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Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
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godlike response, i agree with you 100%
Let's use Metroid as an example:
https://static.wikia.nocookie.net/metroid/images/1/1e/Torvus_Bog.jpg/revision/latest?cb=20230521011448
The first two are some art for an area in Metroid Prime 2 - the third is an actual ingame screenshot of the same space, which the image share function didn't want to directly post. Figured I'd add all three since the perspective in each is a bit different.
The idea here is that this was once an industrial facility in a forested area, but the region was rapidly flooded after some drastic environmental shifts (a meteor impact about 50 years prior). By the time you explore it, the civilization who lived here has largely abandoned the area, leaving nature to slowly reclaim it.
Metroid Prime 2 is full of environmental storytelling like this - an area that was once verdant plains got scorched into a desert from the same meteor, there's ruined structures all around, and all in all you can feel the story-beats of the area without anyone needing to tell you anything.
The Metroid Prime series (particularly the first two games) rely on this type of environmental storytelling a lot. There's a lot of written lore you can find throughout its biomes, mind you, but all of it aligns with what you're already seeing all around you. Whether it's ancient lore from when a given area was inhabited, or more recent stuff detailing what led to things being abandoned, it all adds to the total picture.
For an engaging environment, I think it's important to think of the story of a given area first and then build your features AROUND that. Give players a sense of what happened, show them enough that they can extrapolate and theorize and make conjectures - and then have the deeper lore available for those who want to look.
The ruined structures in that artwork are a good example of "big dramatic features" I suppose, but the entire AREA they're in informs that "this was once a forest but now it's a flash-flooded bog"; there's evidence that the environment is still adapting to the new water levels everywhere. The cohesiveness is what matters the most.
As for biome-specific gameplay stuff - it's fine to let that just be emergent, in my opinion. For example, in the flooded forest, it's hard to move around and navigate a lot of the time simply because a lot of the places you can go are knee or waist-deep, lol. Finding equipment and other means to navigate the area more smoothly is as much of a challenge as hostile wildlife, since the whole area's going through some very rapid changes (on the environmental timescale, anyway). I would say, let biome-specific gameplay be emergent from all the other parts of an area rather than trying very hard to build an area around a specific gameplay mechanic. Worlds and environments are emergent things, and the difficulties we, as living things, have with them are emergent too.
but that sucks and most dont like it if not hate it , even in AA the ones who played with the game zoomed out to the point of modding it to like literally zoom out to space yet the world looked fine and on scale , so once again its not really about zooming they just suck at making actual right scale , it dosent matter if they want it to be played zoomed out or not they got the whole world and character scale straight up wrong and its legit the first game ever that i've had that problem with
but here is the problem if the areas ,biomes,POI or wahtnot lack anything interesting no one will care , i've went through the entirety of ashes map so far there is litearlly NOTHING that got me interested or made stop ,look and think "wow that looks really cool , i want to explore it" nothing , the only thing that had a hint of that was carphin but knowing there is nothing to do there other than just grinding mobs removed any of it so no one will care about the story of any place or would want to know more about it
I think the main components involved in answering these questions relates to:
- Worldbuilding/narrative integration
- Mystery and Discovery
- Atmosphere
1. Worldbuilding/narrative integration:
For example, information about and within different areas house the content and "raw material" used for story decisions, dialogue choices, leads used for solving mysteries, etc. (like the information and knowledge gained through lore and area discoveries).
The area should feel like it has depth, with many layers, deeper meanings, secrets, lore and story aspects, etc.
This provides content used for exploration, puzzle solving, quest challenges, story arcs, etc., as well as making the area feel more immersive and believable.
There should be a lot to learn about each area, how each area fits into the overarching story, and how your perceptions of each area can shift and change as you progress and learn more about the world as a whole, as more story and context is discovered.
There should be worldbuilding at all levels. Its important to allow for the level design itself to tell a story, through how the setdressing, area structure/layout, and lore/setting of the area does the following:
A- requires observation and thought to make key story connections
B- evokes feelings/emotions in the player (like feeling claustropobic, or like a sense of dread for example)
C- establishes a certain identity/rules of behavior/perception for that area in the mind of the player, of which can be leveraged for overarching narrative, storytelling, and role-play purposes
If you want a deeper explanation on this point, you can find more details here:
A- the "reinforced through environmental design" section in my post found here
https://forums.ashesofcreation.com/discussion/comment/466962#Comment_466962
B- "storytelling of environment" section in my post found here
https://forums.ashesofcreation.com/discussion/comment/445233#Comment_445233
2. Mystery and discovery
see my post found here for more details (this is relevant for area design in general, not just treasure hunting):
https://forums.ashesofcreation.com/discussion/comment/499241#Comment_499241
The area should have mysteries and discoveries relating to
- exploration (hidden areas)
- progression (the need for utility skills, etc.)
