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Inflate the map

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Grilka

Grilka

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This is the discussion thread for my idea Inflate the map.

My original submission to RuneLabs:


There are a lot of ideas around talking about "making the world bigger". But none of them (at least none I could find) shows a sustainable way to do this. I believe a total redesign of the layout of Gielinor would probably even exceed the boundaries of a big update.

Here's my idea:

Leave the "hot spots" as they are and in their relative positions in space, but inflate the space in between by, say, a factor of ten, filling in gaps with fields, meadows, forests, swamps or whatever seems suitable for the area.

Varrock will be the Varrock we knew, but there'll be a distance between the south wall and the Champion's Guild. The narrow gap between the Falador east wall and Draynor Manor will be a vast forest, the Tree Gnome Village will no longer be cramped between the river, the fight arena and Yanille.

But smaller features should also be included: the Varrock mines will no longer be directly south of Varrock, several Divination spots will be quite a bit more remote, Doric's smithy will be isolated in a forest, the Courthouse and the flax field won't be directly next to each other anymore and so on.

Maybe some areas could be exempt: I think the desert is vast enough, and the forest south of Feldip needn't grow, either.

Effects:

- there'll be room to grow for everything, from larger cities to adding new features
- the science of getting around will be interesting again, as the usefulness of lodestones will decrease - maybe some new teleport spots should be added (there's room for new fairy rings!)
- the landscape will look more realistic again
- some extra considerations must be made to rebalance, for instance, All Fired Up.


Support here.
Support my RuneLabs idea Inflate the map!

11-Mar-2015 06:42:08 - Last edited on 22-Mar-2015 12:42:27 by Grilka

Grilka

Grilka

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And of course I forgot to mention something:

The new, bigger world will still be as populated as it is now, because there's not much reason to be in the space added. Players will still concentrate in the same spots as they do now.

Why do I call it "inflate the map"? Imagine Gielinor as the surface of a balloon, with the hotspots (cities, divination spots, lodestones, obelisks, party hat spawn points, ...) being tiny dots on the surface. When you inflate the balloon, the dots stay (almost) the same size, but they move away from each other. That's how I suggest the map should change.

Because people keep getting it wrong, as a clarification:
Only "empty" land should be added, according to my suggestion. Explicitely, cities stay exactly the same - in size, and with all their shops and banks and lodestones staying exactly where they are. All that changes are the distances between cities (and other points of interest). No content is to be added, nor destroyed - the world will only become roomier, and thus Jagex will regain the possibility of adding new content without destroying old content, or to grow cities (as other people have suggested).

One big benefit would be that new content can be added into the existing world and not only by creating some sort of portal or stairwell or dungeon entrance that brings you to a new out of the world location (not necessarily instanced, but away from everything else).
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11-Mar-2015 06:49:44 - Last edited on 05-Jan-2017 07:30:20 by Grilka

Grilka

Grilka

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Kingdoms and cities need to have a certain size. Ten years ago, the landscape of Gielinor was mainly forests and meadows, with a few cities in between, and you basically had to walk or use many different means of transportation, often paying for them, to get around. That felt natural.
But it became denser with every addition: the Clan Camp directly outside Falador, the Grand Exchange filling in the space between Varrock and the Wilderness, there wasn't even enough free space for the Battle of the Gods, they had to destroy parts of Lumbridge. The Brassica/Monkey area barely fits in between that and Draynor, and virtually all remaining space is now filled with Divination memories.

I don't say that cities must grow; actually, my suggestion explicitely doesn't want cities to grow. But if anything needs to be added in the future - be it new skilling areas like Divination, or new special buildings in cities or whatever - there will be room to do so.
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13-Mar-2015 13:50:45 - Last edited on 13-Mar-2015 14:28:29 by Grilka

Grilka

Grilka

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Vivek said:
Would that not create a lot of empty space?

