Depraved wrote: » sounds fun
Smaashley wrote: » I think there should only be one global server for everyone with different instances of those servers. Example : An East America server that doesn't have a limit of population, but that server is divided into ''instances" that can carry maximum 15,000 players. Events on one instance should impact other instances (Node being successfully sieged on one instance, so all the other instances the node will be destroyed as well).
Fantmx wrote: » We have said for a while that the servers should be reset. Death and destruction. Time to rebuild. New alliances. New people to double cross.
Noaani wrote: » Fantmx wrote: » We have said for a while that the servers should be reset. Death and destruction. Time to rebuild. New alliances. New people to double cross. The game world resetting isn't really that good of an idea. It means things like reputation, wealth and influence are only going to last as long as that server cycle. It essentially takes an MMORPG with a persistent world and turns it in to a lobby game that just happens to have "matches" that last weeks or months instead of 30 - 45 minutes. Persistance is the most important aspect of MMORPG's in general.
Fantmx wrote: » Noaani wrote: » Fantmx wrote: » We have said for a while that the servers should be reset. Death and destruction. Time to rebuild. New alliances. New people to double cross. The game world resetting isn't really that good of an idea. It means things like reputation, wealth and influence are only going to last as long as that server cycle. It essentially takes an MMORPG with a persistent world and turns it in to a lobby game that just happens to have "matches" that last weeks or months instead of 30 - 45 minutes. Persistance is the most important aspect of MMORPG's in general. You expect server merges every few weeks????? What madness is that. If there are server merges every few weeks or months why would you be worried about "reputation, wealth and influence???" There would be much bigger issues at hand including not having a large enough community to worry about those things.
Jwscoot wrote: » I seam to have this problem whenever I engage with the ashes community on YouTube as well. Someone makes a suggestion like: "the bread should be toasted and buttered". Then, before that debate can happen, someone jumps in saying they hate bread. Another person chimes in saying gluten bread is bad for you. And then another person posts a historical defense of bread in 3 parts. We are having bread people! How do you want your bread? We are having 15,000 player capped servers. Low population servers will need to merge. How would you like to do that?
Jwscoot wrote: » I have been saying for a while that low pop servers should trigger world threatening events that the server population can rally together and face to save the server. If they succeed, they become a host server for low pop servers that fail. If they fail, the players will have the opportunity to caravan their goods to the divine gateway, which would be how they show up in the world of their new server. In this way, they keep the server storyline intact. Imagine your world of Vera is threatened by a world destroying comet that can only be averted through special religious quests related to the constellation system. Imagine your server is unable to stop the disaster and the comet grows larger in the night sky over a week while players rush to save what they can and bring it to the portal, while bandits wait on every road looking to profit from the chaos. Imagine you make it through to an alternate reality where the world has not fallen and your caravan, loaded with goods, is protected and brought to a nearby city where refugees are greeted with offers of citizenship and your housing certificate can be traded in for the gold cost of your original home or freehold. Struggling cities would compete to attract these immigrants to strengthen themselves and grow to new heights. This is the way. Not the loss of your server, but the conclusion to its unique story. Not a restart, but instead, the beginning of your characters next grand adventure.