Depraved wrote: » well, they could add content without adding more land, and eventually they can add more land and nodes.
Noaani wrote: » Depraved wrote: » well, they could add content without adding more land, and eventually they can add more land and nodes. This is exactly what I see them doing. I see them adding new dungeons and such to start off with, sliding them in to the games node system. As the game progresses and they realize that this is both an inefficient way to add new content, and also has a limited appeal to players, they will have to find ways to add new content in other ways. I don't see them adding more nodes for many years - at a point in time where they have given up on the game being what it was at launch (what ever the game is at launch). Them adding new nodes is kind of them signalling that they don't really care about the health of the game any more, they just want to hold on to what players they have for as long as they can.
Depraved wrote: » you know every game literally does this (minus lobby or instanced games). all games have nodes and pois and when they add more content and new areas, they are actually adding nodes and pois (and players like it). ashes just choose to call them by their technical name as a brand name thingie as well.
saying that's inefficient and that it doesn't appeal to players is a big stretch. you are basically talking about pretty much every open world mmorpg out there.
Dygz wrote: » Less incentive/pressure for the devs to add more content when other gamers are content.
Noaani wrote: » Depraved wrote: » you know every game literally does this (minus lobby or instanced games). all games have nodes and pois and when they add more content and new areas, they are actually adding nodes and pois (and players like it). ashes just choose to call them by their technical name as a brand name thingie as well. This is factually incorrect. saying that's inefficient and that it doesn't appeal to players is a big stretch. you are basically talking about pretty much every open world mmorpg out there. It's only a stretch if you don't understand. It is inefficient because an individual player only cares about the content in front of them, and even if the only thing altering the content in question is the type of node the nearest metropolis is, this still means the developers need to make 4 pieces of content in order to make one piece of content that players have placed in front of them. I'm more than happy stating that this is inefficient in comparison to games that make one piece of content to achieve this same end. Your statement that me saying it doesn't appeal to players is not something that deserves a response, as I did not say it doesn't appeal to players - I said it has a limited appeal. These are different statements.
Depraved wrote: » Noaani wrote: » Depraved wrote: » you know every game literally does this (minus lobby or instanced games). all games have nodes and pois and when they add more content and new areas, they are actually adding nodes and pois (and players like it). ashes just choose to call them by their technical name as a brand name thingie as well. This is factually incorrect. saying that's inefficient and that it doesn't appeal to players is a big stretch. you are basically talking about pretty much every open world mmorpg out there. It's only a stretch if you don't understand. It is inefficient because an individual player only cares about the content in front of them, and even if the only thing altering the content in question is the type of node the nearest metropolis is, this still means the developers need to make 4 pieces of content in order to make one piece of content that players have placed in front of them. I'm more than happy stating that this is inefficient in comparison to games that make one piece of content to achieve this same end. Your statement that me saying it doesn't appeal to players is not something that deserves a response, as I did not say it doesn't appeal to players - I said it has a limited appeal. These are different statements. what? ok imagine you are playing any mmorpg that isn't ashes. eventually there is an update. new city added. with the new city comes 2 more areas (or dungeons) where you can farm stuff and maybe 1 or 2 new more areas later on.. these areas are nodes and pois in game development terms...that game decides to use the term "area" and ashes uses the term "node" they are the same thing.
the limited appeal is basically everyone who likes non lobby mmorpg.
even in a game where you walk to a dungeon, and the dungeon creates instances to accommodate all the players, the very entrance to that dungeon is a node/poi.
Depraved wrote: » ok imagine you are playing any mmorpg that isn't ashes. eventually there is an update. new city added. with the new city comes 2 more areas (or dungeons) where you can farm stuff and maybe 1 or 2 new more areas later on.. these areas are nodes and pois in game development terms...that game decides to use the term "area" and ashes uses the term "node" they are the same thing.
