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dragossh

Joined: 18 Jan 2010

Posts: 516

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Post Posted: Sat Apr 16, 2011 11:37 pm — Post subject:

Darn, you got me! Razz

I'll go hug Eddie.

IanWatson

Joined: 05 Jul 2006

Posts: 263

Location: 9201, 604577, 1837

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Post Posted: Sun Apr 17, 2011 11:14 pm — Post subject:

In character, there are hundreds of neighborhoods spread across the cavern wall. The three original neighborhoods that the DRC released to the public were Bevin, Seret, and Kirel. Bevin and Seret are nearly identical, except where Bevin has hand lamps, Seret has moth lamps (there may be other differences of which we're currently unaware). So while there are many Bevin- or Seret-style neighborhoods, there aren't "Bevins" or "Serets." These original neighborhoods have been inaccessible for some time.

To date, only one Kirel-style neighborhood has been released to explorers: Kirel itself, currently used for guild activities.

Calling everything a "Bevin" is inaccurate, and diminishes the historical relevance of the original Bevin neighborhood.

Out of character, neighborhoods are instanced, which is why KI coordinates and telescope views are all the same.


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rha3l

Joined: 05 Oct 2010

Posts: 98

Location: Nottingham

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Post Posted: Mon Apr 18, 2011 9:32 am — Post subject:

[quote="cedward1"]

rha3l wrote:

Neighborhoods are all in the public cavern, spread across the wall of the cavern. So when you go from Ae'gura to a hood, you don't go to another Age, you go to the same Age but different location.



what? Quote error - I said no such thing!!!

cedward1

Joined: 01 Mar 2010

Posts: 140

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Post Posted: Tue Apr 19, 2011 2:19 am — Post subject:

Yeah, well, I'm blaming you anway! Twisted Evil

Gondar

Joined: 12 Aug 2006

Posts: 1587

Location: Here, there, you know. Around.

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Post Posted: Tue Apr 19, 2011 11:42 am — Post subject:

I kinda wish they hadn't done it as is, so it wouldn't be such a suspension of disbelief. ICly the simplest explanation is still that they're instances of bevin, hence the term "bevins" is correct. The reason is all the facts that come from them instancing.


What we need now is a way to fix that. How? Simple.. hoods randomize features on creation, right? If they have things or not.

What do we do? We have a randomizer for the ki coordinates with an alteration schema, so it can be given a random spot about the edge of the lake,. Next, we have a half-dozen different islands and versions of the ae'gura mockup, as well as cavern features.. and we randomize which is given (truly expert would be to adjust it along with the coordinates to make true rotational features)

The telescope would be harder, that I can't figure out. But randomizing the rest would give the impression of not being the exact same spot.. you'd link in, and the stalactites in the top aren't all the same, the overall features are the same mostly (they probably unified the design anyways) but maybe different room numbers, and the gaze of the lake is different, collect them all! That way would have a lot of faking done to make it seem different, but would have been a help and a nice touch.


Shame, really. Confused


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LAHI

Joined: 11 May 2006

Posts: 74

Location: Milwaukee, Wisconsin

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Post Posted: Tue Apr 19, 2011 4:29 pm — Post subject:

Very Happy Stick around vid....we still need you. As janaba said, if you move on to other challenges, we will miss you Exclamation


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