How to really keep people out of the void
Timelord_Fred
Join Date: 2017-07-05 Member: 231596Members
Putting leviathans into the void is just going to make people want to go their to see how far they can get. People may compete to see who can last the longest in the void. The best way to keep people in the playable area is a unpassable natural barrier. If you've ever played the old 2008 game Spore, you may have encountered the giant sea monster (seen here: ). If not, the game has a giant sea monster that will eat you if you leave the playable area. A creature like this is what we need to stop people from entering the void. When entering the void, the PDA could give a message saying "Large leviathan Lifeforms dwell in the depths off of the shoal you currently reside on. Exploration is not advised." Then if the player continues going along, a large creature could come up and eat them (and any vehicles) whole. The player could then respawn in the playable area. This wouldn't be a creature actually moving around, but one that will apears anywhere when the player goes too deep into the void. We don't need to see much. Just the head as it swallows you. It could even be an animation like the one seen at the start of the game.
Comments
Plus, if you're terrified of dark open waters like me, you'll be too scared to actually go more than 20 meters away from the edge. Cough.
You mean, the Kraken...
Really... I agree completely.
Why would somebody else going into the void in their own game, bother any other player enough, for them to actually make suggestions to keep anybody from doing so?
smh
Also, this is a game about scanning every lifeform you encounter. Putting a critter out there you can't scan breaks the game's consistency, even if it's an event-only fellow. At the very least that'd require a precursor download to make up for it.
Ghost leviathan will not be the only one there the sea dragon will be there aswell
I feel an invisible wall would just be kinda unrealistic. Putting an invisible wall would be dangerous (you could run into it and damage a cyclops) and would ruin the atmosphere of the world
Perhas it could be a large version of a already existing creature (a sea dragon maybe?)
But if there is to be only monsters outside the map, I suggest throwing Crabsquid and Lava Larvae into the mix, as they're extremely annoying to deal with when piloting a sub. It would really put people off, I think.
Boring is the way to go...
... or any other excuse to remove the 90 degree vertical drop Immersion killer that it is!
The abyssal region below the crush depth could then, in a later expansion that also introduced a new submersible for deeper abyssal exploration, be created using procedural generation (as abyssal plains are by and large just empty mud flats) that have certain locations that are hand crafted (IE: Underwater trenches, biological hot spots around dead reefbacks on the seafloor, thermal vets, etc)... for example they could make a large underwater trench by hand and then populate the abyssal terrain between the trench and the current game map with a procedural algorithm.
In this manner they could create a challenge for end game players by:
A. Making the empty procedural space large enough that finding the hand-crafted locations would be difficult (at least for those who go without looking on the forum for the coordinates!)
B. Creating a large distance between old resource gathering locations and the new hand crafted locations such that it would be sufficiently far between the locations as to promote the construction of new supply bases
C. Creating a power-generation challenge (as procedural abyssal plains would lack thermal resources and would be too deep to implement solar resources players would have to rely on either bioreactor or nuclear reactor power stations for recharging their abyssal exploration submersibles while exploring the abyss)
D. Requiring the creation and discovery of new abyssal reinforcements to be able to build things that can survive at those depths.
E. Populating the empty abyssal regions with significantly larger threats than the current leviathans due to the elimination of the need for them to navigate tight spaces. (For example they could make fauna that have a much larger detection range and significantly higher speed that roam the abyss)
Holy crap.....
The greatest comment in the history of the internet.
Alert the player of an EMF that disrupts signals and kills all pings so the player can't see any beacons whatsoever. The compass could also go wacky and just spin like crazy. Becoming lost in the void without any sense of direction an no features to guide you back sounds like it would terrify enough people on these threads, myself included. Pitch black, no sound besides your creaking sub, and no HUD elements to save you from getting lost forever.
Easy implementation as well!
However, the void itself already serves as a soft barrier to the world. If we want to keep players from being able to head infinitely far from the edge of the game world (or dive to ridiculous depths) then the solution presented in the OP is valid and provides a nice hidden hard barrier after a certain point without the annoyance of running into an invisible wall.
Additionally, I would like to see the game world be an actual plane with the abyss not being infinitely deep with the entire playable area floating in space like it is now. It could be very deep such that the only way to really reach it would be in creative mode, but there should still be something down there.
Alterra will find me years later in a catatonic state, mumbling about those horrors of the deep.
also remove the ability to spawn crash fish while parked next to any underwater surface and looking at that surface, that way you can't spawn 100 crashfish and create your own tunnel down and around the barrier.
RELEASE THE KRAKEN!!!
Hearthstone: North Sea Kraken
Flavor text: "You have no idea how tired this guy is of being released."