It is unlikely to get any more biomes than what is in the game, they are just going to develop the ones that are unfinished: Mistlands, Ashlands, Deep North and Ocean.
I think one thing that could be added, likely with out changing the core game to much, is sub biomes.
Examples:
Meadows: Oak Grove – A grove of 12-30 oak trees. Perhaps even in a ring or such like an Entmoot, built around a bowl in the ground.
Birch Groves: Same as above, a small grove of birches in the meadows, perhaps that area (and oak grove) also spawn a semi rare mob.
Black Forest:
Abandoned mine: This could be cool to see, and also a teachable moment. Many players play for a long time not realizing how deep coper goes. Have half mined out deposits that go DEEP, with a switch back path running down, maybe even a nearly broken down cart in it, and a timber crane like thing. Minecraft does this as well, they have structures in game, that actually teach you aspects of the game, such as ruined portals etc.
Lumberjack area: Have a smallish open area in the deep forest, perhaps with a path around it, and a dozen plus cut down pine trees stacked and ready for cutting. Have the stumps there and the trees. Like the abandoned structures it adds life to the zone.
Failed Farm: A old viking tried and failed to plant a farm in the forest, its remains now overrun with something, perhaps a new nush with thorns that slightly damages you. Be cool if you could replant these as well for a natural hedge/fence at your base.
Swamp: A broken down Smelter. A rare area, where a old viking had tried to smelt in the swamp but it obviously didnt work. A broken furnace, some chest with maybe a few bits of coal in it and like 1-2 bits of scrap iron at most. Have it partly sunk as if the furnace was so heavy it sunk into the ground. Maybe a partly uncovered muddy scrap pit, to show that they spawn in the swamp (Which many dont know)
A dock: Similar to how you find old scrapped boats, and abandoned villages, at the edge of the swamp you can find busted down old piers with a few rotting buildings, the remains of an old dock.
Mountain: I think the mountains are actually pretty good. Perhaps another mine, or lumber area, but mountain themed. A quarry would also be cool to show where old people got their stone from.
Wolf Pit: Perhaps a failed wolf pit . Like with the stake walls facing inwards, a bowl in the ground, but with part of the pit wall collapsed, as if the wolves escapes and killed the viking who had been trying to tame them. Also it goes to show an teachable moment on how you can maybe tame wolves, that players might not know. They see the pit, fix it up, and tame their first wolves!
Plains: This could be as easy as a failed barley/flax farm that the Furlings have obviously raided.
Lox Breeder: Like the wolf one, a failed Viking Lox farm, with cloud berry grove and an broken down wall.
Maybe have one of those stone pillars one its side, and partly quarried.
A dug out tar pit, like the mine, it shows that tar pits can be dug out, a teachable POI.
A super rare find, a abandoned structure with an artisan table. This provided a single, one off chance for players to fix and use an artisan table with out killing Moder. A lot of players like playing the game with out raids and killing the boss. This rare find would let people who explore a lot have a small chance (Like 2-3 one the whole map) of getting access to end game stuff with out fighting Moder. Aside from the artisan table unlocking blast furnace and other bits, every other item and resource in the game is obtainable with out raids. Have it be that the table is always guarded by a few berserkers as well, maybe even make it so it cant be broken and moved, it can only be used on location.
These are not game changing features, but adding a bit of variety to what is there, providing teachable moments and some life to the zones, and give a further reason to explore.
Any other ideas for subzones or extra POIs?
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