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We're being discouraged from interacting with each other in multiplayer

Discussion in 'Release 24 Feedback' started by Poor game design, Nov 28, 2015.

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  1. Amber Raine

    Amber Raine Community Ambassador (FR)

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    Not to mention, each town is to have their own mail carrier which makes it even easier. It is not simply one person carrying all the mail. But anyone interested in doing this with their town would have their own worker as well.

    This could be something that could be coded as a thing for our world, however, that would take coding time away from something else. For what it is, and what it does. Its pretty darn innovative and a grand idea! I am proud to have Radio City and Blood omen Caverns as part of this
     
  2. Bowen Bloodgood

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    It's the cap that allows everyone to be on the same server. Otherwise we'd have to use shards like every MMO does dividing up the player base permanently.
     
  3. Chatele

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    DID not think about that .... how about a bigger server that allows more on in the same scene?
     
  4. Bowen Bloodgood

    Bowen Bloodgood Avatar

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    I'm not sure server size is the deciding factor.. The server itself still has to track everyone no matter what instance they're in. Client performance is probably the main factor here. There's still a lot of improvement that can be done. So it's very possible that instance limits might still be raised. To what extent is the question.
     
  5. StrangerDiamond

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    I don't want to sound negative but I doubt we would fill one such "shard" if it existed... if its really a graphic limitation we could do away with some polygons and share some pretzel sprite action if it could only allow massive sieges and world events... I'm pretty sure everyone would agree :)

    Thats been a sensitive topic for me too since the beginning, I've been repudiated I don't know how many times for saying I wanted to "divide" the playerbase by creating a siege perilous, and now we're back face to face with my first argument, we're already doing it beyond all that my detractors have hoped.

    Irony at its finest, to speculate on the issue in all mundaneity.
     
  6. Coolwaters

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    Make a good enough game that appeals to players who aren't even following the game closely and splitting up the population won't be an issue. You'll be swamped.

    Make a game that doesn't cater to players who are not here yet and you might have to worry about dividing an already poor population.
     
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  7. Turk Key

    Turk Key Avatar

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    Global chat would go a long way to pooling groups with like interest. If it is good for guilds, why can't it be good for the population? If we outlawed dog ownership because of a few barkers, we would have a situation comparable to our global chat dilemma. People are being pigeon holed by lack of global chat, by travel difficulty and local bank storage. Let's just take banking for example. If banks were global and money had weight, then congregations of people would form at banks. Conversations and such result as people go to the bank to do their business. This is a good thing.
     
  8. Myrcello

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    I looked at relaesed early access games.
    And i did look at average player raise after the day of full release on steam.

    Non of these games did even get close to new players coming in like a new released game.

    This is to be expected.

    But i was suprised to see that almost all early access games had maybe a raise between 150% to max 300 % activity then before release. To then after only a view days to drop back to maybe 50% to only double activity.

    Why should SotA be suddenly different then all the other Early Access Releases. I take one of the most successful games after early access that did pick up 300% activity of players.

    Lets say it has a 300% raise on activity after release - we would then jump from current 90 avg player online to 270 avg players online.

    Not a number requiring to request a removal of instance caps. Or to discuss how to improve interaction.
    It actually would hint that we need far different thinking before we do this.
    Marketing, Public Relation, Interviews, raising off Awareness for example.
    Something the community can't carry.
    And maybe the budget also not.

    Yes. We have 60 000 backers. How many of them will play.
    The number of games i have purchased and only sneaked in is by far higher then the games i stick too.
    Will be the same for most players.

    How many of those New Britannians will jump on the wagon after release?


    I do not want to make all look bad.
    But if a early access game will take off is already decided on steam during early access. Many months before release.

    That is my investigation result.

    And for all those thinking Steam is unimportant.
    It is in fact the place that will decide the future of SotA.
    Steam has 70% global market share on purchase of dlc games (pc games)
    It had 100 million unique users.
    Or do you all think SotA will take off threw purchase from the shelf. I do not.

    Steam is the Endgame where SotA future is decided.
     
    Last edited: Dec 1, 2015
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  9. Myrcello

    Myrcello Avatar

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    We need the best Steam Kurators talking about steam.
    We need at least mid famous streamers considering to LetsPlay Steam

    We need a more enticing trailer.
    And a shorter website url. Grin

    And if you want to promote as a Fan the current strengh of SotA i would say it is this:

    Social Meeting Place, Place to create Events with Tools, Virtual Housing and Living.
    The Target Group of Gamers currently as the Game is would be: Second Life Players who love to join Events to socialise - like the do dancing in Discos i Second Life.
    Also even if you might not like to hear it - Sims Players would might enjoy also Shroud of the Avatar.
    SotA has alot of Decoration, Housing, crafting for Housing - just like Sims playing instruments, fishing like in Sims.


    So this is not mend to be a criticice - it is posting out the strong part of SotA.

    As long as a Solo Story is not out there why try to lure in Solo Players to find out it is not here.
    As long as Guild Wars are not there and finsihed PvP/PK why try to lure them in.

    Currently if i log in to SotA it is mainly all about Players doing Events for others and joining Events and participating on building a Town with other Players.

    And there is a huge market out there who love that.


    But the other Stuff - the Solo Player Story - wait before you lure them in until you can show something.


    Sorry for getting Off Topic totally.

    But it is indirectly "On Topic" - becaus it is about getting "Players " in leading to Social Interaction.

