NiKr wrote: » Noaani wrote: » It's almost as if you are missing the point on purpose. Having a tower or dungeon that goes up or down is not using the Y-axis in a way that reduces travel - which is what we are talking about. We are not talking about whether Ashes has vertical content or not, we are talking about travel times. Unless the instances at the start of this part of the discussion are all located in towns - you'd need to still travel to them. And then you'd be traveling through the instance itself. So, functionally, floors of a tower are no different from going to an instance. Also, we'll supposedly have air travel in science metros so I don't see why we couldn't have some way to go up the tower in a quicker manner (obviously once you've done some prep for this), and I definitely expect underground dungeons to have paths that can skip you a few layers, if you have the proper tools to access to paths. This part of the conversation started with you saying "only way to have a small world and a ton of content is instances". I guess by "smaller world" you literally meant "a tiny piece of land with a shitton of instanced content", rather than "not a huge fields-filled world where mobs gotta be separated by at least several square meters of space". When people hear "big world" they usually don't think "a huge vertical tower-like structure", and instead think of fields and sprawling landscapes. In other words, Breath of the Wild was a "big world" already, but then Tears of the Kingdom became "bigger", but in a vertical way w/o expanding the map outwards. And they gave ways to travel vertically as well. I'd definitely expect similar ways in Ashes too. We could have air currents that we can ride on gliders, we could have mechanical machines that elevate us higher, we could have trebuchet-like throwing mechanisms (both magical and mechanical) and we could have some jumping "puzzles" that take us up a tower in a quicker manner, while also providing some fun in the meantime.
Noaani wrote: » It's almost as if you are missing the point on purpose. Having a tower or dungeon that goes up or down is not using the Y-axis in a way that reduces travel - which is what we are talking about. We are not talking about whether Ashes has vertical content or not, we are talking about travel times.
Noaani wrote: » Ashes has a tower, EQ2 has 4 unique zones, with the easy ability to add more.
NiKr wrote: » Noaani wrote: » Ashes has a tower, EQ2 has 4 unique zones, with the easy ability to add more. I looked up what the cove is, looked at a map of it, 2 videos on it and read the quests related to those other sub-types of the location. This is simply the same exact location, but with just different triggers for the content inside. Ashes, supposedly, has this by the way of weather/seasons/storylines/probably some quests/node setups. All of those variables can determine what kind of content you'll see in a given location. I'd assume those Cove types are either quests or refarmable bosses. And considering that success lockouts on the bosses seem to be almost 3 days, that means that you'd only refresh the quest part of the location, which means refarming the same mobs again and again on a 90min cooldown. Sounds like a completely normal room in an open world dungeon to me. I'd assume EQ had better examples than that, right? And if you say "well, those are instances, which means that everyone gets to get the content" - we've discussed this at length before. Ashes is not that kind of game and I'm pretty sure you said you were fine with that. So, at its core, Ashes can definitely have as much content in the game w/o having instances and w/o having layered skies. If there are examples from EQ where it's not simply the same room/set of rooms with simply different mobs - that would support your argument in a much better way. Though at that point I'd say that in the context of travel time, huge dungeons are in themselves part of the travel towards the reward. So again, unless you have all the instances in the game available to you right in town - travel times to instance entrances + traveling through the instance would = the same time as open world stuff. If anything, the type of instances from EQ would have you travel through the same location several times just to get to a different reward. Imo that's not a rewarding type of travel and more akin to L2's grind. And if all instances in EQ are one-offs, then it's simply a question of content quantity overall, which brings us back to the second paragraph of this comment
Noaani wrote: » I really just don't understand what the fuck you are arguing here.
NiKr wrote: » Noaani wrote: » I really just don't understand what the fuck you are arguing here. The definition of "small world".
Noaani wrote: » In relation to this topic, that definition would be one in which manual travel from one side to the other is fairly fast. Because this is a thread about travel times.
NiKr wrote: » Noaani wrote: » In relation to this topic, that definition would be one in which manual travel from one side to the other is fairly fast. Because this is a thread about travel times. And imo neither EQ nor any other mmo really is a "small world". Nor would instances keep it small.
