KingDDD wrote: » While this idea sounds like fun it seems very time consuming development wise to create. The question I'd have for people is would you rather have this event system or something else in lieu of it. To me, it would be much better to dedicate engineers, artists, and designers to creating and implementing other more engaging systems.
blat wrote: » KingDDD wrote: » While this idea sounds like fun it seems very time consuming development wise to create. The question I'd have for people is would you rather have this event system or something else in lieu of it. To me, it would be much better to dedicate engineers, artists, and designers to creating and implementing other more engaging systems. Well this isn't exactly something required soon, or even at launch. And big server events seem pretty baked-in to Ashes dev, I imagine it's pretty fundamental to the framework they've built. Also the value is quite high considering how many people have been put off previous MMOs by the way they've handled this problem. So personally I'd say the effort : value ratio works out.
Jwscoot wrote: » 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.
Telandras wrote: » I like your idea. Giving players agency over the server merge process would be a nice touch, given the theme of a player-guided world. However, let's posit that there is a server of active players who like things the way they are and manage to avert a world-destroying event. If they are, then, the server to which a failed server is going to move, they quickly have the opposite and also the same problem: things will no longer be the way they were, whether the new server comes to them or they are forced to wake up on a new server. Perhaps there could be a mechanism whereby one server can deflect / kill off the incursion of another server? Probably the devs would have to engineer a system whereby, if a server dies in this way, the population would somehow select which of several servers to go to, so that groups of game friends, guilds, whatever, could move together if they chose to but the effects were otherwise distributed across the virtual cosmos. It would be neat to have a Hall of History whereby, after some level of progression, servers and well advanced players on those servers could look into the past of absorbed storylines or to other servers and see what else has happened in the multiverse. It would be a nice way to spur new development and also cannonize hints as to what is possible in terms of unlocking world bosses. It would also be good to have a nefarious warlock, a dark portal, and an unborn orcish hero to be delivered shortly after the server migration.
Otr wrote: » Jwscoot wrote: » 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. Server merge could bring together two equally low population servers. Why not let the comet first destroy one of the 2 continents? The religious quests could influence which one is destroyed. On each server players would move to the other surviving continent before or after the comet hit but definitely before the merge. Could also be some other event which would force players onto one side, like increased frequency of NPC attacks:https://ashesofcreation.wiki/Corrupted_areas If players fail to address these corrupted areas, the frequency of NPC events against their node will increase. These can lead to node buildings and services being disabled, increasing the node's vulnerability to node sieges.[11] Also resources could stop spawning on half the world to encourage players to move. Final step before merge would be to prevent traveling toward the destroyed continent. The lore could place it under quarantine with a dense fog covering the ocean for 2-4 weeks. Then eventually the server merge would "heal" the land and each server would get the destroyed continent back with the population of the other server settled and owning their own nodes and freeholds.
Tacquito wrote: » Such a cool idea. I hope @StevenSharif reads this. I do understand the point above about whether it's a good use of dev resources. It's a valid point. However, this could be a true paradigm shift for a common problem in the genre, so maybe worth it anyway.
Songcaller wrote: » Tacquito wrote: » Such a cool idea. I hope @StevenSharif reads this. I do understand the point above about whether it's a good use of dev resources. It's a valid point. However, this could be a true paradigm shift for a common problem in the genre, so maybe worth it anyway. It is said those who summon The Sandal God don't know how to cook. Missionaries get confused with friars.
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.