Post Apocalyptic inns... okay...

Is it just me, or is it strange that inns are sitting all over the place post apocalypse?  No surviving cities, scattered bands of survivors... but inns? 

This detail seems to murder the ambiance.  Perhaps instead of inns sitting all over the place early games they can be some other feature that serves the same purpose.  Perhaps waterholes or small springs where adventurers happen to often gather.  Anyone else think the inns are odd?

32,035 views 30 replies
Reply #2 Top

Maybe they are a little odd.  Run down houses or even ruins that have been repopulated somewhat would be better, but probably the most ambiance-killing part is how many inns there are, way too many.  I think there should be about 1/10 the number of inns there are now.

Reply #3 Top

I agree. Having just loaded up the beta for the first time earlier today, the first thing that struck me was the feel... it really wasn't what I expected. Loads of inns, and then somebody asked me to kill some rats for them. I dunno, i was founding a new kingdom/empire after an acapolcaypse, and was one of the few remaining magic users in the world, I doubt I'd be doing cliched fantasy quests.

Maybe the rat quest is meant to be an in-joke? The game felt a lot more King's Bounty than I was expecting. Whereas FfH2 does the whole dark, dangerous fantasy world thing a lot better.

I guess I should probably go back to ignoring the beta, and then wait til a while after release, once some mods and offical patches have sorted it all out.

 

 

 

Reply #4 Top

I've been thinking they are odd since day one and even though Frogboy keeps telling us that it's going to feel right when all the other features are in, I don't see it ever feeling right this way.

The ambiance feels really lacking in the game. All the other great 4x games (GalCiv, Civ, HoMM) have a perfect ambiance. I do trust that Stardock will be able to pull it off with this game too, but I think it's going to require something to be done to the inns.

Reply #5 Top

Look through this if you want to: https://forums.elementalgame.com/384539

Nothing bad about there being survivors, nothing bad about a growing commerce system. Heck, nations appear out of nowhere but still function, merchants work in an instant. Yet inn hints at lengthy travel, something only a few might do before they know of a destination. Not enough to support an inn in every place. My guess is that an inn would appear a few years after a worldwide devastation. And Elemental starts 100 years after the cataclysm. Simply decrease the number of them would solve it for me.

But the bonus of inns is that everyone gets... "Inn? Oh, a questgiver."

What the problem is: There are only inns. No settlements, no forts, no buildings except inns. Somehow pleasant little yellow-tiled inns appear here and there, yet there are no villages. The world isn't devoid of life or civilization, yet all we see are inns. So my solution:

Decrease the number of inns. Make other houses, settlements, and things. A goody hut might very well be a hut, where a family makes a bleak living.

Reply #6 Top

Yeah, I've sorta reacted to it aswell.

There should be refugee camps, or small, near-forgotten inns in the middle of nowhere.

Those inns look way, way, way too cheery.

Edit: And yes, there should be much fewer of them.

Reply #7 Top

Quoting GoaGalneGbilski, reply 5
Look through this if you want to: https://forums.elementalgame.com/384539

Nothing bad about there being survivors, nothing bad about a growing commerce system. Heck, nations appear out of nowhere but still function, merchants work in an instant. Yet inn hints at lengthy travel, something only a few might do before they know of a destination. Not enough to support an inn in every place. My guess is that an inn would appear a few years after a worldwide devastation. And Elemental starts 100 years after the cataclysm. Simply decrease the number of them would solve it for me.

But the bonus of inns is that everyone gets... "Inn? Oh, a questgiver."

What the problem is: There are only inns. No settlements, no forts, no buildings except inns. Somehow pleasant little yellow-tiled inns appear here and there, yet there are no villages. The world isn't devoid of life or civilization, yet all we see are inns. So my solution:

Decrease the number of inns. Make other houses, settlements, and things. A goody hut might very well be a hut, where a family makes a bleak living.
End of GoaGalneGbilski's quote

No one is suggesting that there shouldn't be survivors, but as you yourself have said, about a million things would come before inns.  Rudimentary roads, cities, and commerce. 

To be honest, this whole post-Apocalyptic motiff has been nothing but a massive thorn in Elemental's side as a valid and enrapturing game.  The things that Frog is trying to do with the game is counter to what one would realistically expect after an apocalyptic event.  As of now, I don't see how Elemental will possibly feel immersive, but I'm hoping to be proven wrong. 

Reply #8 Top

There were way too many Inns in that build.

 

Reply #9 Top

But then again, I get more irritated with monster locations spawning next to my starting location. Both are things I have taken over for the future.

Reply #10 Top

Quoting Frogboy, reply 9
But then again, I get more irritated with monster locations spawning next to my starting location. Both are things I have taken over for the future.
End of Frogboy's quote

Very encouraging.  So from what I can tell, a lot of people seem to take issue with certain elements of the early "Post Apocalyptic" setting that are specifically cosmetic.  It would seem easy enough to modify. 

Reply #11 Top

One other thing that bothers me is that the higher level quest tiles don't feel/look any more grand than the low level ones. I wished that it would be a bit more exciting and be more exotic to find a witch hut than it does to find an inn.

For example, a witch hut should be in a marsh, often surrounded with some monsters.

A Wizard tower should be in a hard to reach area, perhaps in the mountains, in the middle of a large forest or at the edge of the continent. Perhaps a solitary island.

Inns should be paired with at least a couple of pieces of road.

I don't like these sorts of locations to just randomly pop up on any tile wherever. Needs more consistency. Same goes for resource tiles. It's not fun that there's gold deposits, fertile land and lost libraries right next to each other all on plains. Gold deposits should be near mountains or hills. Old growth forests should be near forests. Lost Libraries should be somewhere a bit more remote (wizard tower example).

