better gameplay aspects, but I think community psychology should come first before gameplay


 No.2063

>>2046

Not really, I mean, I was in Briton but I never thought anything of like the Burgundies. Never considered myself to be near to them or like we're buddies. You get this kind of feeling between towns in a single empire, but that can be achieved on a larger map where the towns are close by. It's not really gonna happen on a broader scale unless the map is super small.


 No.2078

>>2063

The burgundiones didn't do anything outside of their own walls, that's why you didn't consider them

Consider Sapmi, Helvetia, Iceland, Ireland though, we knew them well


 No.2091

>>2078

>Consider Sapmi, Helvetia, Iceland, Ireland though, we knew them well

Tbh not me. And I was just an average farmer who logged in to farm and then mine and leave. So the average player didn't really feel connected, unless he was an ambassador.

All I knew about Sapmi was that they didn't really hate us and had a big flag and were in Scandi, Helvetia was just like Burgundy and that other nation I forgot, Iceland didn't hate us or they did I don't remember, Ireland/Britannia we took over.


 No.2108

>>2046

get a larger playercount and make towns large, enough for a lasting community


 No.2695

I think everybody's ideal /intcraft/ has a huge map with hundreds of players.

It would be fantastic if we could pull this off, but we need to be realistic.

It's really unlikely that we'll ever get enough people playing regularly to make a bigger map fun.

Instead of trying to create an ideal, probably unaccomplishable /intcraft/, we should focus on making the game fun for the few <50 loyal players we have.


 No.2707

File: 1448378233117-0.png (2.76 MB, 4905x2561, 4905:2561, intcraftmap.png)

File: 1448378233117-1.png (1.72 MB, 1597x893, 1597:893, fertilecrescent.png)

Please listen to me all you "hurrrr what if we had this specific version of the world map" goyim!

Making a map with a different scale and proportions would mean making a completely new map from scratch.

This isn't something you can just do to an existing map.

So before you start shilling for every possible variation of the map ask yourselves which maps already exist and are good enough for our purposes.

The world map i made is somewhere between 3.0 map and 1.0 map in terms of scale, which i think is a good compromise between realism and player interaction.

The maps i have are:

World map (and any crop of it)

Middle east map (and any crop of it)

The other maps i know of:

1.0 map (small, bugged and shitty af, but dave likes it)

3.0 huge map

Some shitty europe crop map

(the world map being improved constantly)

So please, either go make your own map that fits your standard, or find a good one somewhere else.


 No.2708

>>27077

(or just trust me on this shit and stay loyal to my maps :3)


 No.2715

>>2708

southern china should be subtropical


 No.2722

>>2715

what do you mean by that?

Jungle wood and hot biomes?


 No.2733

>>2707

>So please, either go make your own map that fits your standard, or find a good one somewhere else.

>chin can't help us

>serb is fakked D: rip /int/craft DD: how can we surbibe witout chin's gr8 guidance D::::


 No.2736

>>2733

What are you trying to say?

I'm just telling you to stop thinking of different map ideas before you actually have some more maps to choose from.


 No.2737

As for pretty much any cropped map (and in general tbh), we'd need someone like Gouled to write autistic paragraphs about the region's history in the specific time period - something i fail at doing and is probably the reason rp is kill


 No.2739

>>2737

what paragraphs?


 No.2740

>>2722

idk but southern china is pretty hot

https://en.wikipedia.org/wiki/Guangzhou#Climate


 No.2741

>>2739

you know when he came back sometime in 4.0 and made threads on the board with maps and stuff?

Also the original intcraft threads seemed to have more structure and were better at explaining what the rp was about


 No.2742

>>2740

I have very limited biomes (and trees) to work with tbh


 No.2743

>>2741

>you know when he came back sometime in 4.0 and made threads on the board with maps and stuff?

and what was that about and what was the purpose of it?

>>2741

>Also the original intcraft threads seemed to have more structure

re-establishing our pasta is not the problem tbh


 No.2750

>>2000

peoples ideas for what should happen is going to constantly change because of changing playerbase new members and new knowledge, i think the best way to deal with that is a schedule for resets should be put in place to compromise between autists who dont like change and people who get fed up with shitty aspects of the map.

thoughts?




[Return][Go to top][Catalog][Post a Reply]
Delete Post [ ]
[]
[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]