- observable interactions/mechanics (like seasons or mob behaviors shifting the landscape)
- knowledge based gameplay (questing/riddles/etc.)
- narrative information (like discoverable lore info or story beats relevant to that area)
It also enhances the fantasy elements and immersion when there are triggerable surprises such as "audio-visual events" (such as triggering a creature stampede or something) that can be experienced within an area, which helps bring life and dynamicism to the area design as well.
3. Atmosphere:
Themeing
- this can provide identity and important story context to the area
Soundscape
- background music, ambience, and musical storyelling devices (such as leitmotif) can enhance the visual and story aspects of the area
Visual style, art, and graphics obviously plays a huge role as well. Having cool and interesting setpieces to find is a good incentive for exploration.
Overall:
Both
Some fun references if you are interested:
There are a lot of useful insights, explanations, and examples found in the following videos that I may not have been able to fully capture in my summary.
Sometimes I worry my posts are a bit too theory heavy and lack specific comprehensive examples, so I ran my post through chat gpt to come up with an area concept that reflects some of the things I mentioned, and thought it sounded pretty cool, enjoy.
🌑 Zone Concept: The Weeping Hollow
📍 Setting Summary:
A gloomy, sunken forest nestled in a crescent-shaped valley, constantly shrouded in mist. Once home to a reclusive sect of moon-worshippers, it was sealed off centuries ago following a catastrophic event known as the Lament. Now it’s overrun by strange flora, ghostlights, and corrupted wildlife.
This area evolves over time, reacts to player choices, and contains deep lore hidden in its terrain, making it a narrative sandbox for exploration, discovery, and role-play.
🧱 Core Concepts from the Post on Display
1. Worldbuilding / Narrative Integration
🔹 Visual Lore & Structure:
The forest layout itself follows lunar geometry — winding paths mirror crescent shapes, and ruins are arranged around a ritual basin in the shape of a full moon crater.
Statues of a three-faced moon goddess appear, each face turned toward a different cardinal direction — hinting at philosophical divisions among the ancient sect (Truth, Memory, and Mystery).
🔹 Layered Narrative Access:
Early on: Players find tablets and murals hinting at a ritual to “drown memory in moonlight.”
Later in story (or via exploration): They learn the “Lament” was a failed ritual to erase a collective trauma — the goddess divided into aspects as punishment.
The more players uncover, the more their understanding of the forest shifts — it’s not a cursed place, but a spiritual scar.
🔹 World-state storytelling:
If a player sides with certain factions, statues begin to "weep" starlight or blood.
Interacting with a certain hidden shrine unlocks a hidden history, changing dialogue in future quests across the world. NPCs may now recognize the player as a "Lament-Touched."
2. Mystery and Discovery
🔍 Non-linear Exploration:
The mist changes dynamically — obscuring and revealing new routes based on time of day, season, or player attunement.
Day: Wildlife aggressive, few landmarks visible.
Night: Ghostlights appear, statues rotate, secret glyphs glow.
Full Moon Event (monthly): A door in the hollowed tree opens to a hidden sanctum.
🧠 Knowledge-based Gameplay:
Puzzle shrines scattered in the zone require interpretation of moon phases, statue orientation, and lore clues.
An abandoned observatory on a hill lets players align its telescope to the glowing craters to reveal glyphs on nearby trees. These glyphs unlock an optional class-specific skill if deciphered.
🧩 Environmental Interactions:
Certain rare herbs only bloom under specific moonlight cycles — they can be used to brew elixirs or unlock alternate dialogue options in key storylines.
A rare creature, the Velumbra Stag, can only be summoned if players lure it with moon lilies planted during a prior seasonal event — encouraging long-term mystery-solving.
3. Atmosphere
🎧 Audio-Visual Integration:
Ambient audio includes whispering wind that changes pitch with proximity to hidden lore markers.
Leitmotifs evolve with player progress: a soft harp theme becomes more dissonant or hopeful depending on story paths chosen (e.g., embracing the memory vs. erasing it).
Lighting is volumetric, diffused through fog. As players solve more mysteries, the fog starts to part more frequently, letting in beams of moonlight — giving the sense that the forest is “responding” to the player.
