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Minmir New Areas

Posted: Thu Jan 23, 2020 10:37 am
by Drak
I was wondering where all the Ranger and Druid housing is? The one in the Shyr is GREAT, why not include a few more in these zones?

P.S. - The zones themselves are beautiful, good job!

Re: Minmir New Areas

Posted: Thu Jan 23, 2020 2:22 pm
by Irongron
Much as I can see many would love to live in such locations, I've very much wanted to give the isle a feeling of having some genuine uninhabited frontiers, especially in Minmir. This has always felt somewhat lacking to me on Arelith.

As a player I love to have such places to explore without encountering flags and fixture clusters every ten metres. I'm also hesitant of adding yet more housing until the city is completed.

Re: Minmir New Areas

Posted: Thu Jan 23, 2020 2:31 pm
by malcolm_mountainslayer
Uninhabited*


Fixtures will eventually still appear, houses or not. This is one of the beauties of Skal.

But makes sense, the city is not even finished yet.

Re: Minmir New Areas

Posted: Thu Jan 23, 2020 3:08 pm
by Irongron
malcolm_mountainslayer wrote: Thu Jan 23, 2020 2:31 pm Uninhabited*


Fixtures will eventually still appear, houses or not. This is one of the beauties of Skal.

But makes sense, the city is not even finished yet.
Much as I started the city over two years ago, it was at that time speculative as I wanted to see just what would be possible with HAKs.

Following the release of nwsync that became a reality, but it is still slow-growing. Haks added to the server require checking first for compile errors, and very often fixing. I find myself waiting for a lot of our selected mods to pass these hurdles and go live.

There was also the case of all the other updates and obligations keeping me from the project, most notably the work on Tyrants of the Moonsea.

Even with everything happening immediately, making something like an entire new city to Arelith standards can easily be the work of a year. With Andunor and the new Underdark I had help, but even then it was a few months of full time toil.

All my recent updates, expanding the wilderness of the isle, has largely been done to accommodate the new city state, which required a larger isle overall, and thankfully with most of the area shells already made this round of updates should take us right up to the gates, and include the NPCs and accompanying lore to frame the RP as the interior is finally constructed. - it's definitely an exciting time.

In regard to labour - this time round there are not so many area developers I can call on. Given the time this all takes I believe Bat Country and Action Replay are better utilised on the Underdark, which would otherwise be at risk of falling seriously behind, while Anatida is going to locked into Hak rollout and customization options for quite some time.


I will likely try to speed things up by looking for experienced volunteers to help decorate and write for some of the interior shells, but here the crucial word is 'experienced' I'm afraid. Normally I'm very happy to help people learn the toolset, but review and management already takes up far more time than I would like, and for something the size of Guldorand's Fortress City I'll need to establish more of a production line mentality if we are to make significant progress throughout the first quarter.

Oh, and thanks for pointing out the typo - it's fixed now!

Re: Minmir New Areas

Posted: Thu Jan 23, 2020 3:41 pm
by Drak
Thanks for the response!

*Promises is caves are made he will NOT put flags outside* :D

Re: Minmir New Areas

Posted: Thu Jan 23, 2020 7:52 pm
by JustMonika
Irongron wrote: Thu Jan 23, 2020 3:08 pm
malcolm_mountainslayer wrote: Thu Jan 23, 2020 2:31 pm Uninhabited*


Fixtures will eventually still appear, houses or not. This is one of the beauties of Skal.

But makes sense, the city is not even finished yet.
Much as I started the city over two years ago, it was at that time speculative as I wanted to see just what would be possible with HAKs.

Following the release of nwsync that became a reality, but it is still slow-growing. Haks added to the server require checking first for compile errors, and very often fixing. I find myself waiting for a lot of our selected mods to pass these hurdles and go live.

There was also the case of all the other updates and obligations keeping me from the project, most notably the work on Tyrants of the Moonsea.

Even with everything happening immediately, making something like an entire new city to Arelith standards can easily be the work of a year. With Andunor and the new Underdark I had help, but even then it was a few months of full time toil.

