Ludullu wrote: » Noaani wrote: » There is a very large amount of space between what Ashes is now, and a game where players would feel they can see all content. I think this depends more on how fast storyarcs finish and how long the seasons last.
Noaani wrote: » There is a very large amount of space between what Ashes is now, and a game where players would feel they can see all content.
Noaani wrote: » Creating content in a way where the same area has what players would consider different content just adds even more work to an already too small team. This is the primary reason as to why I am skeptical as to exactly how different content will be based on any of these things "dynamic" situations.
Orrion wrote: » I’m all for enjoying the scenery, but remember - some people don’t have all day to play Ashes. Players are not going to happy when they have maybe 2-3 hours a night to play a subscription based game and the majority of their time is spent traveling across the overworld to their destination for the evening. They’re going to go play something else.
Orrion wrote: » Again, the way you stop large group advantage is limiting participants.
Azherae wrote: » If Ashes is reviving the feeling of games from years ago, then it can just use the same limited fast travel systems as those games did back then. Those added some meaningful decisions to gameplay, social interactions, and so on, and those games had smaller (technically, roughly the same size actually) zones/sub areas and travel times. It's fine to add a little of it, and they know that already. Even the Family Summon type thing has an incredibly simple solution for any real 'family group'. Will it still result in 'zerging' and the resultant complaints? Sure, but not 'an amount of zerg that Intrepid actually has a problem with' (or they would have canceled the Family Summon entirely by now).
Korela wrote: » Orrion wrote: » Again, the way you stop large group advantage is limiting participants. Can you elaborate? How does this prevent the zerg from taking up most of the limited slots so the fight doesn't happen at all?
daveywavey wrote: » Orrion wrote: » I’m all for enjoying the scenery, but remember - some people don’t have all day to play Ashes. Players are not going to happy when they have maybe 2-3 hours a night to play a subscription based game and the majority of their time is spent traveling across the overworld to their destination for the evening. They’re going to go play something else. That's pretty standard here across the board, though. I logged in the other day to help some guildies with some Lumbermilling. And it took over an hour, cos of how the Processing Queues work. And I couldn't go anywhere more than a few minutes away from the processing station cos I had to come back and re-queue every few minutes. Despite how quickly everybody's trying to powerlevel on the not-yet-balanced mobs, as was said above, Ashes is a slower-paced game. Whether or not it ends up that way, we don't yet know!
Imanek wrote: » Let’s take the case of New World, if you will. They already had a fast travel system that was expensive. Then, they launched Fresh Start servers with free fast travel. Yet, they still lost even more players. Clearly, fast travel wasn’t the main concern of New World players, since they abandoned the game even faster. In Ashes of Creation, the game is designed around a settler-like experience. You settle in a region, develop it, explore its dungeons and points of interest. The game isn’t about zipping across the entire map effortlessly. Plus, we already know there will be fast mounts at the Master and Grand Master levels. We’re talking about a mega-server with a large population—so it’s actually a good thing if players are spread out. If you want to teleport instantly from one place to another with no effort, that’s simply not the vision of the game. That’s not what has been promised, and I sincerely hope it won’t change. The entire design revolves around long-distance travel. If you remove that, you might as well throw half the game’s features in the trash. I could instantly gather resources from every region. I could attack caravans in any region with no effort. I could jump into every dungeon and farm whatever I want. I could complete treasure maps all over the world with no challenge. At that point, the game loses its depth, just to cater to players who want everything instantly. Ashes of Creation is built around meaningful choices—and that’s exactly how it should be.
Ludullu wrote: » If content doesn't go away/change - time doesn't matter, when it comes to you experiencing said content.
Imanek wrote: » I'm simply responding to your argument about New World. You stated that "players left the game en masse because of this." Now, once again, it seems that according to you, the game had other issues, and on that point, I agree. However, I have never heard anyone say, "I'm quitting New World because fast travel is too expensive." And if that's the reason someone stops playing an MMO, then honestly, it doesn’t take much for them to quit, and they’ll always find something to complain about in any game.
I strongly encourage you to research Ashes of Creation more thoroughly. A major feature of the game is exploration, with fog-of-war mechanics and map inconsistencies until verified. Since we are dealing with a dynamic world, a region you visit may change over time based on player interactions.
The goal is to maintain interest in exploration and discovery. Nodes will also be well-balanced in terms of content; otherwise, the entire player base would just cluster in the same spots.
Regarding the desert biome, simply playing the Alpha makes it clear that the desert is being enriched every week with unique settlements, exclusive resources, and distinctive crafting options. This diversity is what makes the game compelling, allowing players to settle in the biome that suits them best.
As for fast travel, here’s what we know: - Scientific Metropolises will be connected to each other to facilitate travel. - Starting zones will allow friends to begin playing together through a portal system. - The Breeder profession will be crucial, as players will be able to develop faster mounts, including terrestrial and maritime ones, using genetics. So, once again, Ashes of Creation is built around an exploration-based system, and I encourage you to read the wiki if needed. As many have pointed out, we do not want fast travel. And without making too many assumptions, I believe the developers are well aware of this. Otherwise, why put so much effort into creating unique, detailed regions if they were just going to add a teleportation system that would make half of these features irrelevant? Much respect for the work and the originality of this project. As Lord Bodd mentioned, they will not change such a fundamental aspect that makes AoC unique.
TheDarkSorcerer wrote: » I get that Ashes of Creation wants to make travel feel meaningful, but without some kind of fast travel, huge parts of the world are going to be empty. If an area is too far from a major node, people just aren’t going to bother going there.
Noaani wrote: » Time always matters. If it takes me 2 hours to travel to a 2 hour piece of content, and 2 hours to travel back, that is a 6 hour piece of content.
Orrion wrote: » Exactly how does fast travel make features irrelevant? If anything, it makes players more willing and able to go exploring new areas and discovering new things - because it doesn’t take them forever to get over there and start doing it.
Orrion wrote: » I want to be doing things in the game. Not waiting to do things in the game.
Tjaeden wrote: » How do we explain why Fast Travel does not belong in this game? If you live in Joeva - all your crafting and gathering is there. You like the weather. You know what spots to grind for glint. WHY would you want to go to Sunhaven? It's like driving to Florida to visit grandparents, you do it rarely, once a year. If you live in New Aela, but want to grind in Carph, guess what? You are visiting/staying in Mireleth for a week. The TRAVEL is part of the game. When the Riverlands Oak becomes the biggest export to the Tropics, or Sandstone comes out of the Desert, the gathering and trading of materials - the MOVEMENT of goods, IS a core loop of the game.
Ludullu wrote: » But content in Ashes doesn't exist in a vacuum.
That means that you'll see completely new gatherables, mobs (with new loot), events, quests, locations, bosses, on top of the content that you came there for.