🎨 Theming:
Visuals support the theme of half-remembered history — half-built bridges, statues with missing faces, trees growing upside-down.
Optional role-play tents exist for players — e.g., they can meditate at shrines to receive visions that influence story arcs, even if they’re not on the “main path.”
🧭 How It All Comes Together in Different Player Journeys
🧙♂️ Player A: The Scholar Path (Truth)
Focused on learning the forest's history.
Solves puzzles, finds the sealed library under the lake using moon glyphs.
Discovers the true nature of the Lament and shares it globally — this causes the mist to thin permanently for their server, changing visibility for all.
World perceives them as a “Revealer.” NPCs treat them with reverence, and certain items cost less or become unlocked.
⚔️ Player B: The Purger Path (Control)
Wants to purge the corruption and harness power from the Weeping Hollow.
Sides with a fire-worshipping order that believes in cleansing the land.
Burns down one of the spirit groves. Mist recedes temporarily but angers the Velumbra Stag, who now appears hostile in future encounters.
This creates dynamic conflict: future players must choose to appease or destroy the beast — affecting future seasonal events.
🌙 Player C: The Role-Player (Mystery/Memory)
Focuses on immersing in the mood, meditating at moon shrines during full moons.
Unlocks secret dialogue options for key NPCs in far-off cities (thanks to hidden memories gained in visions).
Over time, becomes a member of a secret roleplay-only cult of the Three-Faced Moon.
Special cloak reward only available through this long-form spiritual RP path.
🧩 Final Layer: Systemic Interdependence
The map is designed to reflect all of this: layered topography with fog/mist effects, persistent weather conditions, landmark visibility lines, and timed events.
The zone’s design encourages return visits under different world-states, with multiple optional storylines and character build effects tied into the area's mysteries.
✅ TL;DR
The Weeping Hollow showcases:
Worldbuilding via lore-rich landmarks and layered history.
Mystery & Discovery through exploration, hidden systems, and player choices that change perception and access.
Atmosphere via coordinated audio-visuals, emotional theming, and symbolic layout.
And most importantly, all these elements interlock dynamically, reacting to player agency, faction alignment, roleplay, time, and story progression — just as the original forum post envisions.
Yes, I know you're gonna want to discuss @Ace1234 's great post above, and I know at least some of you will absolutely derail this thread if you do, so plz wait for me to make a related Splinter Topic, if only for the sake of future Archives.
(to Ace, not saying at all that shouldn't be here, because that is absolutely what Vaknar 'asked for' and a great use of ChatGPT, I'm just getting ahead of a specific thing)
EDIT: Splinter created.
https://forums.ashesofcreation.com/discussion/67736/splinter-topic-narrative-design-hell-is-other-people
This is not even negotiable. This " IS " - how the Jundark should look. Maybe a bit more tropical but You get what i mean. The Jundark looks like a THICK (lol) Forest on the Worldmap.
It HAS to be a thick Forest, in the finished Game. Even the Riverlands need a bit more Trees around the Roads. Especially the Roads in the Middle between Winstead, Aela, Miraleth and the other Places. The Place looks like the whole Landscape was cleared from all Woodland.
There is just just this ONE detail for me, that doesn't stop bothering me -> it can't be that Ashes of Creation is somehow inferior to a super-old thing like World of Warcraft in terms of how the Landscapes/Regions should look.
It can't be that "Elwynn Forest" in WoW looks better than the Riverlands or the Jundark, if you catch my drift. The whole Atmosphere. The Impression given to the Player. I am aware it's still an Alpha Two, but at this Point slowly it is turning to concern and from concern to worry.
I refuse to believe that Ashes can not be superior. Because it should be. The Weather-Effects alone like with the Questline with the Minotauer-Camp where it starts to rain, should prove that.
Enough ranting from me. All is said what should be needed to be said.
✓ Occasional Roleplayer
I am in the guildless Guild so to say, lol. But i won't give up. I will find my fitting Guild "one Day".
I again really suggest that you let go of the basis you have for that feeling, because you're not going to be able to help Intrepid as much otherwise. (yes, I'm about to preach at you)
Ashes is absolutely 'inferior to decades-old games' in nearly every aspect, and will remain so until they are pushed past those games.
Your concern shifting to worry is a 'you' problem because you're just having an uncomfortable truth revealed to you, but I hope that you can accept it and continue to be a strong supporter of this game when it finally settles in that Intrepid has never shown us anything that is conceptually superior to older games, it just offers what all ambitious projects of this game design era offer:
"We can do it again. We can do it better."
tl;dr stop worrying and start actually learning about other games.