That's exactly the point of my proposal.
The world as it is is too full. Places have grown to touch each other (like Burthorpe and Taverley), "new" (actually some quite old ones, too) additions get placed directly next to existing places like the Clan Camp is directly south of Falador, some additions even needed existing stuff to be destroyed, like the Lumbridge crater.
There used to be spaces between hotspots - spaces that created atmosphere and contributed to Gielinor feeling like a world, not like a cramped playground.
In addition, navigation between those hotspots has become ridiculously easy with the Lodestone Network. Honestly, who bothers to use fairy rings? Who carries the right type of logs for the balloons? Does it still make sense to own assorted enchanted jewelry to get around?
If Gielinor would get inflated as I suggest, there would be "open space" (or forests or swamps or whatever) again. Space you need to cross while travelling - making already obsolete means of transportation useful again. Space that can again be filled with new content, like the space of 2005 Runescape has become filled with the G.E., the crater, the clan camp, Divination plots, God statues, PoH portals, farming plots and tons of other things that turned Gielinor into the claustrophobic, dense (albeit of course more interesting) world it is now.
The new space can (slowly and partially) be used up again in various ways: cities could grow, like some people suggest; existing content can be placed a bit more freely; new areas, like Quest areas or places where you can train oncoming skills can use it, and if it is not used it will still look better than the overly cramped landscape now.
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16-Mar-2015 21:32:00 - Last edited on 16-Mar-2015 21:34:05 by Grilka

Grilka

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Of course this is a rather large project - I proposed it when large changes were asked for :).

But I don't think it is impossible, and the problem my suggestion addresses is real and needs to be dealt with.

Also, I'm not so sure if it really is that hard to do. I get your point if this was about inflating the hot spots as well - as in increasing the size of Varrock. That would indeed be a gigantic project and almost impossible to do.

But my idea is about moving the hot spots (like Varrock) on an essentially empty enlarged world. The new space between the hot spots could even initially be nothing but a green plain without any features - or some repetitive grass pattern that you can't interact with.

About moving places with content around: There must be some coordinates that define the position of every guard spawn, wall brick and lava bubble. The position of, for instance, Varrock must be defined by these coordinates. So, you can find a bounding box for Varrock. Let's ignore the z-value and pretend that Gielinor was flat - we can handle the third coordinate similarly. Say, Varrock lies within the rectangle whose north-west coordinate is (273,56) and whose south-east coordinate is (355,122). Then, I can simply run a search&replace on the code that takes every object - no matter if it's a wall, a guard spawn point, a tea cup or a dungeon entrance - that lies within these boundaries (say, King Roald's position at (302,66)) and add a constant value to it, for instance (1000,200). That would move all of Varrock pretty far east and a substantial value south - King Roald to (1302,266), and the entire Varrock rectangle too, without changing any relative positions within Varrock.

Of course, this is still a tremendous task. I'm sure there are some code parts that rely on relative distances between features and not absolute positions. There will be bugs introduced, of course. But I'm positive it would be worth it.
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16-Jun-2015 07:13:27

Grilka

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Thanks, Brodo_1 - you rephrased what I was (unsuccessfully) trying to say two posts up :)
It's a difficult matter to explain, so maybe if we continue rephrasing, people will get it. I'll try graphically. Sadly, there seems to be no way to select a fixed-width font here - so I hope it is visible for everyone...
Say, a part of the world looks like this:

.---------------.
|...........................I
|....XXX...Y...........I
|....XXXX.YYYY....I
|......XXXXYYYY...I
|......XX.....YYY.....I
|................YYY.....I
|...........................I
`---------------'

with the Xs and the Ys showing the area where two different points of interest are - say, the Xs are the Crater and the Y's are Lumbridge.
You then can inflate just the free space by "cutting out" the Xs and Ys and placing them on a bigger area - for example like this (note that they're not only separated on the x-axis, but also relatively moved a little on the y-axis):

.------------------------------.
|....................................................|
|..............................Y....................|
|..........XXX.............YYYY..............|
|..........XXXX............YYYY.............|
|............XXXX..........YYY...............|
|............XX..............YYY...............|
|....................................................|
|....................................................|
`-----------------------------'

