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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Should opening up new regions also permit server population increases?
akabear
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
Logistics aside, a low population server is often not as enjoyable as one that is thriving with a large active community.
Should lands expand in future updates there is a likely associated increased population dispersement so was wondering if permitting regional limits but increasing overall limit might be a way to go.
Thoughts?
Should lands expand in future updates there is a likely associated increased population dispersement so was wondering if permitting regional limits but increasing overall limit might be a way to go.
Thoughts?
0
Comments
I honestly have no idea how Intrepid could do major expansions in this game.
But AoC doesn't need to expand territory to keep the game fresh because every time a node levels up, we get new content. Every time a large node gets eliminated and the next node over levels up, the next node over is a different type and the dungeons will change, mobs will change. Every time the seasons change, mobs and dungeons will change differently than when the prior node controlled that territory. The world itself is ever changing.
What causes it to change? Us, the players. If we band together and take down a military node so the divine node next door grows (and it is up to us to make it grow), we get new content. If we establish new trade routes, different predominant religions, different species of pets, higher level bounty hunter guilds, different crafting professions, even different tavern recipes....the world changes and remixes differently. We level up a new type of metropolis, we get new content. We level up different combinations of metropoli, we get new content. Really quite brilliant.
Either increase the impact religion and costal organizations have in the game (make them influence content similar to how node type does), add new node types, or add new node tiers.
The only other thing I can see them doing is adding new land that falls outside of the node system, but I don't like the sound of that at all.
Alternately they can expand the world with, for example, a corrupted area where no nodes can be placed, but one that is full of big nasty ancients to kill and fight over for loot and profit. In that case a population expansion is not necessary. It doesn't even have to be on Verra. It can be on a different plane of existence, where the Heroes of Verra portal in to smite the foes threatening Verra.
I could go for an expansion in to a corrupted area. That gives a plausible reason as to why players aren't building cities there.
I really hope they avoid the NW pitfall of opening a bunch of servers and then contracting them back down. I think the subscription model will help with that since no free account keys will flood the game/population (I hope).
I don't know how or even if the Underrealm should be subject to node changes. Maybe it's an opportunity to have a sort of static themepark? Or go the opposite route; have it routinely change in random ways (say it's an effect of Corruption), much as a Roguelike game will change on each playthrough (think of the Diablo games).
Just spitballing, a random Underrealm might be too difficult to do, but I still say that expanding down in some way should absolutely be an option if they want to make the world bigger.
Because the original content is designed for a concurrent population of 10,000.
Unless you modify that original content, you shouldn't increase the concurrent pop cap.
I would prefer to see new content in the same old areas, though.
Might there be new content that would inspire us to leave our comfortable homes?
ALL ABOOOOOOAAAARD!!!