Fast travel = mounts & ships
We will not reduce the size of the world. If anything, we worry that it may be too small.To explain:- Local banking relies on a barrier of entry to goods acquisition for its benefits to come into play.The further something feels, the more you'll be willing to pay for it, the more there will be people wanting to bring it to you, the more you'll find it available, the more convenient the game will be.A world too small, with instant travels, or fast travels that are too fast, prevents this virtuous circle.- Instant travels prevent openworld content.Darkfall's content and feeling of being alive depends on how many people you interact with or cross path with. When people are in a loading screen instead of in the world, they are not only evading any form of interactions, they are also not there to fill up the world.- A global game harms new or casual players.When the top dogs of any fields can be anywhere any time, there is little room for players that don't have the time to be.In the conquest field, traveling everywhere allows stronger groups to impact politics all over the map and bully/prevent the fun of all.In the PvE field, if you can technically farm everywhere, there is no room to sell local content. It lowers the value of resources across the board.In the crafting field, it prevents smaller or starting out crafters from finding customers if the top crafters of a profession can be selling everywhere of have customers going to them from anywhere.In the PvP field, gankers cannot harm everywhere at once, they have to be at one location, and once they have killed, they have to physically move back to a friendly bank. This makes them predictable for "defenders" to converge on them, and/or simply reduces their numbers to only those willing to kill enough to take the time to travel.- Virtual worlds depend on their feeling of scale.A lot of the immersion factor, or simply the feeling of an MMORPG, is in the physicality of its world. Be it fluff interactions like sitting on a park bench, reading books in a forgotten library or actually feeling that the world is something physical to traverse.When travels are an adventure rather than an afterthought, players become more attached to the world and will create memories.That time you escaped or fought back a random attack on your travels is a better memory than that 20th time you ported from one place to another.In conclusion:Shrinking the world, be it directly or indirectly, is the last thing we should do.
You do not attract or retain players by designing for failure. A smaller world would only lead to a smaller population.As we've said: local banking relies on a large world to function. A working economy relies on local banking. And convenient gameplay relies on a working economy.It is crucial for the world to be large enough for a large enough price differential to exist.It is also a matter of immersion and tension.If you keep on finding monsters or players every 10 meters, there isn't much of a wilderness or build up to openworld PvP.
Quote from: Ub3rgames on October 05, 2017, 12:41:52 pmYou do not attract or retain players by designing for failure. A smaller world would only lead to a smaller population.As we've said: local banking relies on a large world to function. A working economy relies on local banking. And convenient gameplay relies on a working economy.It is crucial for the world to be large enough for a large enough price differential to exist.It is also a matter of immersion and tension.If you keep on finding monsters or players every 10 meters, there isn't much of a wilderness or build up to openworld PvP.I understand what your saying and it makes sense. But, it can go both ways.You can plan to succeed and possibly have a massive player base capable of filling up the giant world.Or the world could be smaller to better fit the population the game will most likely have. Sadly at the end of the day, this is darkfall. A open pvp mmo, which honestly is a failing genre of game. To make it worse darkfall itself has a bad history of succeeding (but there can always be a first sucess). It's super old. All my friends hate the pvp feel. Most people say it looks too bad. Etc. I'd rather plan for a smaller playerbase and have the game feel alive with it then have a gigantic world with way too many holdings and spots to fight over so the player base is spread and the game feels dead even with a descent player base.Now obviously theres a right balance. I don't mean shrink the world into the size of cairn. But right now with local banking and no fast travel (which I think are good overall) it can take a looooong time to get anywhere. It wont be worth having any interaction between guilds on different sides of the world. No conflict, alliances or anything. If you can have different pvp guilds that dont even come close to interacting with each other, the world is virtually shrinking the player base to its players. Both could be large pvp clans wanting something to fight over, but they cant find anything. But if the world was smaller and those clans happened to be semi close to each other, they could be fighting over each others stuff.And honestly even with like a shrunken world just the size of the mainland you would need a really big player base to have nubs and solo players not be able to go off and farm. The majority of players will most likely end up hotspotting it up around the middle of the map anyway. Cuz it will haev the most trade and pvp. Generally this is how local banking goes in mmo's that dont have massive player bases.Really the main reason people get ganked constantly when trying to farm is that they picked a dumb spot. Going to that obvious fast gold farm spot is generally an easy way to get ganked. Going to a less good and less obvious spot goes a long way. but I'd rather get ganked trying to go off to an obscure spot to farm then never get jumped cuz its a giant world with 300 players online and 200 of them are sitting in their holdings dueling cuz no action outside.--End massive essay lol