(yes, I am aware it doesn't look exactly identical here - that's the limitation of abusing text for displaying graphics)
The "only" (well, actually, maybe probably not) problem is that you need to find an easy way of creating an "empty" world where you can just insert these points of interest that doesn't look completely stupid. Maybe a small set of general landscape could be created - grassland, forest, jungle, swamp, desert, rubble should be enough - and each point of interest gets placed amidst the fitting background.
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22-Jun-2015 06:58:15 - Last edited on 08-Oct-2015 06:14:09 by Grilka

Grilka

Grilka

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I'd really appreciate a qualified comment from a Jagex developer (or a spokesperson) here whether this or something similar is possible at all.

I'm absolutely convinced that some way of expanding the world is a necessity, and a rather important one, too. There are other ways of doing this, and I read about and thought about many of them, and this one seems to me to be the easiest way to go - except I'm not seeing an inherent problem with this approach.

Of course, any way of expanding an existing world is a huge task, but I'm trying to find a way that can be followed.

One advantage of this path is that you can basically implement it without creating anything new (besides the empty world), which would at first of course be awkward and void and weird. But after the task of inflating is done (and the bugs that certainly will arise are fixed), the new void can be filled using established mechanisms of retouching areas as it has been done before, and before not so long, the new enlarged world will live again.
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22-Jun-2015 07:18:50 - Last edited on 22-Jun-2015 07:19:38 by Grilka

Grilka

Grilka

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How to get there is an entirely different question as how the goal should look like.
It is actually hard enough to think about every implication the inflated world would bring, and that should be the focus of this thread, but as the way of development is obviously to be adressed, too, here are my (incomplete and largely incompetent) thoughts:

I think it would have to be a path with extensive beta testing - like the introduction of EoC was. We'd all continue to play on the world as it is now, while the enlarged world is developed in parallel, open for alpha and (later) beta testers. At some point in the future, the inflated world will be ready to be played, and both worlds could coexist, giving players the chance to get used to it. Maybe some (minor) features could be added only on the larger world, like additional teleport points or a unique way of skilling (maybe excercising constitution and agility while running in the open plains that only exist on the new world).
This phase could be used as an all-open final beta testing phase, with real deaths and real xp for everyone participating. Gradually, most players will switch to playing on the new world (if they don't, there will be ways to encourage them...).

And then, at some point in the more distant future, new content (read: quests, new skills, new skilling points, new NPCs, new minigames - whatever) will only appear on the new,
enlarged world - as there is no room on the old, dense world anyway. This is the point when playing on the old world will be considered "legacy" as well, and you're supposed to only play on the larger world. Migration complete.
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28-Jun-2015 10:40:57

Grilka

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I'm not sure if we should discuss the "how" in detail before we know whether the "if" is at all possible...
Sure, for best customer satisfaction you'd need each a large and a small world with and without EoC. But I don't think that Jagex planned the legacy mode beforehand - it is a lot more likely that they wanted everybody to move on, but then realized they'd lose quite many paying customers - and reputation/karma/credibility along with them.

About the "if" again:
It could even be possible that a portal-like barrier stretching from map edge to opposite map edge starts moving through Gielinor from South to North. Starting somewhere in the Southern sea, it would not have an even movement, but lunge forward to consume an entire area in one gulp. The smaller islands could simply be swallowed without any further effect (as their absolute position is irrelevant anyway), but once it reaches the main land, dramatic effects occur. Let's play through an example:
When the barrier consumes Feldip, it stretches across the land just south of Gu'Tanoth, and when you cross it (going south), you'll wind up in the enlarged version of Feldip - with new features, but mostly more open space. Go north again, go three steps East in the "old" land, and cross the barrier again - you are 30 paces East from your original position!
In the next step, Gu'Tanoth is consumed. The portal barrier now lies North of Gu'Tanoth. Gu'Tanoth has not changed a bit - but East and West of it, new landscape has formed that now connects seamlessly to the enlarged Feldip area. The barrier is now further to the North, and crossing it has the same effect as before: one step in the old land to the East or to the West equals ten in the new land south of the barrier.

