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What's to be done about over-crowding certain areas/servers?

ravnosccravnoscc Member, Settler, Kickstarter
Could someone enlighten me on what game mechanics/strategies will be in place to lessen the burden of overcrowded areas? Will the server population be limited enough to keep this from occurring, but unlimited enough to make the world feel lively in the lively areas? How can we accomplish this?

Thanks.

Comments

  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    Its called killing the opposition ;)
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  • ravnosccravnoscc Member, Settler, Kickstarter
    What if the overcrowding is all allies?
  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    You could all join together in a group or organise the situation. Allies are often amenable unlike foes.
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  • ravnosccravnoscc Member, Settler, Kickstarter
    What I'm imagining is 40, or even 100 people trying to complete a quest designed for one or two or even a group of eight... It doesn't make for a fun experience, based on other games that did not handle that situation well at all.

    I'm not pretending to know the solution either.
  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    Hopefully there won't be too many bottleneck quests.
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  • CROW3CROW3 Member, Alpha Two
    Here’s my plan:
    1. Go through the gate
    2. Choose a direction
    3. Start walking and don’t look back
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  • VeeshanVeeshan Member, Alpha Two
    unlike traditional MMO's where u have to level in one zone and then move to the next AoC doesnt have this since all zones can be used to level basicly from 1-50 due to node progression so if one spot overcrowded just walk off to find another spot to play :p
  • DepravedDepraved Member, Alpha Two
    ravnoscc wrote: »
    What I'm imagining is 40, or even 100 people trying to complete a quest designed for one or two or even a group of eight... It doesn't make for a fun experience, based on other games that did not handle that situation well at all.

    I'm not pretending to know the solution either.

    kill them all
  • FantmxFantmx Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    This is the idea of pvx. You will have to entertain the possibility of killing other players in order to do what you want to do. And you have to consider the possibility of other players killing you for the same reason.

    You might decide it's not worth your time and move on. But the design of the game is such that this will be a frequent consideration you have to make.

    They same goes for harvesting gatherables. No longer is it a rush to get the first hit on a tree or a rock so you get the claim for the resources. Now if you do the person you beat could very well kill you and take it for themselves.
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  • superhero6785superhero6785 Member, Alpha Two
    ravnoscc wrote: »
    What I'm imagining is 40, or even 100 people trying to complete a quest designed for one or two or even a group of eight... It doesn't make for a fun experience, based on other games that did not handle that situation well at all.

    I'm not pretending to know the solution either.

    My understanding is that the whole world (or a lot of it) "starts at level 1" and advances with each node. So, if one area is over crowded, then you have the option to go explore a less populated area and begin working to advance that other node. It's going to be completely up to the players which nodes they want to grow, and population will play a factor - for better or worse.
  • TalentsTalents Member, Intrepid Pack, Alpha Two
    edited July 2023
    Thankfully Ashes is actually trying to be an MMO unlike most modern "MMOs" so there is no sharding or layering or rendering or instancing or channeling players out when there's more than 20 people in an area.

    If there's 200 people in an area then there's 200 people in an area and you'll see them all.
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  • RazThemunRazThemun Member, Alpha Two
    From my understanding Nodes only have a limited number of citizenship slots. So lets say that number is 1,000 (random number). Naturally things are going to be spread out when the server can support 15,000 players. There will be regions that are more populated... but it would not be realistic to assume a large portion of the map will remain inhabited.


    "Thankfully Ashes is actually trying to be an MMO unlike most modern "MMOs" so there is no sharding or layering or rendering or instancing or channeling players out when there's more than 20 people in an area.

    If there's 200 people in an area then there's 200 people in an area and you'll see them all."

    ^ This comment by Talents makes my quite happy! I detest layering and sharding... makes a game feel dead at times, when in reality, numerous players are there at that location on the given server.
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