All my recent updates, expanding the wilderness of the isle, has largely been done to accommodate the new city state, which required a larger isle overall, and thankfully with most of the area shells already made this round of updates should take us right up to the gates, and include the NPCs and accompanying lore to frame the RP as the interior is finally constructed. - it's definitely an exciting time.

In regard to labour - this time round there are not so many area developers I can call on. Given the time this all takes I believe Bat Country and Action Replay are better utilised on the Underdark, which would otherwise be at risk of falling seriously behind, while Anatida is going to locked into Hak rollout and customization options for quite some time.


I will likely try to speed things up by looking for experienced volunteers to help decorate and write for some of the interior shells, but here the crucial word is 'experienced' I'm afraid. Normally I'm very happy to help people learn the toolset, but review and management already takes up far more time than I would like, and for something the size of Guldorand's Fortress City I'll need to establish more of a production line mentality if we are to make significant progress throughout the first quarter.

Oh, and thanks for pointing out the typo - it's fixed now!
Will we be demolishing existing settlements to prevent this large city from further thinning out the playerbase?

Re: Minmir New Areas

Posted: Thu Jan 23, 2020 9:38 pm
by Exordius
Better not, we need more settlements not less. The player base is more then big enough as it is now and its only going to get bigger the next few years.

Re: Minmir New Areas

Posted: Thu Jan 23, 2020 11:26 pm
by JustMonika
Exordius wrote: Thu Jan 23, 2020 9:38 pm Better not, we need more settlements not less. The player base is more then big enough as it is now and its only going to get bigger the next few years.
Huge Area's of Arelith are already deserted most times of the day. You could argue we need more quarters, certainly. But more map space to get lost in? I'm not sure I'd agree with that at all, and this is after already losing both Wharftown & Benwick.

Re: Minmir New Areas

Posted: Fri Jan 24, 2020 1:40 am
by Exordius
As you said we lost two settlements so gaining one is not that bad. And the player base is only going to get bigger as time goes on so those empty areas may not be empty for long. Also some areas are going to be empty most of the time and that's ok, can't expect everywhere to be fully populated and it makes sense there are areas of the island nobody visits much either because they are remote or because they are boring. Trust me the player base here is gigantic compared to other servers so its not going to get spread out as much as you fear. Its too early to be worrying about it we will see what happens when the new city goes live. If at that point a problem develops then we can start talking about removing settlements and/or other invasive options.

Re: Minmir New Areas

Posted: Fri Jan 24, 2020 8:33 am
by Irongron
When it comes to the wilds of Arelith one should expect many more 'large, empty areas', as I really want to achieve a feeling of a 'real' island, full of places to get lost and to explore.

With cities & settlements I do prefer the model we have in the underdark; less, more populous settlements. This new city is actually a step in that direction, as we'll hopefully see.

When it comes to server numbers, we've started climbing above 200 at peak hours again, with somewhere in the region of 2100 regular and semi-regular players (unique CD keys with characters over level 5 having logged in within last 30 days) and in my view we would benefit from at least a 50% increase to justify the current & upcoming layout without the need to scale back in some areas.

This is something of a catch 22, as the more players we have settling on Arelith, the more development we can justify, but with more development, we attract more players.

I dont wish Arelith to grow exponentially, but I would like enough of a populace to have a vibrant isle, with at least 3 crowded power bases. There has never been a better time to join Arelith, and while I do my best with promotion the best method is still word of mouth. So please, if you haven't already, and especially if you live in one of our quiter timezones please consider using our promotion resources to spread the word among local RPG and D&D groups. The more players we attract now, while NwN is in active development, will directly affect the longevity of Arelith.

http://arelith.com/index.php/promote

Re: Minmir New Areas

Posted: Fri Jan 24, 2020 9:04 am
by JustMonika
Thanks for sharing your vision Irongron.

I'm keen on a few populated settlement hubs and a vast wilderness, so that eases my worries.

Re: Minmir New Areas

Posted: Fri Jan 24, 2020 11:47 am
by Arienette
The team destroyed Guldorand in October IIRC. Everyone kind of felt like that was going to lead into the New City aka New Guldulorand aka Hakdorand.

That either didnt pan out, or wasnt the intention and it was misunderstood by the player base.

Really sucked to be honest.