As the space anomaly consumes more and more of Gielinor, the whole landscape becomes larger. At some point, the barrier reaches the border to the Wilderness - and that's where it could stay. No changes to the Wildy, and all Gielinor will have grown.
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28-Jun-2015 22:40:19

Grilka

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(continued)
This approach would also allow migrating gradually to the larger map. Every step can be prepared and tested separately and as long as needed, before the next area is added to the enlarged world (and in the same go removed from the old world).
On the other hand, I have even less of an idea if this is possible at all...
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28-Jun-2015 22:43:22

Grilka

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And where will you put future additions? The world is overly full as it is. This is not about wanting to walk, but about having room for growth. If a new quest needs a special building in a city (like, for instance, Shield of Arrav, Witch's House or Hazeel Cult) or you want to add a new skill that needs facilities (like farms or Divination plots), there simply is no place to do so. Having everything instanced or accessed via some sort of portal doesn't always fit in, so some form of creating space is neccessary. Support my RuneLabs idea Inflate the map!

29-Jun-2015 05:17:10 - Last edited on 29-Jun-2015 05:23:01 by Grilka

Grilka

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Sure, there are possibilities for adding stuff like you explained. And I don't want to invalidate your opinion, either.
Some types of additions are almost impossible, though. Imagine trying to add a new skill like farming, hunter or divination, which needs a lot of room at various places inside the existing world. You couldn't do that anymore without seriously cutting space used for other things, like for example trees for woodcutting. Of course, you can argue "what kind of skill like that are you thinking about?", and I'd have to answer "no idea", but the point is to keep the possibility open.
In my opinion, the world is already too packed as it is now. Even if you don't want to add anything, open spaces are rare, and (at least to me) it feels wrong that this rather medieval setting has almost no open space between its inhabitated areas. I don't like the clan camp to be located directly outside the walls of Falador, I'd love to see a bit of forest between the G.E. and the wilderness (a forest rumoured to be dangerous, but still offering a bit of protection from the savages in the north) - honestly, who would build a commerce centre right next to the most dangerous area in the world?
Also, I want the time back when navigating was a science. When you carefully had to plan what items you needed to bring for collecting your dailies while simultaneously doing a farming tree run. The Home teleport spells are way too powerful, in my opinion. Inflating the world would help here.
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29-Jun-2015 09:52:02

Grilka

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Hey, Jon Stryder, thanks for pointing me there! I got a lot to read.
I've been searching for this for quite a while, as I couldn't imagine my thinking being so unique that no-one before me had come up with a similar idea.
That thread isn't connected to a RuneLabs idea, though, is it? So, maybe it's a good idea to further discuss this here, and porting part of the content as you did two posts above might be the way to go, wouldn't it?
The "official" answer on page 35 is a bit disappointing, though. On the other hand, it is almost 18 months old now, and matters could have changed...
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07-Sep-2015 06:29:05

Grilka

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Sure, there are a lot of good ideas on what to do with more landscape - and I really like the farming and gathering ideas.
I'd like to focus on the inflation here. The project would be gigantic already without adding any content (as in just adding mostly meaningless, empty landscape). Putting the new space to good use can be done with almost any skill, I suppose. Most gathering skills could use more spots, and they could be scattered all across the world.
Oh, and about the rivers: I totally agree! Just imagine trade routes with ships on the rivers...
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25-Sep-2015 08:45:11

Grilka

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Brylee said:
This would be a massive update, not only will it be basically redesigning all of runescape, it's an idea that is not worth it.
Actually, it is an attempt at creating room for new content without redesigning all of Runescape. And after that room is there, partial redesigning (as for new quests, new minigames, new skills like farming or divination) can occur in the landscape of Runescape, and not by creating some kind of portal or ladder or dungeon that leads out of Runescape.
Brylee said:
I don't see them doing this, it will be dead content.
My proposal would be that it's not content at all. Just room, where content can be added.
Brylee said:
We use lodestones/tele's now we don't explore as much as we did when we first played the game.
What about new users?
And at least, I personally miss the challenge of knowing how to get around. I loved the diversity of transport, I enjoyed picking the right logs and jewellery for the later trips, before I used my amulet of glory to tele to Edgeville because of it's access to the fairy ring network.
Brylee said:
No support
That's entirely your decision. I don't want to argue or even persuade you, I just wanted to clarify.
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23-Mar-2016 19:51:45 - Last edited on 23-Mar-2016 20:05:33 by Grilka

