>Posted By Viktoriusiii at
Hey there.
I hope you can overlook the negative tone. It simply sounds outlandish and dreamy/unrealistic to me, my questions are nontheless honest, since I WANT this game to work out.
Hey, no problem. The community can get a bad rep for being disparaging to posts that aren't "positive" but I think it more has to do with people complaining rather than explaining their worries, akin to saying "this is stupid" vs "this appears to be stupid and this is why I think so....
Questions:
While I do realize, that the game won't be the absolute dreamgame (because then it would have 7.000.000 different versions :D), there are some features, that I simply can't see EVER working out and I'd like some explanation on what I'm missing:
Please explain a bit more. Do you mean working from a technical or a social standpoint? Technical being dev's side and social dealing with the psychology of how players operate according to your views.
- huge world.
how huge? "you wont be able to traverse it in a lifetime" is probably an overstatement, but even a map that would take you 2RL days to travel by foot is kinda unrealistic.
Not only because of the INSANE server requirements that would take, but also because there won't be enough players to populate it.
Lets say the map will be 30x20km (which is pretty small when you think about that in the real world)
Then it would be 600km² which would be 1 1/2 times of what Wow did.
And those servers are massive. But that game has
-very limited ai (only fight and walk from a to b)
-low nature items
-fight,quest,talk system. Thats basically it. (at least when looking at the base game)
I simply cannot see, not even with procedurally generation (like most huge games like minecraft and nomans sky do it) a world for an mmo, that is bigger then 50x50. Which is insanely big, but isn't anywhere close to "continent sized".
This is the technical stuff it appears. I am not a professional in the field, but I do know that server capacities are constantly growing and the creation of a single "server" can be created with multiple servers responsible for certain sections of the land.
Last I heard the size of the starting area would be the size of the Vermont with speculation being that the addition of the other continents leading to an even larger size.
Another point is populationdensity.
Yes I understand that there will be npcs. But lets say, there will be 100.000 players on launch (insanely high number, when going by steam numbers)
those are divided by 4 servers.
Even if cities/villages are the hubpoints for players to meet, on a map this large would make the world not only empty, but insanely hard to process.
lets go with the "big map" of 30x30km
thats 900km²
which means with an average of 25000 players (remember this is generous) this means 27 people per km²
which is comparable to countries like sweden and other low density countries.
So EITHER size will be handled differently, or this will become a very lonely game.
AM I MISSING SOMETHING?
You are missing that not all areas need to be processed or used at a time. Civilizations tend to have a network of densely populated areas which are then connected by roads. When studying demographics, scientists use the average rather than the median or mode for population density because it simplifies it. Reality isn't like that as you may find several thousand people in a city but only a couple people in the surrounding wilderness and the average would lead to an error in data representation.
The servers do not need to process the full load if there are no players in the area. The game could just process it as if were an empty space depending on its importance to the surrounding ecology.
I would argue that it isn't lonely because there are means by which to congregate along with other players. I would actually argue that its EVEN MORE social than typical game because you need to put in more effort in order to be in constant contact with players (you can interact with NPCs but that is probably not what you are looking for).
Next question:
how do you think, player choice will factor into the game economy?
In reality, people were forced to work a certain job, or they would die. "Quitting the game" wasn't really an option.
So then there will be villages where there are 5 hunters and no butcher, 3 cartographers, but no farmers and so on and so forth.
YES trade is important and this will be nice, once it is implemented.
But you don't seem to see the problem this will cause.
The game economy has to run, otherwise everyone will suffer.
Yes role-play is important and everything.
But think about this:
You are a blacksmith. You lack materials.
In a "normal" mmo, you go to the market and get it.
In this mmo, if there is no resource, you don't have anything to do and have to look for other work.
And while most of you here in this forum will have no problem doing this. But a lot of players will.
And while I personally like this more "realistic" worldbuilding, it will no doubt reduce fun/player numbers, if what you want to do can't be done within a week or so.
How is this supposed to be counteracted?
People aren't "forced" to play (SAO-Style), therefore if something won't work for a longer time with no outlook of change, people will stop playing.
Will there be npcs "filling the gaps"? Or something else?
This would take a lot to answer because its economics.... But I will give it a shot? Player density will be defined as ONLY human players, so OPCs and NPCs will not count. Though, I will state that Caspian has assured people that any hole in the labor market or service industry would be satisfied by NPCs should it become necessary.
Trade will already be in existence by the time of full launch as at launch prior generations would have already formed the foundations for the network. Remember, a town can't exist without input and output, so someone who is entrepreneurial can take advantage of that flow to make a lot of money, potentially.
As for you blacksmith example, people who were in that situation either moved or changed profession. The best blacksmiths will be in the capitol of a kingdom as monarchs will want them handy as well as would want to poach from competitors. If you are in the bottom rungs of this market, then you would move to somewhere else and attempt to be a big fish in a small pond. Personally, I would be more worried about currency exchange rates, tariffs, and etc. screwing you over.
I don't care about player numbers. I care about player retention. I would rather have 10000 players who would stay the whole 10 years rather than 50000 players who steadily drop off... The devs are using the approach of "we are making a game we think is fun and we hope you enjoy it with us" instead of the whole "you should play and your friends and your family because you guys might like this feature/that feature." If I am playing a game, then I'm playing the game and not its features.
Last one (more of a hope):
Can you revamp disguises?
LOOK before you say anything. It is just a very small detail:
Once you have a disguise: (hood/clothes; mask)
You should not be able to be found out. Not even your family.
IM NOT TALKING ABOUT IMPERSONATING
If I were to put up a Guy Fawkes mask, nobody will recognize me, if I change my voice. Not even my mother/best friend. Especially if I have different clothes.
The only way to "get the real personality" is by unmasking the person and getting someone who knows him to verify that personality.
I really dislike this "there is always a chance" thing.
It COMPLETLY ruins every form of vigilanty.
If I were a hunter. And I would take the personality of a vigilanty who saves people from bandits.
People would someday find out who I am... And then the bandits also know, making my disguise completly useless.
As long as I have a good disguise, I should not be found out. Period.
Doesn't that sound better?
Rather then random chance ruining every aspect of your roleplay, make it dependant on the people who want to find out the truth.
Follow the masked figure...
knock her out and remove the clothes
make her strip the disguise by force...
not just some random chance of interacting.
Maybe if you only have a hood and no mask or no hood but a mask... there can be a chance...
But if you have both, there shouldn't be a chance. Not even 0.1%
Because it ruins the roleplay of that player
The way disguises work is that you are "someone" and not "noone." In terms of logic, there is no such thing as "nobody" as there will always be characteristics by which someone can be identified with. If you were to get a Guy Fawkes mask and nobody else has one, then it won't take as much as you think. It depends on the competence of the government, but an efficient government could track down all sellers they know of and force them to reveal contacts depending on the scale of trouble Guy Fawkes is creating. Languages, nuances, and other markers exist. If you speak broken neran, then odds are you aren't neran.
I believe you're misconstruing your disguise failing with your identity being revealed. Your disguise can be seen through without anyone knowing who "you" are. Does that make sense? Everyone will know who "Guy Fawkes, Notorious Underwear Thief" and look for the mask, but they won't know the identity of the individual under the mask.
This is actually a mechanic designed to create "notoriety levels". Lets say you have an old disguise, a newer disguise, and a brand new disguise. Old disguise may have dropped in notoriety depending on how much time passed and what the crime was, but it could also have gone up. The newer disguise would have a rating closer to its original "notoriety level" as there would be less time for changes to happen. The brand new disguise would have none.