NiKr wrote: » Noaani wrote: » In relation to this topic, that definition would be one in which manual travel from one side to the other is fairly fast. Because this is a thread about travel times. And imo neither EQ nor any other mmo really is a "small world". Nor would instances keep it small. Though iirc current wow can be pretty much played from town, so maybe current wow is truly a small world And btw, even the "side to side" in your definition implies horizontality, so would having underground and overground layers make a world big by default then? And would the definition then be "a small world is when you can travel throughout the cube quickly"?
Noaani wrote: » NiKr wrote: » Noaani wrote: » In practice, if you are going to use the Y-axis as a means of adding content in a way where it lowers traveling time, you are talking about adding in content for flying player characters, not occasional towers. Depraved was simply talking about dungeons that go down and up. That's the "verticality". If you have a single dungeon that's both above and below ground - you've multiplied the amount of content that the piece of land could contain by how many layers/floors you add to the dungeon. No need for flying or whatever. We already have this in Ashes, because it's using dungeons as the main means of content presentation. And if we get more tower-like structures - we'll have even more verticality in the world. It's almost as if you are missing the point on purpose. Having a tower or dungeon that goes up or down is not using the Y-axis in a way that reduces travel - which is what we are talking about. We are not talking about whether Ashes has vertical content or not, we are talking about travel times.
NiKr wrote: » Noaani wrote: » In practice, if you are going to use the Y-axis as a means of adding content in a way where it lowers traveling time, you are talking about adding in content for flying player characters, not occasional towers. Depraved was simply talking about dungeons that go down and up. That's the "verticality". If you have a single dungeon that's both above and below ground - you've multiplied the amount of content that the piece of land could contain by how many layers/floors you add to the dungeon. No need for flying or whatever. We already have this in Ashes, because it's using dungeons as the main means of content presentation. And if we get more tower-like structures - we'll have even more verticality in the world.
Noaani wrote: » In practice, if you are going to use the Y-axis as a means of adding content in a way where it lowers traveling time, you are talking about adding in content for flying player characters, not occasional towers.
The only way to have a lot of content in a small world is to instance it.
Depraved wrote: » Noaani wrote: » NiKr wrote: » Noaani wrote: » In practice, if you are going to use the Y-axis as a means of adding content in a way where it lowers traveling time, you are talking about adding in content for flying player characters, not occasional towers. Depraved was simply talking about dungeons that go down and up. That's the "verticality". If you have a single dungeon that's both above and below ground - you've multiplied the amount of content that the piece of land could contain by how many layers/floors you add to the dungeon. No need for flying or whatever. We already have this in Ashes, because it's using dungeons as the main means of content presentation. And if we get more tower-like structures - we'll have even more verticality in the world. It's almost as if you are missing the point on purpose. Having a tower or dungeon that goes up or down is not using the Y-axis in a way that reduces travel - which is what we are talking about. We are not talking about whether Ashes has vertical content or not, we are talking about travel times. nikr answered for me, but I went back and checked. we arent arguing about traveling. you said: The only way to have a lot of content in a small world is to instance it. if we are arguing about traveling times, then yeah you are right. but if you are talking about having a lot of content in a small world, then going vertical solves that (you don't have to instance it, but you can as well).
Noaani wrote: » blat wrote: » Apok wrote: » I like there to be decent travel times, makes for a decent economy. If things are to easy to obtain then prices will crash on alot of items then you'll be left with one of those market places where half the items are dirt cheap and the other half are overly expensive Same. Tbh also just to keep the world big. It's an obvious point but also amazes me how often it's overlooked; "let's build a huge world.. and then zip around it at 100mph making it small again". Pointless. The point of a large world is for it to have more content. The only way to have a lot of content in a small world is to instance it. The notion that the point of a large world is so that it takes longer to get to content is just flat out wrong.
blat wrote: » Apok wrote: » I like there to be decent travel times, makes for a decent economy. If things are to easy to obtain then prices will crash on alot of items then you'll be left with one of those market places where half the items are dirt cheap and the other half are overly expensive Same. Tbh also just to keep the world big. It's an obvious point but also amazes me how often it's overlooked; "let's build a huge world.. and then zip around it at 100mph making it small again". Pointless.