Grilka

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A Vitalis said:

Can't tell if Stephen Hawking reference or not Stephen Hawking reference.
Hehe - I can't tell, either. I didn't have Hawking in mind when this picture came to me, but as you mention it, I seem to recall he used that analogy for explaining the expansion of space.
A Vitalis said:

Anyways, I definitely like this idea, but how hard would this be to actually do? This seems like a huge project to me, since Jagex would essentially need to slice the map up and create filler for the gaps in between important places. Granted you could do this with some sort of map generator, but then you'd need to go back through and work out all the bugs...
Thanks - and of course, it would be a huge project. But I think it would be possible to do that gradually, as I tried to explain further up.
A Vitalis said:

It seems like a project that would take a lot of dev time and resources. Definitely one that would improve RS in the long run, but can the amount of time and developement it would take be justified against other projects?

I think it would be worth it - though of course one should try to implement the changes as non-interrupting as possible.
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23-Mar-2016 20:02:54

Grilka

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Yourma2000 said:
This sounds like a good idea in theory, but one MAJOR problem with this is all of the NPCs.


I don't think that's actually a problem. The location data of NPCs can be changed in exactly the same way as the location data of static objects. As far as I know, most NPCs are constricted to a rather tight area, and those areas are mostly inside a "hotspot" that wouldn't be altered at all by my suggestion. The Varrock guards would simply be moved to the new location of Varrock, and wander around the relocated Varrock, like they did before.
A few NPCs are different, of course, but that's just Posty Pete, the Drunk Dwarf and maybe a handful more. Of course, this needs to be taken care of, but it's no major problem, I think.
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07-Apr-2016 21:51:32

Grilka

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OK, time to give up, I think.
Thanks for your support, everyone - but with RuneLabs dying, I don't think there's a point in continuing this duscussion.

It was fun while it lasted, and thanks again to everyone for contributing.

And thanks Jagex for your great RuneLabs interface and your effort in continuing it, and you making me feel like my voice is heard.
Not.
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28-May-2016 09:19:24

Grilka

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Yes Royo2005, that's exactly what I wanted to kick off with my suggestion! I want to create the space needed to become creative with new content again.
Royo2005 said:
we could add stuff like Mesa and swampcanos and a flooded city or a graveyard of burnt villages or a mountain that can be looted every 30mins with random loot and cave generations

I got no idea what "Mesa" and "swampcanos" are, but yes, yes yes! Fill the space with all that, once it is created.

I'm rather disappointed with the changes NXT brought - exactly nothing in terms of making RS bigger. It doesn't even look bigger, it looks smaller with the larger draw distance.
The uncharted Arc islands are another disappointment. While they sure show what a map inflation could look like, they're not empty space separating hotspots, but just useless empty space; and what's worse: they're not part of Gielinor, but instanced and phased out of the world.
Thinking positive, this might be something like "gathering momentum" before bringing on the real world enlarging update, but I'll believe that when I see it, not earlier.
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05-Jan-2017 08:47:30

Grilka

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Chdata said:

I think it's more important for Jagex to make all of these areas not be deserted again first.
[...]
No support until bigger problems are fixed first.

In my opinion, the lack of space problem is The Biggest Problem by far - and even the very source of the problems you mention.
Why was Prifddinas necessary? Because all those high level training facilities had no room in the existing world. On my proposed new, enlarged world, it would be easy to add (for example) a few waterfalls for fishing or actually everything else that is now in Prifddinas - and had it been done that way, all the higher level players were still in the "normal" world.