Noaani wrote: » Depraved wrote: » Noaani wrote: » Depraved wrote: » you know every game literally does this (minus lobby or instanced games). all games have nodes and pois and when they add more content and new areas, they are actually adding nodes and pois (and players like it). ashes just choose to call them by their technical name as a brand name thingie as well. This is factually incorrect. saying that's inefficient and that it doesn't appeal to players is a big stretch. you are basically talking about pretty much every open world mmorpg out there. It's only a stretch if you don't understand. It is inefficient because an individual player only cares about the content in front of them, and even if the only thing altering the content in question is the type of node the nearest metropolis is, this still means the developers need to make 4 pieces of content in order to make one piece of content that players have placed in front of them. I'm more than happy stating that this is inefficient in comparison to games that make one piece of content to achieve this same end. Your statement that me saying it doesn't appeal to players is not something that deserves a response, as I did not say it doesn't appeal to players - I said it has a limited appeal. These are different statements. what? ok imagine you are playing any mmorpg that isn't ashes. eventually there is an update. new city added. with the new city comes 2 more areas (or dungeons) where you can farm stuff and maybe 1 or 2 new more areas later on.. these areas are nodes and pois in game development terms...that game decides to use the term "area" and ashes uses the term "node" they are the same thing. This is all incorrect. It is correct in some games - it is not universally true as you are trying to make out. In some games, nodes are what would be called "quest hubs" in some other games. A town could well have a dozen or more nodes, a large city could have hundreds. Nodes are also points in various storytelling systems in some games. the limited appeal is basically everyone who likes non lobby mmorpg. No, the limited appeal is because people will eventually get bored of updates where all they do is add a new variation of a dungeon. For a while, people will be happy with it - but only for a while. even in a game where you walk to a dungeon, and the dungeon creates instances to accommodate all the players, the very entrance to that dungeon is a node/poi. In some games, sure. The thing is, you are trying to make an absolutely pointless argument. You are arguing against "words" that I used, trying to state that those "words" always mean things they only sometimes mean, and are forgetting or ignoring what the words you are arguing about actually mean in the context of Ashes. That said, this is all just another day with you...
Dygz wrote: » Depraved wrote: » ok imagine you are playing any mmorpg that isn't ashes. eventually there is an update. new city added. with the new city comes 2 more areas (or dungeons) where you can farm stuff and maybe 1 or 2 new more areas later on.. these areas are nodes and pois in game development terms...that game decides to use the term "area" and ashes uses the term "node" they are the same thing. Node is not the same thing as "Area". A "Node" dynamically changes content as Villages/Towns and buildings rise and fall and as different Races dominate the Node while that Node progresses from Stage to Stage. I'm not aware of any other MMORPG that has Nodes. EQNext had a similar concept in their design but that became vaporware.
Dygz wrote: » Depraved wrote: » no dygz. a node is an element in a tree data structure. Trolly Troll Troll Troll
Depraved wrote: » no dygz. a node is an element in a tree data structure.
Depraved wrote: » so basically everything you add can be considered a node, except different games use different names instead of nodes, but steven decided to use the generic name "nodes", as I said.
my argument wasn't against your words. my argument was that you said that the way they plan to add more content is inefficient and wont be appealing to most people...and I'm arguing that this is pretty much how every game adds content and how it will appeal to most people, since this is already how its done .-.
Turjilin wrote: » The 'Unfamiliar' environment syndrome
Atomiku wrote: » I disagree with some people here. "Exploring is meaningless if the world you're exploring is in constant change", true, I can understand that, but it really depends on how quickly the world is changing and how much it actually changes. Finding a balance in the "known" becoming the "unknown" is key to keep players engaged, if that makes sense.
Sengarden wrote: » No offense to OP or anyone who agrees with them, but this honestly sounds like such a WoW-brain take, thinking that the game only truly starts once you’ve seen and done everything.
Noaani wrote: » Sengarden wrote: » No offense to OP or anyone who agrees with them, but this honestly sounds like such a WoW-brain take, thinking that the game only truly starts once you’ve seen and done everything. This is not something that anyone in this thread has said.
Sengarden wrote: » Noaani wrote: » Sengarden wrote: » No offense to OP or anyone who agrees with them, but this honestly sounds like such a WoW-brain take, thinking that the game only truly starts once you’ve seen and done everything. This is not something that anyone in this thread has said. It doesn't have to be said word for word. The stated opinion indicates a desire for most, if not all the content in the game to be readily available
Sengarden wrote: » Your suggestion that Ashes should approach new content drops with new landmasses only reinforces the point I'm making.