Apok wrote: » I like there to be decent travel times, makes for a decent economy. If things are to easy to obtain then prices will crash on alot of items then you'll be left with one of those market places where half the items are dirt cheap and the other half are overly expensive
Noaani wrote: » Depraved wrote: » Noaani wrote: » NiKr wrote: » Noaani wrote: » In practice, if you are going to use the Y-axis as a means of adding content in a way where it lowers traveling time, you are talking about adding in content for flying player characters, not occasional towers. Depraved was simply talking about dungeons that go down and up. That's the "verticality". If you have a single dungeon that's both above and below ground - you've multiplied the amount of content that the piece of land could contain by how many layers/floors you add to the dungeon. No need for flying or whatever. We already have this in Ashes, because it's using dungeons as the main means of content presentation. And if we get more tower-like structures - we'll have even more verticality in the world. It's almost as if you are missing the point on purpose. Having a tower or dungeon that goes up or down is not using the Y-axis in a way that reduces travel - which is what we are talking about. We are not talking about whether Ashes has vertical content or not, we are talking about travel times. nikr answered for me, but I went back and checked. we arent arguing about traveling. you said: The only way to have a lot of content in a small world is to instance it. if we are arguing about traveling times, then yeah you are right. but if you are talking about having a lot of content in a small world, then going vertical solves that (you don't have to instance it, but you can as well). First point to make is if you are quoting someone on the forum, leave the quote in tact enough so that people can click the arrows to go and see that post. Taking it out makes you look shady, as if you don't want people to see the full post. Second, I can see why you didn't want people to see that full post - here is the whole thing Noaani wrote: » blat wrote: » Apok wrote: » I like there to be decent travel times, makes for a decent economy. If things are to easy to obtain then prices will crash on alot of items then you'll be left with one of those market places where half the items are dirt cheap and the other half are overly expensive Same. Tbh also just to keep the world big. It's an obvious point but also amazes me how often it's overlooked; "let's build a huge world.. and then zip around it at 100mph making it small again". Pointless. The point of a large world is for it to have more content. The only way to have a lot of content in a small world is to instance it. The notion that the point of a large world is so that it takes longer to get to content is just flat out wrong. That is some really selective quoting that you did there, that is incredibly misleading and borderline dishonest - this is ESPECIALLY true when you also look at the post I quoted.
akabear wrote: » Noaani wrote: » The only way to have a lot of content in a small world is to instance it. Or to move away from mostly 2 dimensional worlds to 3 dimensional. (up or down)
Noaani wrote: » The only way to have a lot of content in a small world is to instance it.
Depraved wrote: » isn't this what we were discussing?
Noaani wrote: » akabear wrote: » Noaani wrote: » The only way to have a lot of content in a small world is to instance it. Or to move away from mostly 2 dimensional worlds to 3 dimensional. (up or down) From a theoretical perspective, this is true. From a practical perspective, I don't see this working for a game like Ashes.
Otr wrote: » I wouldn't cover the map with so many floating islands to say that they doubled the map size. Else they would cover the sky completely.
Noaani wrote: » Depraved wrote: » isn't this what we were discussing? No. And the post in question had the quote from myself in tact enough for you to click back to the original post. No excuses. Edit to add; the reason that is not what we are discussing is because akabear was adding their thought to what I said - you can't just discuss that without also discussing what it was that they were adding their thought to.
akabear wrote: » Noaani wrote: » akabear wrote: » Noaani wrote: » The only way to have a lot of content in a small world is to instance it. Or to move away from mostly 2 dimensional worlds to 3 dimensional. (up or down) From a theoretical perspective, this is true. From a practical perspective, I don't see this working for a game like Ashes. Was hoping for some deep dungeons and a few tall tiered towers.
NiKr wrote: » And let's say that tower has 10 floors up and 10 down. That's 19 more sq kms of space, while the horizontal footprint didn't change at all. Those 19 sq km can have all the content variance that the base has (and even more), so we have now multiplied the amount of content a part of the map has by a ton.
Noaani wrote: » Most game engines couldn't handle this, just fyi. This is why this is a theoretical discussion, and why I am not getting in to any depth of discussion on it other than pointing out very basic facts.
Noaani wrote: » In other words, your example tower is only a little over 5% of what you were talking about.