Hey guys, while I was reading @theFipmip’s topic about the world border specifically regarding exploration, I realized that the entire topic of exploration needs discussion. The first thing I did was what any good discourse member should do: I searched ‘exploration.’ I found that this very matter had been discussed several times in the past, however they were posted a long time ago, and I don’t feel they fully dealt with the issue. So now it is my turn to take a stab at it.
There are three major problems ( from how I see it)
Problem number one is that nothing (currently) is hidden from the view of the player. Even the fog of war or underground of the map do not mask areas from the players sight.
Problem two if the fact that you cannot control your hearthlings directly. Even if caverns or abandoned castles were added you could not explore them properly.
Problem number three is time… Specifically, the ratio between how much time it takes to make one exploration event and how much time it takes to play that event is terribly disproportionate. The team could spend a week or more making a simple event, and a player could play it in five minutes.
In order to get exploration in the game one needs to deal with these three problems. By Implementing the node concept discussed in the Kickstarter video, the team could some these three problems(Although this may be very time consuming, it is a one time task.) Here’s how it will work.
The first problem is nullified because you’d be able to see the nodes on the map but not the event itself, since they would either be “shrouded” in darkness or just an icon on a map.
The second problem is solved by adding a new type of party command called “exploration” or perhaps “interact with node” this will allow the hearthlings to switch their pathfinding to an appropriate exploration mode.
The third problem is dealt with in a slightly risky way, but I think it can work. The team builds a tool or prototype to make nodes, then the community can supply the nodes. This would take the workload off the team, and allow for the community to literally change the game. The team could designate trusted community members (yes this is is inspired by @Relyss’s recent promotion) to screen the nodes before they are included in the game. ( Even if they don’t appoint community members, making sure the nodes are good will take much less time then making them from scratch)
This idea will take a lot of work from the team, but if it is implemented it will really add many of the much desired features to the game. For example it would add excitement, infinite content, community involvement, and obviously exploration itself. Best of all this idea has already been suggested by the team itself, this post is more of a reminder then anything else.
If you think my idea didn’t cover “all the bases” or perhaps you have a better idea(s) on how to solve the three issues mentioned above, please share them below. I’d love to read what you guys think.