worddog wrote: » I hear a lot of discussion about how common people think world PvP will be. Even with 8,000 players, the map seems way to big for open world PvP to be super common.
SongRune wrote: » worddog wrote: » I hear a lot of discussion about how common people think world PvP will be. Even with 8,000 players, the map seems way to big for open world PvP to be super common. It doesn't tend to happen at random evenly distributed locations across the map. It happens near good resources. It happens near convenient resources. It happens at popular grind sites. It happens along travel routes. Players come into conflict through activities, not random chance.
NiKr wrote: » Player funnels. Most hardcore players will live in Node lvl 5 and 6. There's only gonna be 15 such nodes. And only a few of them will have super popular dungeons, so it's gonna funnel people even more. And you'll have yourself hundreds of people fighting over just a few locations.
worddog wrote: » But is the rest of the map just unused then? Why have such a big map if it won't be used.
NiKr wrote: » worddog wrote: » But is the rest of the map just unused then? Why have such a big map if it won't be used. Other parts of the map are used by lower lvl people. Artisan professions are not linked to adventure lvl so there's gonna be a ton of people who might be artisanal pros but at low lvl. They still might want to go farm some mobs or smth and will have locations to do that in. And due to how nodes' ZOIs gonna overlap, those player funnels will still be happening around low lvl locations too, it's just that people will be pushed towards each other because the content is limited. There's still quests and general resources that you'll need for various reasons that will have you travel around a bit, but Steven wants to create soft friction between players and that can only be achieved by limited the amount of super valuable content those players can do.
worddog wrote: » Are we expecting "low level resources" to be a thing? Because that has never existed in any game I've played. In WoW copper is still being mined by max level players. And in New World "low level resources" like iron ore actually became more valuable than high level resources, because they were used in high level crafting recipes. Which I thought Steven said would also be the case for Ashes of Creation. Unless they make those resources useless for high level players I imagine high level players will still be gathering them.
Strevi wrote: » I have doubts that players will all gather into and live in the high level nodes only.
NiKr wrote: » Strevi wrote: » I have doubts that players will all gather into and live in the high level nodes only. I mean, the majority won't have the money to afford citizenship there. But purely due to how Nodes work, most people will be in and around metros, just because in order for metros to exist you gotta have a ton of people doing shit in one location the most. And then have 5 of such locations.
Prices for apartments will fluctuate depending on the number of units already sold in the node.[4] ... Freeholds may be placed anywhere within the ZOI of a stage 3 node (or higher) so long as they are not in close proximity to any of the following:[56] - Other freehold plots.[56]
Lust69 wrote: » I’d like there to be places players don’t know about how fun would it be for example for there to be a hidden dungeon behind a waterfall that only you know about with some nice mobs to kill.
Strevi wrote: » There are ways to balance all this to force the players to live in low level nodes too. One seems to be the latest increased speed on those ancient roads Steven mentioned during the AMA.
worddog wrote: » Due to how the internet works, literally 100% of all content will be data mined at some point after launch. There will be interactive maps showing the location of every thing in the game. There will be guides for literally every piece of content. The stuff that you're describing only existed in the early ages of MMOs and sadly cannot be recreated, because it's not about the game its about the players.
worddog wrote: » NiKr wrote: » worddog wrote: » But is the rest of the map just unused then? Why have such a big map if it won't be used. Other parts of the map are used by lower lvl people. Artisan professions are not linked to adventure lvl so there's gonna be a ton of people who might be artisanal pros but at low lvl. They still might want to go farm some mobs or smth and will have locations to do that in. And due to how nodes' ZOIs gonna overlap, those player funnels will still be happening around low lvl locations too, it's just that people will be pushed towards each other because the content is limited. There's still quests and general resources that you'll need for various reasons that will have you travel around a bit, but Steven wants to create soft friction between players and that can only be achieved by limited the amount of super valuable content those players can do. Are we expecting "low level resources" to be a thing? Because that has never existed in any game I've played. In WoW copper is still being mined by max level players. And in New World "low level resources" like iron ore actually became more valuable than high level resources, because they were used in high level crafting recipes. Which I thought Steven said would also be the case for Ashes of Creation. Unless they make those resources useless for high level players I imagine high level players will still be gathering them.
akabear wrote: » Did a thread on this topic a few weeks ago. Personally, the map size, with regionalized play emphasis, the map is way too small
Ehrgeiz wrote: » I dont think so.