EDIT: Found a better way to express this, but will leave the previous for 'disclosure' or whatever.
MMORPG developers are often fairly ordinary people asked to do an extraordinary thing. Every time someone with low standards accepts less than that extraordinary thing and makes those Devs feel like they're doing great just for the basic stuff, literally everyone in the situation suffers. Don't go assuming that 'oh, the Devs know that what they are doing is only average'. I have watched enough interviews and managed enough developers to [promise you that most of them don't. There's just not enough time in life for most people to know (including you). But therefore you gotta 'listen'.
Sounds good, thanks!
The forest areas are way to empty there is close to 0 vegetation on the ground, the rivers have no sign of tear over time, no random branches treetops leaves or anything.
I think some dramatic features spread with distance is important to make the world look interesting and have something unique to reference. but there should be smaller biome feature points like a huge tree, krater, a spiky mountain, an area that has 0 corruption but clearly has sign of it ruining a area by having the ground be thorn up. graveyards small and big. Stuff like this.
for me the biome-specific gameplay I don't have much of a preference because I like both where the biome is impactful in your gameplay and where its not, but leaning more to where its impactful.
In order to maintain your position, you would first have to accept that we had a game that was built with every intended principle Ashes had, but at a different zoom level. Fortunately we had such a game, it was Alpha-1 and it was located on Alpha Island and it was one of the best Alpha's of an mmo I have ever played from an art direction standpoint.
Let me bring this to the core topic at hand. My favorite example of a design that incorporates some of OP's suggestions while still remaining the level of flatness Ashes tends to have (I got receipts later in the post) is Zi'tah and Boyahda Tree in FFXI. FFXI depending on where you go has very flat terrain. There are definitely inclines, but due to the limitations of player pathing and level design sharper inclines were reserved for splitting up areas. The way they make this interesting is by incorporating 2 fantastical elements, mob design, point of visual interest design, and lighting SO MUCH LIGHTING.
fantastical element 'something is bigger than average'
fantastical element 'nature is your bridge'
mob design 'nature is alive'
Point of visual interest 'make it stick out and glow' (as above so below)
I cannot overstate how flat these zones are, they are some of the flattest in the game but you never feel it because there is just enough variance that your visual field almost never has to think about it for TOO long.
In Ashes Alpha-1 I experienced this MANY times, particularly in the jungle, mountains, and caves. I almost never experienced these same design principles in Alpha-2 by contrast due to how much further apart things seemed to be and how much more artificial the over all terrain design felt. But if you ever play Ashes at max zoom I'll say that you definitely notice this issue /less/.
fantastical element 'something is bigger than average'
mob design 'nature is alive'
Point of visual interest 'make it stick out and glow'
And just some random other screenshots from Alpha-1 era AoC that I think directly counter some of the points in OP
There is definitely some truth to what they were saying even in Alpha-1 to be clear
But over ALL the art direction definitely spoke a lot more to the types of design elements both big and small that tied together the game by a lot.
So why do I think you are logically correct and spiritually wrong? What Azherae said is true, max zoom matters for game design. We live in an era of streamers for starters. But we also live in a game that is for those 'try hards'. Not getting ganked in open world is core gameplay. Ashes HAS DONE BETTER. The problem YOU are complaining about is the max distance, not 'the capability of Intrepid'. However, it is almost impossible without a ton of work to shift design direction from the new zoom level back to the old one. Where as the design tricks above are still definitely possible in Alpha-2.
So, the core problem with these sort of environments in MMOs is that they're reliant on large, complex assets which need to be hand-crafted for vistas like this.
This isn't a major issue for single-player games, because developers can generally control the route a player takes into a location, and therefore both optimize the performance of areas, and only fully build out parts of the environment which the player can directly access. Developers will also generally have longer to spend on polishing any given area, because (aside from a few outliers) they're not trying to create a giant world map.
However, in open-world MMOs, players can generally approach any location from any direction, which makes optimization much harder, and means devs generally have to make every location fully navigable. You can't just have a low-poly city off in the distance in an MMO, because players are going to expect that they'll be able to actually visit it.
This isn't to say those sorts of landscapes are impossible in an MMO, just that it's a tradeoff between dev time, performance, and quality. More unique assets use up VRAM, cost more render time, and require more work from artists.
Throne and Liberty is a good example of what's possible in a modern MMO. It has zones with a lot of visual interest, verticality, and variation in terrain topography. However, it does so at the cost of having overall smaller zones than I believe Ashes is aiming for, with more hand-crafted details packed into smaller physical areas.
