Prieston wrote: » as no matter what measures are put in place eventually by sheer numbers its possible to overwhelm and trivialize content and overrun the world.
Khronus wrote: » Mega guilds and zergs are trash. They do ruin games. Last Oasis could have been one of the best open world pvp games to date but died within the first week it blew up because of 100+ servers, a clan named OWO owned 75+ servers. The servers they didn't have the numbers for had large clans ally with them so if we messed with those clans, 40+ people would roll up and destroy us. The game was absolutely unplayable. If AOC shapes up to be the type of game it seems it will be, giant zergs will destroy the game and people will simply cancel subs and move onto something playable. I hope this is not the case. I like the guild size cap and limitations to sieges. I like that there is no fast travel and I like the corruption system as all of these are ways to deter zergs from working. Now zergs vs PVE is another issue I have. I really hope I am not able to just bring 300 people to down end game content. This would be poor design. I know that this is a hot button topic but think about it, zerging any bosses in any mmos has never been "enjoyable". I want to earn my kills and loot.
Prieston wrote: » no, you missed the point of the entire discussion. my point has nothing to do with how guilds function or how nodes work, just a simple question of if server populations should or should not be capped based around game design. t it
Blandmarrow wrote: » Well, if we take a look at the vanilla WoW private server Nostalrius we have a good example of when there is not enough world for everyone. The server had over 10k players online on a single server most of the time which I experienced and let me tell you, it was too crowded. The world should have tons of players for sure, it's a MMO after all, but when you could not go anywhere in any zone without always having another player on your screen you'll have to ask yourself if capping a server is for the greater good. WoW is not directly applicable to Ashes systems, but with how the game was designed for vanilla, it was clearly too much.
Prieston wrote: » Blandmarrow wrote: » Well, if we take a look at the vanilla WoW private server Nostalrius we have a good example of when there is not enough world for everyone. The server had over 10k players online on a single server most of the time which I experienced and let me tell you, it was too crowded. The world should have tons of players for sure, it's a MMO after all, but when you could not go anywhere in any zone without always having another player on your screen you'll have to ask yourself if capping a server is for the greater good. WoW is not directly applicable to Ashes systems, but with how the game was designed for vanilla, it was clearly too much. this is exactly what I meant. and my concern, while I understand that Ashes is a very different game I wonder if player realm sizes should be capped to fit the needs of the game. instead of just what the technical side will allow
Blandmarrow wrote: » Well, if we take a look at the vanilla WoW private server Nostalrius we have a good example of when there is not enough world for everyone. The server had over 10k players online on a single realm most of the time which I experienced and let me tell you, it was too crowded. The world should have tons of players for sure, it's a MMO after all, but when you could not go anywhere in any zone without always having another player on your screen you'll have to ask yourself if capping a server is for the greater good. WoW is not directly applicable to Ashes systems, but with how the game was designed for vanilla, it was clearly too much.
Voidwalkers wrote: » I'd say it's density, not population, that causes problems. Given the currently proposed ideal server population (~50k, with 10k concurrent login) , the sheer size of Verra, and the lack of means for fast travel, I don't see how a mega guild of a few hundred ppl will be able to ruin the gameplay of an entire server, unless somehow you can organize & run a mega guild consisting thousands of ppl. In your wow example, the root of the problem is the whole server at that point was being tunneled into a single location for content - AQ, which makes it relatively easy for a zerg to dominate. This hopefully will not be the case in Ashes, as high-end PvE contents are unlocked as nodes progress, and eventually there should be enough contents spread through-out Verra, eliminating the need for the whole server to gather in one place. And if you want to see an example of a game-world so huge that even multiple mega alliance cannot dominate, check out Eve Online. Mega alliances are a thing in Eve (the top 5 alliances have 10k ~ 29k members each, although that number include alts & inactive players). But even the largest alliance (Goons) cannot dominate the server. The most they could do is bullying, but New Eden is so vast that you can always move to somewhere & avoid them. In recent years ppl also periodically band together to start wars against them too.
Haemosu wrote: » Has there been any talk on what the servers will be like? Mega-server? Channels per server? Hopping Servers?
Noaani wrote: » Prieston wrote: » Nagash wrote: » Prieston wrote: » My basic concerns: 1. Players being able to trivialize content via zerging 2. there simply not being enough world to go around if server populations are too high With the lack of fast travel and guilds sizes being linked to bonuses Zerging should have less of an impact on ashes than other games, as for the size of the world I don't think will be a problem with how the nodes work and how content works around them. I could be wrong, but from what the devs have said, they want to prevent mass zergs. Yet like everything we will have to wait and see. I hope you're right. guess I've just seen it fail before so I'm worried lol You cant really look at WoW and then claim to have seen a competent game developer that has put actual effort in to making a good game has failed in a specific aspect of that. Blizzard have not been competent or interested in making a good game for almost 15 years now. So, what is it exactly that you have seen fail?
Prieston wrote: » Nagash wrote: » Prieston wrote: » My basic concerns: 1. Players being able to trivialize content via zerging 2. there simply not being enough world to go around if server populations are too high With the lack of fast travel and guilds sizes being linked to bonuses Zerging should have less of an impact on ashes than other games, as for the size of the world I don't think will be a problem with how the nodes work and how content works around them. I could be wrong, but from what the devs have said, they want to prevent mass zergs. Yet like everything we will have to wait and see. I hope you're right. guess I've just seen it fail before so I'm worried lol
Nagash wrote: » Prieston wrote: » My basic concerns: 1. Players being able to trivialize content via zerging 2. there simply not being enough world to go around if server populations are too high With the lack of fast travel and guilds sizes being linked to bonuses Zerging should have less of an impact on ashes than other games, as for the size of the world I don't think will be a problem with how the nodes work and how content works around them. I could be wrong, but from what the devs have said, they want to prevent mass zergs. Yet like everything we will have to wait and see.
Prieston wrote: » My basic concerns: 1. Players being able to trivialize content via zerging 2. there simply not being enough world to go around if server populations are too high
rikardp98 wrote: » And I do think that the original developers of world of warcraft really cared and believed in their game, and tried to make it as good as possible.
Noaani wrote: » rikardp98 wrote: » And I do think that the original developers of world of warcraft really cared and believed in their game, and tried to make it as good as possible. So do I, which is why I said Blizzard haven't been interested in making a good game for almost 15 years. If I wated to say the original developers of WoW weren't interested in making a good game, I would have said that Blizzard haven't been interested in making a good game for almost 20 years. Also, WoW wasn't made in 2005, it was released in 2004, and largely "made" between 2001 - 2003.