The main problem in my opinion is that there's no room in the "regular" world to add anything new, so it's all phased out of the world like the Runespan, Prifddinas, the Arc, the Invention guild or whatever new content came out (semi-)recently.

For this to work, my proposal introduces not "deserted", but intentionally blank areas. They would be deserted, of course, because there would be no reason to be there. But not in a sense that no-one ever sits around in (for example) Rimmington (which actually could be an interesting place to go), but rather like nobody is standing in the desert in the middle between the Bandit Camp and Pollnivneach - because there literally is nothing to do.
But as soon as something is to be added to the game, there will be room to do so in the existing world! Any of those phased-out thingies could have been integrated into the normal world like it has been done before, for example when Farming was introduced. And if all those (let's face it: they were needed...) high level training facilities that are now in Prifddinas had been scattered around the world (maybe adding new, also high-level teleport options between them), all those people would still be populating the "normal" world instead of hanging around in Prifddinas.
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19-Mar-2017 11:19:12

Grilka

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I doubt that the creation of mounts should be of any importance when discussing this issue.
There will be only few places that will be harder to reach than before ... if you define "before" as the time before Lodestones.
Travel has become ridiculously easy these days. I recall regularly walking from Varrock to Falador, because teleporting was too expensive, and run energy wouldn't last for such a long travel. These were the days when something like a farm run required careful planning: which amulets and rings do I need? Will I carry the logs for the balloons, or just a hatchet (no, not on the toolbelt - we didn't have one...)? Where can I find the right trees? And there was fairy rings and canoes and teleport spells and lyres and I don't know what else - all that still exists, but is hardly used anymore.
Twiddling a bit with those could make mounts completely unnecessary. An example: there's a Falador teleport in the standard spellbook and in the Lunar spellbook, the Lodestone in the north, the Skills necklace teleport to the Mining guild, and a few more less reliable or useful ones (Cabbage Port for example). After my suggested inflation, Falador would still be exactly the same - but it's surroundings would have expanded. So, the south Falador farm would be a bit away from Falador - but still easily reachable via Cabbage Port. Doric's Smithy would be a substantially longer walk from Falador - but if the Lodestone moved with it, we could use that for visiting Doric, while it wouldn't be as useful for reaching Falador. Walking to the Clan Camp from Falador wouldn't be a good idea anymore, either, but we can reach it via teleports easier anyway. For reaching the Invention Guild, one could still repurpose maybe the Lunar spell to bring you there, without cutting off Falador.
And for those areas where that doesn't work: There's room again! We can have new fairy rings, new Spirit Trees, or even completely new teleport networks.

That aside, mounts would still be awesome.
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05-Jun-2017 20:47:14

Grilka

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Othello said:
It doesn't even need to be dead space.

Of course not! This part of my suggestion was only for making it easier to implement. Imagine creating a huge, boring, empty world with not much more than five different landscape tiles (grasslands, desert, road, forest, water should be enough), which can be created easily and quickly. And then replace parts of this new world with cutouts from the old world. You'll have a bigger Runescape with the smallest effort possible - which will still be a tremendous effort, I believe. And because of that, ...
Othello said:
Mines can be placed here and there. You could track beasts through big chunks of forest for big amounts of hunter experience.

... this can be added later, when the "transplantation" has worked and the patient has left hospital.
Othello said:
You can have NPC's requiring all sorts of help wandering around (spawning and despawning) as an D&D. Even rare beasts roaming around for some rare cosmetic drops. There are plenty of options, all keeping the nature/wild feeling intact.

And exactly those options are what I wish to create. Room for those options, room for new creativity. Maybe room for new skills, quests, minigames. Stuff like traderoutes, or whatever. Stuff others can think of and have already thought of. Stuff that suddenly has room to come into existance.
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22-Jun-2017 18:11:06

Grilka

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eye urn mahn said:
Expanding the space between cities would be an absurdly large task for very little gain.

