Voxtrium wrote: » It doesn't make sense for IS to let us build a house in the middle of a area they built for farming EXP or resources, that logic alone indicates they will likely give people plenty of wilderness feel and I highly doubt that even 50% of the population will want a freehold. When talking about what might happen you have to give IS the benefit of the doubt, they are clearing not a bunch of trolls developing this game, lets give them the benefit of the doubt that they won't design the game to have freeholds every quarter mile.
arsnn wrote: » The issue is that from the things we know there seems to be a conflict. The numbers dont really add up For open area to exist: -Either freeholds are gonna be very scarce and there is a lot of competition/conflict around them -Or freeholds become a shared asset, many people will enjoy as group content -Or we can cluster freeholds effectively. Which seems not to be the case atm, since freeholds are supposed to be distantant from each other -Or all of those cases apply to some extent
unknownsystemerror wrote: » No one knows the individual node sizes, available land, placement restrictions, and a host of other issues. If they increase the map size, all your presumptions are thrown out. We can't even get them to answer our cosmetic questions on freeholds. Until they give more information, all of this is moot.
Sheeta wrote: » Nah, I'm good. I was only pointing out that we were going nowhere productive with this.
Noaani wrote: » Sheeta wrote: » Nah, I'm good. I was only pointing out that we were going nowhere productive with this. I mean, this thread was always going no where. At the end of the day, if Intrepid want freeholds to be scarce, they will make that happen. If they want to ensure all players that want one can get one, they will make that happen. The only thing that matters is what Intrepid intend, and as Unknown pointed out, that changes based on what development dictates (glad he changed that from "on a whim").
Sheeta wrote: » So, what you guys are saying is that I wasted my time to bring up a problem that might arise in the future because regardless of what I think or the community thinks, Intrepid won't listen?
arsnn wrote: » Not sure what it is with people in this forum. This thread is now more focused on why its dumb to highlight issues that may occur, than talking about the issue itself. This happens so often here lol
Around 8-10k concurrent users per server is projected.[33][13][34][35] Initially there will be a limited number of registered accounts (approximately 15,000) per server to help mitigate login queues.[36] This limit will increase over time to around 50,000 registered accounts per server.[36][37][38]
Freeholds are approximately half an acre in size.[6] The footprint of a freehold does not change with node progression.[7]
480 km2 (square kilometers) is the approximate world size at launch.[32] This includes water and land content.[33]
SongRune wrote: » My own calculations disagree. Around 8-10k concurrent users per server is projected.[33][13][34][35] Initially there will be a limited number of registered accounts (approximately 15,000) per server to help mitigate login queues.[36] This limit will increase over time to around 50,000 registered accounts per server.[36][37][38] (ref: Wiki: Servers > Server Population) Freeholds are approximately half an acre in size.[6] The footprint of a freehold does not change with node progression.[7] (ref: Wiki: Freeholds) 480 km2 (square kilometers) is the approximate world size at launch.[32] This includes water and land content.[33] (ref: Wiki: World map > World size)According to Google, 1 Acre is 0.00404686 km², making a freehold 0.00404686 km² / 2 = 0.00202343 km². (Unfortunately, arsnn was off by an order of magnitude on this constant when they tried to do similar math.) Based on this map, the world seems to be about 60% land. We're gonna call it 50%, in order to simplify the math, and be slightly conservative. If we get to the point where the numbers are "close", there'll be something to discuss regardless. So let's do some math. 1. A freehold is 0.00202343 km². 2. Considering only the surface, the world is 480 km². (We'll remove water later.) 3. We see that this amount of space (before we reserve any of it for other things) can be divided into 480/0.00202343 = 237221 freehold plots. 4. With only 50% land (see above), we now have 237221/2 = 1163610.5 freehold plots worth of space. 5. With 50,000 registered accounts per server, this leaves us with enough room to grant each player 1163610.5 / 50000 = 23.27221 freeholds. Put another way, (1/23.27221 = ) 4.3% of the map would be occupied by freeholds if all players chose to have one, leaving 95.7% of the map free for node structures, wilderness, grind spots, and everything else. (Remember that we've already accounted for water, and we haven't used any of the space available in the under-realms, and of course remember that freeholds must be near nodes. They won't be out in the wilderness.)
arsnn wrote: » SongRune wrote: » My own calculations disagree. Around 8-10k concurrent users per server is projected.[33][13][34][35] Initially there will be a limited number of registered accounts (approximately 15,000) per server to help mitigate login queues.[36] This limit will increase over time to around 50,000 registered accounts per server.[36][37][38] (ref: Wiki: Servers > Server Population) Freeholds are approximately half an acre in size.[6] The footprint of a freehold does not change with node progression.[7] (ref: Wiki: Freeholds) 480 km2 (square kilometers) is the approximate world size at launch.[32] This includes water and land content.[33] (ref: Wiki: World map > World size)According to Google, 1 Acre is 0.00404686 km², making a freehold 0.00404686 km² / 2 = 0.00202343 km². (Unfortunately, arsnn was off by an order of magnitude on this constant when they tried to do similar math.) Based on this map, the world seems to be about 60% land. We're gonna call it 50%, in order to simplify the math, and be slightly conservative. If we get to the point where the numbers are "close", there'll be something to discuss regardless. So let's do some math. 1. A freehold is 0.00202343 km². 2. Considering only the surface, the world is 480 km². (We'll remove water later.) 3. We see that this amount of space (before we reserve any of it for other things) can be divided into 480/0.00202343 = 237221 freehold plots. 4. With only 50% land (see above), we now have 237221/2 = 1163610.5 freehold plots worth of space. 5. With 50,000 registered accounts per server, this leaves us with enough room to grant each player 1163610.5 / 50000 = 23.27221 freeholds. Put another way, (1/23.27221 = ) 4.3% of the map would be occupied by freeholds if all players chose to have one, leaving 95.7% of the map free for node structures, wilderness, grind spots, and everything else. (Remember that we've already accounted for water, and we haven't used any of the space available in the under-realms, and of course remember that freeholds must be near nodes. They won't be out in the wilderness.) You confused the hell out of me here I did not make a conversion error, like a first thought. What i did was i wrongly typed out "480km² divided by 0.05 km² = 96000" The result was right, but i missed a 0 in 0.005km². And also what i did was round 0.4 to 0.5 to make it simpler. The exact result for freehold plots that fit on the landmass is 118.610. So why did our calculation diverge so much? Unfortunately an error snkead into step 4 of yours. 237221/2 is= 118610 which is also roughly a magnitude smaller than your result Which means we could place ~2,37 freeholds per player on the land mass. But due to my concerns that: Firstly, Half of the landmass is gonna be obstructed by some way, due to cliffs,mountains, rivers,lakes,nodes, roads and inefficiencies due to natural organic map layout (PvE content might be placed in this area though) and secondly most of the map that is not obstructed in some way will also be used for content, i think its hard to arive at a number where casuals may partake in the freehold system on an individual level.