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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Comments
According to Harvard business professor Michael Porter, there are certain generic business strategies which a business can choose. However, if your business chooses a blended strategy combining more than one of them, it is likely that your business will fail.
One strategy is called 'Low Cost', a Wal~Mart or Dollar General type strategy, where you keep your costs low and sell for less than your competition and aim at having a large sales volume and a lower markup. The other is the 'Differentiated' strategy where you provide a unique product that a targeted market group really wants, kind of like Mercedes or Nieman-Marcus. You don't try to make everyone happy, just your targeted customer group.
AoC is a differentiated product. They are NOT trying to appeal to every gamer from WoW, FF14 or a host of other games...they are NOT trying to make everyone happy. Instead, they are aiming for a specific type of gamer (like me) who isn't into the majority of the cheap games we so often see churned out these days - low cost junk aiming for a wide group of gamers (like New World). They are smart and have done their market research. Better to attract 200k who pay monthly for 10 years than 700k who quit in 18 months, right? Plus, by attracting a smaller player base of loyal customers, they avoid the cost of having tons of servers which then need to merge as most of the 700k quit.
You can see this in their attention to quality, in their pricing model, in their deep game design and other ways. Since Steven is self-funding, they do not have to show a quick profit to make investors happy, they can go for the larger long-term profit.
So yes, Steven and his team are smart folks, and we can trust the designers on issues like this one and plenty others.
You will be slower even with slow travel, so why implement faster travel?
Again, as a casual player, all you should be caring about is that you have a fun thing to do on any given day. If you want to think any further ahead than that, then plan further ahead (you don't get to think further ahead but then also say you cant plan ahead).
If you are only needing to thi k about content for the day, if you run in to any lack of content issues, the issue is that there is not enough content in the area tou are in.
That could be something where it is on you to rectify (move to an area with more appropriate content for you), or it could be that there us a lack of content suited to you.
Neither of these issues require adding in more fast travel as a fix. That is simply the fix to the potential problem that you want to see.
https://ashesofcreation.wiki/In_game_chat
And we have node chat (which I hope is the "vassal system" chat), which would be the main means of communication with people who're in the near vicinity and could help you in reasonable amount of time instead of someone from the opposite continent who needs 40 minutes to get to you.
I'm also planning on talking mainly in my node's chat instead of discord. I wanna be a mayor and provide people with company in-game and not in a 3rd party app. And this is exactly why I don't want global chat. There's no feeling of tightknit community if you can always talk to someone across the world. And the game is supposedly all about those kinds of communities.
if your character home is quite in north of a continent, and get to farm a plant in south, you ahve to chose :
Gathering the plant, or be able to defend the territory against invader.
This is where the time of travel imply a choice... not the choice to farm or do X min travel to defend... the choice to do one, or other.
Also would need to communicate with guildmate to avoid to have everyone out of node, elsewhere in world for various farm...
This is the problem with global chat for a game like ashes who tries to bind people together...
the error is to think that it means the WHOLE server together, not, it is more regionnal. In the end, leaving the region is also leaving a community... an argument to do it, or an argument to stay (if you hate/like the others)
Global chat would remove all of that... it would also reduce a lot the use of those "local" chat, so a "just don't use it" is not so easy, because the simple fact it exist impact the part of the game i use in a negativ way.
And when gathering the materials, I'm very sure it was explicitly stated you wouldn't be able to fast travel then. And I am referring to the teleportation/family summon thing.
I am also very doubtful they are targeting the RP audience. Mostly because I don't think they understand what RP actually entails. Steven plays DnD from what I can tell. And RP is the bit where the party just stays at the inn and interacts, strike up conversations with people. People will assign themselves roles not supported in game, except within the theatre of the mind.
That is not to say you cannot RP with the current systems in place. Like a basic example, you're a woodcutter/worker. And doing your stuff helps the node you're in, and so you're helping your node out.
Roleplayers use long, custom emotes to describe their actions, they talk soley as their character. Meaning you won't have any real RP interaction with those not interested in these things, so minor things have been asked for, like adding a RP tag to a server. Just so Roleplayers can find people with similar thoughts. Only to be told, yea, no. The game is all roleplay, everything you do will be roleplay.
Traveling long distances makes it easier to deal with zergs, because they tend to spread out, and you'll have warning of them incoming and can arrange something, or set a different route etc.
You are describing the natural order of any strategy game, something which is probably appealing to older individuals.
You have a map and must work to git gud.
I hope PvP is even more of a thing; I hope players are very aggressive in this game to make it a good Civ vs Civ game.
your "large guild" of 200 concurrent pop or 10k of Whistle Blowers calling out Large Groups moving through their area or some Dungeon popping up that should have been kept secret. . . .
Yeah I'll just vote No on Global.
Easy win. When there are several 'mega guilds' and people can start their own or join up with one after the first bitter.
You're fuckin' scared!
You're scared that you'll piss people off and they'll crush your Guild out of spite for months! LMAO
You should be approaching a good MMO as "hot in the soup"; it is suppose to be a living world and adventure. Things are changing, dynamic, and it's an adventure.
If you want something else then you like shit MMOs or small "not massive" multiplayer [singleplayer?] lol.
Fly in the soup.
I believe that the land area might actually not be big enough for 10k concurrent players. IIRC there will be roughly 480km² of land, besides that there's also the underworld which let's speculate it'll be a third of the size of the land, so roughly 150km². Let's now forget the fact that there will be mountains, obstacles, swamps, rivers and other un-traversable/useless places for the regular player. That means we'll have about 630km² of land for 10k players, which in turn if you want to make a simple calculation it means each player will have about 63m² of land for themselves. I specifically left out the oceans because there's a barrier for entry there, not to mention it'll probably be the zergs' natural habitat.
TL;DR: I'm not sure if 630km² of land will make the game feel crowded or empty when it has 10k players online, but I personally prefer a game to feel slightly empty than slightly crowded, while both extremes (too empty or really crowded) are bad.
You dont understand anything about pvp or large guilds. You are naïve and never been in one or in a position to run one.
Thus that entire portion of the game is out of reach to you. You then must focus on different things, such as developing your Node, your artisan skills and doing what dungeons and PvP are available in your area.
Remember that it basically takes all of 5 minutes to go from one Node to another. So you can essentially do content for multiple Nodes in your area within your allotted time.
If you absolutely must go all the way across the world, the process of going there should be a part of the adventure. You can kill mobs on the way, escort caravans from one Node to the other, all as an itinerary of things to do on the way.
Then once you're at your destination, if you've no time to do the content there, log out and do it the next day.
Alternatively, join a family in game and have them family summon you if they're already there with more time to play than you have.
This pretty much, that is why i questioned why they are running from one side to the other and what content they are doing. If they are trying to argue about running back and forth constantly id say they are prob playing the game wrong or have the wrong understanding.
This is also what i think
Travel time can be affected by size but also shape... a "line" continent will make long travel, while a circle continent will make travel time slightly less.
The continents shape is middle between those 2 extremes. But it is, in the end, i think mainly a design choice.
The density of player is a big thing... and not so easy to predict for us.
nodes themselves will be more crowded : people speaking, afk, flexing etc. While the "savage" territory, where the PvE activity is will be under the average population density. raids area will sometime also have over the high density. And siege will be moment of heavy high density.
each time there is a "heavy density " event, it will lower the density of the "savage world" for part of the world...
So in simple... yes real question is "population density" but i have personally hard time to see if it will be good or no...
Also, we know about increase size map. but maybe they will try to improve server population ?