Two claims in one sentence - which I think are both only partially true.
A large task, yes - but in this proposal, I'm trying to make it as little "absurdly" large as possible. Most of the structure of the world would stay exactly the same, and the expanded space would be empty, boring, useless - and most importantly easy to create. The emptiness would also be temporary, as adding that space wouldn't be the end, but the beginning of a major change of Gielinor.
Very little gain - I beg to differ. For years, Gielinor hasn't changed like it did in earlier times. 10 years ago, there was exactly that empty space I propose to re-create to be found everywhere. A forest north of Varrock. Goblins roaming in the empty landscape between Lumbridge and Draynor. Lots of forest everywhere, like south of Falador, where highwaymen hid.
Then came the Grand Exchange. And the Clan Camp. And the farming skill. And the Lumbridge Crater. And Divination. And various guilds. As a result, the land is now full. You can't add anything anymore in most of Gielinor.
This needs to change, and it would be a lot to gain, in my opinion, if this room was re-created. Not serving itself, but being an area of possibilites. And while you're at it, you could as well make it large enough for looking better on large displays with great draw distance.
Support my RuneLabs idea Inflate the map!

26-Jun-2017 06:30:06

Grilka

Grilka

Posts: 60Iron Posts by user Forum Profile RuneMetrics Profile
eye urn mahn said:
New areas/cities/continents would have the same effect and would be much quicker to produce.

In my opinion: no. The Arc is nice, but it is an extra add-on attached to Runescape, not included in Runescape. It looks nice, but it's not the same as adding Farming was. Everything you can do there is new, and hardly connected to the rest of the game. It's actually mostly a separate game with very few connections to Runescape. Same goes for Dungeoneering.
eye urn mahn said:
Having to take multiple years to basically re-write the game so there can be a few more fields of nothingness would not be the best approach to keep people interested in the game.

That's exactly why my proposal tries to keep everything exactly the same - just to separate it. It is not basically a re-write, but a re-use of absolutely everything! No re-write of any current content is necessary, just shifting it around a bit. All that needs to be written is filling the gaps - and as stated numerous times before, these gaps can initially be absolutely boring and empty. There is initially no need to ever be there, as there is nothing to do. Navigation still wouldn't change (mostly), because you don't walk between hotspots anyway.
I do recognize that this would still be are rather big change and a lot of work, but I'm sure it would be totally worth it.
eye urn mahn said:
Even if you got to the stage of adding new content to the expanded areas you would have still missed out on years worth of potential updates.

"Potential updates" that are not really updates but add-ons bolted to the edges of Runescape instead of included in Runescape. I'm really sick of everything being phased out via some portal or staircase or trapdoor or ship travel, and I'd love to see new content created right in the middle of the world.
Support my RuneLabs idea Inflate the map!

26-Jun-2017 06:45:00

Grilka

Grilka

Posts: 60Iron Posts by user Forum Profile RuneMetrics Profile
I think we're basically talking about the same thing. "Increase empty space by a factor of ten" and "double the size of Runescape" isn't that much different, I think - and even if it was, I'm pretty sure it doesn't make much difference in the effort you'd have to put in that update. It's hard to do it at all, but won't be much difference with the amount of inflation. How big that would be could easily be asked for in a poll - if finally the decision was made to tackle this vital problem.
I, for one, wouldn't mind at all if one or two
(or even all...)
of those uninspired crater "attractions" that only give you some stupid cosmetic stuff that you can't even collect as a complete set without spending money on it were left out in favor of having an update that doesn't offer new content immediately, but helps preserve Gielinor as a whole in the long term.
Support my RuneLabs idea Inflate the map!

05-Sep-2017 08:04:57

Grilka

Grilka

Posts: 60Iron Posts by user Forum Profile RuneMetrics Profile
Uncle Pob said:

Server load would not be a problem. In fact, server load would be reduced along with lag.


Wow! That's quite the insight!
I believe you're right, but I never thought about it that way before!
It could actually be possible to make the world bigger and save resources at the same time - which is a game changer, imho. The number of arguments against this urgently needed update shrinks more and more, yet the biggest one remains: Jagex doesn't listen to us. :(
Support my RuneLabs idea Inflate the map!

12-May-2018 10:40:28

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