I do think that there's room for Ashes to have more complex terrain with more variation in altitude. It's just important to temper expectations a bit, as the sorts of landscapes from your post represent a significant investment of development time and effort. I'm also not sure how well that kind of stylized high fantasy aesthetic would suit Ashes, as I understand it to be aiming for something a bit more grounded.
yup A1 was way better , visually,stylistically,atmosphere,zones that are diverse not 1 tree and rock scattered all over the flat ground...etc it missed a lot of the problems they have with A2.
i dont like close zoomed cameras nor far ones more like something in the middle so its not really a problem ,i dont think i get all of what you're trying to say since english isnt my first language but i still dont think its about the distance tho as i said its just everything is made small cuz even in games that had similar kind of scale/look to ashes like throne and Archeage i didnt have that problem
i am not asking for some magic area every 10 meters, we already know the giant amount of problems the biomes have even if we say that these magical areas will be fixed when they add POI to the zones (which i doubt as more than likely these POIs will be caves to grind mobs or a building to grin mobs) the bigger problem is that the zones just look and feel soulless , no diversity , not vibrant nothing , if i look at the riverland and take a screenshot anywhere all i'll see is the same flat ground with the same tree with maybe some weirdly placed hills and rock formations everywhere , nothing changes unless i maybe get lucky and get a braidwood in the shot which is a tree that they seem like they gave up on making it a fantasy tree , like they started with its trunk then gave up instead of making the whole tree braided and its branches ...
no other gave gave so many unique areas like cities,ruins,magical floating stuff and any other type of fantasy things but the biomes these stuff are on at least had enough variety in view that alleviated that and make you so you never really got bored of it or noticed that much or that quick
Well I'll clarify then very directly:
What I was trying to say is you need very different design principles to build at different max zoom levels for players to feel comfortable. The tricks to make it feel right, however, tend to have overlap. Distance matters how much detail your eyes/brain need to comprehend and feel comfortable. It also effects how big things need to be in order to look properly at scale. This isn't a linear thing either. I think @GrandSerpent can explain that part better than me since she actually does blender stuff, but generally the size and scale of empty spaces and changes in terrain look differently depending on the 'common'/'max' distance. I hope that helps.
How a game's environment feels also varies considerably based on how zoomed out the camera is. Here are a couple of examples, again from DS3:
From the default over-the-shoulder perspective, this environment feels about right.
However, if we zoom out, the character suddenly appears tiny relative to other objects in the scene, and the area starts to feel bare and empty. There's also more visible texture tiling, and the foliage assets don't hold up as well.
Another good example of an area which needs to be fairly large for a boss fight. If you zoom out, the visuals don't work nearly as well, and there's very obvious texturing tiling.
How far you can zoom the camera out also has some significant impacts on area design. Here's a location which looks fairly normal from an over-the-shoulder perspective, but would break completely if you zoomed the camera out as far as Ashes allows you to:
Of course, these are all issues which can be worked around. Games with a zoomed-out, top-down camera perspective can certainly work well (see e.g. Path of Exile), but generally this requires a different approach to environment art than over-the-shoulder or 1st-person perspective games. They also require that you build environments at a different scale which can accommodate the camera perspective.
at the end of the day the scale they built is just wrong and they needed to make things bigger otherwise the game will never stop looking wrong
Actually I think the biggest cause of the issues you might be getting at was when they expanded the map size beyond the original plan. So they had to, I think, 'artificially' (for lack of a better word) extend the map which changed the scale of a lot of the terrain. So they DID make 'everything bigger' just not the rest of the assets (because that would defeat the purpose of changing the world size I'd wager.) So really you'd want the map to shrink, but again I'm not really sure that is possible. It'd probably be easier to make more 'interesting' open spaces through design tricks designed to grab and guide your attention like I mentioned above. You could make CERTAIN assets look bigger though that is true.
I think what makes a landmark or a zone memorable in general is intentionality in landmarks and connection to an overarching world lore. When a zone doesn't feel memorable, it's usually because of lacking this connective tissue. I feel like when a game tries too hard to be too big or too "realistic", that you lose some of the intent, and then you stop remembering places you've just gone through.
I'm going to try and explain something similar to what @Ace1234 did, but using existing examples from a game 20 years ago, which should show that this kind of thing is possible.
I really like Ro'Maeve in Final Fantasy XI. It's a zone that manages to do a lot of things by playing a set of specific tricks, all of which come together to make a very memorable place.