Reply #12 Top

Speaking of Inns, isn't it funny that the whole thing just dissappears after you visit it?

Instead of having many randomly spawning/despawning Inns, could we have just a few randomly placed, but permanent Inns?

These Inns could be places of refuge for a wide variety of people that require help. A quest hub. There won't be quests available all the time, but every now and then a new quest, or new quests, appear.

As an indicator the Inn could have a flag up, or lights could be on, or wagons in the front, whatever. Just something to indicate to the player that quests are currently available.

 

These quests could then of course also level up with the players adventuring research.

Reply #13 Top

I agree on the inns should be permanent point. And an indicator would be nice, yes.

 

One fun idea that came to mind is for inns to have a certain lifespan:

  1. Lively inn: quest location. Spawns a new quest every X turns.
  2. Worn out inn: quest location, worn out indicates it'll get deserted soon.
  3. Deserted inn: level 2 goodie hut. After X turns gets converted to pile of rubble.
  4. Pile of rubble: level 1 goodie hut. After X turns disappears altogether.
Reply #14 Top

I like that, Sir_Linque

Reply #15 Top

Quoting Malloreon, reply 12
Speaking of Inns, isn't it funny that the whole thing just dissappears after you visit it?

Instead of having many randomly spawning/despawning Inns, could we have just a few randomly placed, but permanent Inns?

These Inns could be places of refuge for a wide variety of people that require help. A quest hub. There won't be quests available all the time, but every now and then a new quest, or new quests, appear.

As an indicator the Inn could have a flag up, or lights could be on, or wagons in the front, whatever. Just something to indicate to the player that quests are currently available.

 

These quests could then of course also level up with the players adventuring research.
End of Malloreon's quote

I came to a similar idea from a different direction, trying to reduce cluttering, take a look.

Reply #16 Top

Quoting riadsala, reply 3

Maybe the rat quest is meant to be an in-joke? The game felt a lot more King's Bounty than I was expecting. Whereas FfH2 does the whole dark, dangerous fantasy world thing a lot better.
End of riadsala's quote

What's FfH2?

Reply #18 Top

Aye ... I am a proponent of many, many possible quests ... yet certainly reducing clutter and increasing variety would be nice.

 

Have like just 1 Inn per every "city block" ... or 5x5 tiles (at minimum), while having a variety of other quest locations within as well ... but never closer than 2 tiles away from an Inn or City.

 

Of course, it would be cool if a quest started "inside" a city, and you explored down the well, entered an Underground tunnel, fought a boss at the end of the tunnel, and exited the tunnel near the Boss's lair and came out in the Swamp several tiles away from your city.

Reply #19 Top

First thing I'd do after an apocalypse is go get a drink.

Reply #20 Top

Quoting TheBirthdayParty, reply 16



Quoting riadsala,
reply 3

Maybe the rat quest is meant to be an in-joke? The game felt a lot more King's Bounty than I was expecting. Whereas FfH2 does the whole dark, dangerous fantasy world thing a lot better.


What's FfH2?
End of TheBirthdayParty's quote

Fall From Heaven 2.  A mod for Civ 4, one of the best mods made in the history of PC Gaming.  Very dark.

Reply #21 Top

Quoting Sir_Linque, reply 11
One other thing that bothers me is that the higher level quest tiles don't feel/look any more grand than the low level ones. I wished that it would be a bit more exciting and be more exotic to find a witch hut than it does to find an inn.

For example, a witch hut should be in a marsh, often surrounded with some monsters.

A Wizard tower should be in a hard to reach area, perhaps in the mountains, in the middle of a large forest or at the edge of the continent. Perhaps a solitary island.

Inns should be paired with at least a couple of pieces of road.

I don't like these sorts of locations to just randomly pop up on any tile wherever. Needs more consistency. Same goes for resource tiles. It's not fun that there's gold deposits, fertile land and lost libraries right next to each other all on plains. Gold deposits should be near mountains or hills. Old growth forests should be near forests. Lost Libraries should be somewhere a bit more remote (wizard tower example).
End of Sir_Linque's quote

Excellent ideas.  I would like to see certain resources clustered together in this fashion.  If you have a lot of cities up in the hills, you probably have a lot of iron and gold.  If you have a lot of cities on the "Mystic Planes," homeland of a lost mystical civilization, there should be a lot of lost libraries. 

Reply #22 Top

best thing about the actual content is mods can change all that.

So if stardock can make a great game with little to no bugs. Thinks like having too many Inns, or no elves, or no necromancy, or whatever can easily be made by the community.

Reply #23 Top

Well, Definitely Inns (or whatever Quest giving locations) should stick around ... as most Quest giving locations.

While actual "questing" locations are free to pop-up and disappear. Although I would kinda like Persistent Dungeons that could be explored multiple times.

 

My main problem with the build is that there is just not enough stuff to kill (or the stuff dies too easily)

Therefore, simply give some monsters a LOT more HP, and let the Heroes have the high stats and the combat speed.

Reply #24 Top

Quoting Tasunke, reply 23
My main problem with the build is that there is just not enough stuff to kill (or the stuff dies too easily)

Therefore, simply give some monsters a LOT more HP, and let the Heroes have the high stats and the combat speed.
End of Tasunke's quote

 

Yeah, especially with a strongly magic-oriented sovereign this makes the beginning ridiculously easy. Frost bolt or two kills pretty much anything. 

Reply #25 Top

Very encouraging. So from what I can tell, a lot of people seem to take issue with certain elements of the early "Post Apocalyptic" setting that are specifically cosmetic. It would seem easy enough to modify.
End of quote

I'll admit to feeling the post-apocalyptic setting has felt mostly cosmetic to me. I'm not really complaining, it just does.