True, but what if you just physically couldn't access the sub-continents, like the invisible wall was there with a fog like the edge of the current world. If the population goes up, or an event can open one of the continents permanently or temporarily. Of course this most definitely would cause problems with the new wilderness portal system they're working on, since some of the portals are probably already set to open to these locations.
Wrong. Give more meaningful multiplayer activities that can be accomplished in a single player fashion. Stop removing parts from this game lol. Start adding fucking content. You have a massive world. Fill it.
I know people will flame me on this, but it wouldn’t hurt my damn feelings one bit if y’all completely erased the islands (Carin/Ruby/Yassam/Niff) put all the good farming mobs from those islands in mid map. Make mid map lawless, rest of Agon lawful. Mid map would be chaos, which in return would be a lot of fun!
its not planning for failure when you can literally just reintroduce the islands when needed. but tbh even just agon is far too large for the current playerbase.
+ Make one of the island's a starter island that allows player's to play in a no pk zone. Have a portal to port you to mainland allow them to return to the island as often as they want up to 1 month In case they decide to think they are ready but then realize they are not. Doing this no fighting zone would actually promote player's to team up and work with other new player's who are starting. This could build relationships and promote new guild creation rather than being sucked into a major guild per usual. As well as The island could be completely worked in the manner of player experience with tutorials.
Other players are and always will be the content of this game. People dont come to a full loot pvp game for the pve or some dumbass rollercoaster shit, people are here for pvp which means other players. If the playerbase is spread so thin because of a unnecessarily large map that you can ride around for literally days without seeing ANYONE there is a big problem. its not removing parts of the game either, if the playerbase grows its not hard to just revert the changes.
At this point yes.... But I truly believe if they did this, added in a faction system, reduced item durability by 70%, increased drop rates just a little more, tweak a few major spells while nerfing melee like crazy This would be enough of a change to change the meta entirely to keep all experience'd vet's busy adapting to new pvp play styles while the added factions and constant need to farm for content with a good new player experience would put this game at a great point for advertising to bring player's in. I also always said it would be a great opportunity to rework the other island's for a major patch to the game a year or so down there road to give a new surroundings feeling. --- Post updated --- EXACTLY THIS Increasing conflict is the way to increase content. Make items easy to get, but make them break fast so the need to consistently farm is the case. Also removing 60% of the villages as capable land tower's. (not remove village but the eligibility to be rewarded). have one go live every 30 min and watch all the guild's run around fighting each other for them. When the new villages were implemented it gave everyone the perception that the activity picked up because this exact scenario. The issue is, fast-forward to now. There's been too many time's where everyone has capped many villages without conflict allowing banks to be built up to satisfaction so there is no longer a need to go to every village. Now the average group cycle's a few villages, capping them before they run into another group because there are too many. And since they go live at similar time's like one fight per round of village's happens because each group caps all the correlating live villages looking for the other group. I have another post about a reference to Albion Online.. it was along the lines that there are so many spawns in this game everyone has enough for 3 to themselves which almost completely removes player conflict (aka content). Reducing the amount of availability point's for specific thing's in a ratio to the population is a formula that must be used for the succession of an mmo of this source.
But the reason no one is out in the world is not because the world is too big. You could have a tiny world and still have no one riding around in it. You need to have activities. So yes, people do play for the pve and the dumbass rollercoaster shit. Otherwise they'd play counterstrike. Because when you pve, you're trying to get better shit so you can compete in PvP, while also posing the risk of getting random pvp along the way (adrenaline rushes that got us addicted) Am i wrong? The dumbass roller coaster shit is called content. It's a catalyst for player interactivity. PvP is great and all, but it doesn't create interactivity. I agree that adding factions is a great way for content. It creates a reason for pvp. Great reasons for pvp: Sieges (no value in holdings now) Farming (no reason to farm most spawns because there are few spawns more worth farming) Villages (fantastic way to create pvp) Dueling to improve skills But the pvp itself isn't content without a reason to PvP. Another edit, i agree items breaking quicker would mean players would need to go out and farm more often. A necessary evil. But then you'd have 2 elite clans out there with the best gear killing people jist trying to get gear. 1 solution to this is faction warfare. Killing players for a reason other than jacking there shit becoming more prestigious a reward.
Let's wait for TCS before we come to these conclusions. TCS is going to effectively split this map into warzones (or so we hope) and will make big clans have purpose. As is currently nothing matters, at all. Bind out of capital cities, player cities are empty, runebook everywhere, 0 territorial purpose.