Lore Connection
The first part is that Ro'Maeve is tied directly into the storyline of the ancient original civilization of Vana'diel. You have these alien Cermet (think concrete/ceramic) spires popping out of the forest straight up, clearly ancient and broken down but still far beyond the current technology used by any of the nations. Not only that, but the zone changes outright during the full moon, glowing and allowing a different path through it that leads to the Hall of the Gods, a pivotal part of the Zilart storyline. None of this is peppered by cutscenes or even much explanation, the world and the story itself make you feel these strange things, and you pick up the scraps later, making your own concept of the world, confused as any adventurer here should be.
Features
Ro'Maeve uses asymmetry due to its ruined nature to guide you through it. When this place was new, maybe it would have been extra confusing to navigate, but by using the ways the ruins break in specific ways in certain places, you can find your way around. It doesn't have many huge notable features at first - mostly just stairs, and the occasional big pillar - until you see the central fountain, the Moon Gates and, when past them, the entrance to the Hall of the Gods that makes you feel like something important is going to happen as you scale the stairs to what looks like an enormous building. Everything is huge, many levels higher than character height, compared to the buildings you encounter in towns that have usually low ceilings or where it's easy to whip your camera near their tops, as opposed to here where you run into the walls. And the beautiful fountain right at the center of it makes it all come together. What's memorable here is the contrasts, of symmetry and asymmetry, of these huge buildings of high technology ruined, and the multiple elevation levels making it feel like it is a much bigger place than it probably is in terms of the actual distance you walk. The biggest success here is the fact that it peppers you with small landmarks so you can remember where you are, allowing the bigger landmarks to be more of an exploratory reward. A collapsed column here or there is a small landmark, and the huge fountain structure is a bigger one - both allow you to create mental markets of more of the zone rather than making them feel samey, without spending that much effort on the smaller parts.
Biome-specific gameplay
This ties back in to the lore connection, which is that only here does the full moon change the area and allow you to pass, among other strange and specific spawn conditions that are unique to this area. I think that focusing on making unique events related to the cross of time or weather and a specific biome make for even more memorable gameplay here.
I'll also propose a counter here of biome-UNspecific gameplay with Dark Ixion. Dark Ixion shows up in a pretty wide range of zones whenever it pleases, and it accentuates the biomes it spawns in a lot. The big hill on West Sarutabaruta (S) is something you learn to recognize as a safe place to relax and take a break from the Campaign battles that happen at the bottom of the hill, as it's rare that the Yagudo come down from this side, but when Ixion is wandering it now it becomes memorable for an entirely different reason. Having a large boss come down and change a former safe haven into something different, or even just having something come out of hiding like the Three-Star monsters that shows up in a specific place with unique/distinct gameplay can also make you think of that part of the zone as a landmark, because it's where the thing shows up.
The weakness that Ashes has right now is that the POIs fail one or more of these checks, and it makes me miss a lot of the stuff in Alpha 1. I feel like I remember the pirate camps in the mountains way up north, or the river crabs, a lot more than I remember any area in Alpha 2 outside of the area around any given node or Lionhold, and even the area around Lionhold is often confusing and doesn't stick as well because the terrain is not variable or there aren't as many of these small landmarks. I hope that you can take this example and rethink how you address what a smaller-scale version of a "point of interest" is. I'm going to post a video of someone wandering Ro'Maeve, and I suggest you turn off the sound and replace it with the music that plays here as it adds to the atmosphere, and their old FRAPS recording doesn't convey that as well.
Work. In. Progress.
That's not even remotely what it will look like in the future.
Yes I'm going into overprotective manager mode now because seriously they keep saying this...
sure like the rest of the biomes..right , like the same rock used in every biome its like even irl type and look of rocks change but not in ashes i guess and lets be real its still gonna be 1 small tree in most of the zone with 0 diversity or well 2 trees i guess that appear sometimes.
i am tired of all of this honestly
Steven literally said that they are going to replace entire mountains, come on!
If you're tired of all this, it's technically on you, just don't go around spreading ideas like 'Oh it's the same shit" or "they don't listen to feedback". If the feelings aren't good right now, sure, fine, but at least pay attention to it when they tell you 'we're working on it and this part is early'.
entire mountains as in the biome borders not the same looking "shit" in the biomes , i am not spreading anything its literally the stuff we've been seeing for months and still nothing changed but sure lets wait and see when these mountains change if the "shit" inside the actual biomes change or they add any diversity or fantasy to them
exactly, changing some border mountains won't resolve the core issue