After 6 Years you finally made me post (freeholds/etc... feedback).
I was debating whether I should make this post because I was hoping to wait for Alpha Two so I can give feedback on design flaws or exploits during the testing period. However, with the new update to the freeholds system and the drama surrounding it. I think this topic cannot wait.
To begin, I do not think that many people can see the problems that will follow when a bad design is implemented and the long-lasting impact it will have on a game. Past games also believed that their players would socialize and work together but every single time it has been proven wrong because developers just don’t understand human nature.
With that said.
For those of you who don’t want to read any further the current update to the freehold system in my own opinion is a complete failure and when you are asking people to pay $15 a month for a game where the most sought-after endgame artisan skills (farming/animal husbandry) are tie to limited amount of players in a fantasy MMORPG, it is the most insane thing I have ever heard.
Let’s start off with “freeholds are a privilege not a right” which in my opinion are a poor choice of wording. The words should only be used in legal status and not in video game development.
We already have things that are considered privileges such as castles, flying mounts, and legendary items. If you really wanted to add privileges to freeholds, then it should be done through the blueprint system. The blueprints should be a 1% drop rate and also be acquired through endgame raid bosses for the higher-end stations. You simply can’t keep putting exclusivity on everything in the game.
You also can’t keep saying the game is not for everyone because eventually the game will be for no one. With this redesign you have ensured that there will be a massive player drop off and guarantee that there will be no player growth after the first few months, new players will learn the importance of limited freeholds and simply choose not to play. Those who are currently playing that lose their freeholds will just quit. They will not try to win them back, which am assuming you think players would do.
Let’s look at ArcheAge housing system for a moment. If people couldn’t get land to place anything above an 8x8 farm or if they lost their land during server mergers, they would just quit the game. The main problem with ArcheAge housing is that they had different size plots for different types of housing/farms, and they allowed the players to place it anywhere in the area that allowed housing which led to players placing their houses and farms to take up as much space as they can.
During 2017-2020 most people assume that maybe 80% of a server population would be able to get a freehold and the other 20% would have in-node housing and join a family to gain access to the freehold system. Then people assumed that everyone could get a freehold, but you might not get it in the spot that you wanted. Also, you had a grace period to save your freehold or that it wouldn’t be hard to get a new spot for your freehold.
If you think that having large number of freeholds which are right next to each other, breaks game immersion then that ship sailed long ago with the teddy bear mount and other cosmetics. If the problem is really that you don’t want to have those player towns, then I suggest you look at some fortified villages that were built to protect them from raiders and design the free hold plots to fit into the world.
My thoughts on current changes to the freeholds
Why was the size increased? I see a lot of wasted space in the game with large distances between locations on the freehold. If you already playing to make guild freeholds than make them the 1.5 or 2 acres Why did you make freeholds extremely limited when you know from other games that this is a determining factor if people play your game? Why are you making it more focused on the family system when there are other systems that can fit that need? I think you assume too much on how people will act in gaming and ignore basic human nature. In my opinion, the new freehold system will kill off the player base. Just like all of the other games that have similar player housing designs. At least ArcheAge gave you an 8x8 to start off with. Then the game devs went back to help solve this issue by creating two whole new zones just for player housing and an 8x8 tower house.
I would like to remind Intrepid studios about some of their comments on other games.
You did not like the fact that in other games had game mechanics that would destroy a player’s personal progression.
But you are ok with it now.
You did not like the fact that in New World that guilds(company) who own territory got the gold when players used the crafting stations in that town.
But you are ok with it now.
I do not think that these changes to the freehold system should have been made without a Lead Game Designer.
My Feedback on freeholds
1. Decrease the size back down to .5 acres.
2. Remove the bidding system.
3. Remove the parcel system.
4. Put designated plots in the world where players can buy them with gold.
5. Allow 3 or 4 stations beside the house.
6. Make the area where players buy freeholds look like fortified villages in real life, if immersion is that important.
7. Remove Inn and apartment housing (they are not real player housing anyway if you can’t craft).
8. Remove in-node housing and replace it with in-node freeholds (these should be the privilege and limited freeholds).
9. Make the blueprints for the higher tier crafting stations hard to get such as 1% drop rates and raid bosses.
Other Feedback
Hire a psychology consultant like other video game studios, to get a better understanding of how people will socialize with your game designs to see if they would work or not. Also, let’s do some quick math about the income that Ashes will need to generate to keep afloat. Ashes of Creation would need 1 million players for the first 3 months, which would equate to 45,000,000.00 to break even on the development of the game and only if the cost hasn’t surpassed that number. I would have to say that after the first 6 months of release of Ashes and this is the freehold update that makes it to live, I would argue that there would be around 150,000 players left and by the 1-year mark I would say it will drop down between 25,000 -50,000 across both NA/EU which will then hinder the continuous development for Ashes of Creation. If the data from the other PvX games that are similar to Ashes of Creation are to go by then it shows us that the main reasons why the player base quits is due to the destruction of a player progression of the game and limited player housing. Why does anyone think that Ashes of Creation won’t face these same problems that other PvX games had is beyond me.