![]() sometimes depend on the servers, many of which have unique world maps). ![]() This is where you will spend your time and the extra development time in creating PvE and PvP experiences would be more valuable than the extra miles of wilderness with little to do. Shadowbane was a free-to-play fantasy role-playing video game (MMORPG) created by Wolfpack. Also, to compound this, one must consider that the content added to the game will spread players out naturally in the future, so keeping population denser in the beginning will actually help out later.įinally I wouldn't worry too much about landmass size as the content will be much more important. I would even argue that the more fun aspects of the game revolve around organic conflict and economic/crafting routes that require player density to be higher. ![]() The things you do in those nodes are essentially the same as that you would do at any other node. You need to consider that bigger map size doesn't necessarily mean more content, it's great if there is more map to see but that means that more nodes are needed to support players being in those areas, spreading players out further and reducing their interactions. If the server population is 5-10k then this should be enough to allow a fairly decent player density. I think an important factor in how large the map should be is server population. ![]() For context here we are talking about AoC having roughly the landmass of 2.5x Vanilla WoW when you consider the underworld too.
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