    Kind regards

    Myrcello
     
    Last edited: Dec 1, 2015
  10. StrangerDiamond

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    Thanks for warning me... :p
     
  11. Xi_

    Xi_ Avatar

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    I've always found the idea that this game will be able to match like minded people to be rather silly, the way you put it i fear i may have to fill out an eharmony application for multiplayer options :p
     
  12. Vallo Frostbane

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    @OP Welcome to Shroud of Trammel. Hope they change that.. it is still time to fix it and make the game great.
     
  13. Tahru

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    Moral of the story.... leave the radio on?
     
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  14. Drocis the Devious

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    That's really a great point. I totally understand the need and want to control the unwanted playstyles from destroying retention of the game. But in our efforts to do that, I think we've gone too far.

    The more I think about it, the more I think the best example of this is allowing people to use /ignore in a pvp zone. That can't work. That can't be a solution if we want meaningful pvp. It's one thing to have 100% consensual pvp, but it's an entirely different thing to have 100% risk avoidance. If someone doesn't want to enter a pvp zone, that's fine I'm all for them opting out. But people can't get their pvp risk ala carte. That's just going to kill off any pocket of meaningful pvp we could create organically in this game.
     
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  15. Arkah EMPstrike

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    We have open PvP with looting and pickpocketing, as well as the allure of more abundant high-end resources to try to draw in parties of gatherers/mercs to draw in people who dont steep themselves in PvP.
    There are PKs and small groups of PKs. There are also anti-PKs. I dunno about the other shardfall, but there are people that go resource hutning in the one near me every day, and a patrolling gang of anti-PKs.

    If you're a solo PK, you wont make it unless you team up with other PKs or are patient.

    If you're a thief, there's people with PvP flags in various places at different times ripe for the pickpocketing. But it's more than walkign up to someone and using the pickpocket skill on them. You can be caught, so you have to be sneaky or crafty about it.

    Dont recall trammel having any of these options. "Welcome to Shroud of Trammel." = "This game is not exclusivly full-loot PvP"
     
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  16. Drocis the Devious

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    What I mean by "Welcome to Shroud of Trammel" is that the use of selective multiplayer allows a person to avoid all of that at their leisure.

    1. You can go into single player online mode and farm Shardfalls.
    2. You could stay in multiplayer mode, figure out who the anti-pk's are and just put them on /ignore. It's unclear if this only removes them from chat or if they stop showing up in the same scene as you. I don't think this has been finalized yet. At one point early in development it was said that /ignore would remove you from the same scene as the other player.
    3. You could also go into friends only mode and avoid "the bad guys".

    So effectively you can recreate Trammel as you wish.

    The grind is also a significant factor in all of this. You have to grind to survive, and that's simply not a good way to encourage people to pvp as it creates a barrier to entry.
     
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  17. ThurisazSheol

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    TL;DR for the whole thread... but, i still wanna add my .02 shillings.

    while i don't agree with most of the OP, as i see lots of people getting together and it doesn't seem forced, it also doesn't seem natural/fluid/organic.

    what we need is an overlaying theme, most systems need to be designed to bring people together. either in conflict or in cooperation, depending on the localized content of the scene itself, and within the context of any quest in that spot. i've said it before, GW2 got it right in that aspect, bringing people together in cooperation.. the choice of sharing XP when one player joins another in killing a mob, as they're passing by, the choice of being able to share combos in groups, the choice of everyone having their own loot tables, the choice of being able to share resource nodes..ignoring the children in zone chat, the atmosphere of gw2 STILL is one of cooperation in the PVE areas. by this time, most games devolve to everyone accepting that they're greedy and cutting people off, taking the steal or loot or waiting for someone to finish fighting a mob so you can pass unmolested...investing in those bad player choices, even by inaction by the devs, errodes the longevity of the game.
     
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  18. Iforgot

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    That game is called World of Warcraft, The game is not the problem, never has been, always the humans, and the easy way.
     
  19. Iforgot

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    Never the game, well sometimes, but never the game, always the humans, and the easy way, the guy talking about ingot molds and having one that cant blow up. LOL point and case.
     
  20. Iforgot

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    Everyone wants this, everyone wants that, What are you willing to do for it, the fact there are tools that cant be blown up, already causes separation, because, everyone who really wants to play this game has them, I see people take other accounts they have and sell said tools, just on the simplest basic level of gather and build, its not there because everyone CAN do it, so instead of you farming up gold so that you can go talk to said gatherer or blacksmith or alchemist, instead you farm and farm and farm and farm and farm and then guess what, they did they same, but they came into the same scene as you saw you were gathering what they were gathering and left. Game is not the problem, is the anti social behavior of humans that is the problem and all the underlaying hidies that humans hide.

    And then the houses, and the HUGE CASTLES EVERYONE HAS COME LOOK AT MINE NO LOOK AT MINE LOOK AT MINE , I wanna get the 12k package, so I can have dinner with richard and talk to him , but all the stuff I got with that package, would be not used, I want an outhouse on a castle land with sewer, what do you want? 5 castles 6 basements, unbreakable tools, armor and weapons that cant have anything bad happen to them. Greed Kills games, nothing more, and machines and inanimate objects cant posses Greed so.. GREED


    The problem is humans ... The fix? As a fellow human of yourself, WANT TO GIVE OTHER PLAYERS UNIQUE (not just your friends) experiences.
     
    Last edited: Dec 15, 2015
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