overpopulation for such a small building map

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  • #5637


    Penguin
    Posts: 3

    This game is getting really dull due to overpopulation in such a small area for building. Lack of space makes way too much unwanted pvp which will drive away players. Not to mention it takes away from the rpg and adventure aspect and a since of freedom.. U have no freedom when u cant walk out a door for practicly 5 minutes without people trying to mob you 10 times. A bit more space would be higly recommended.. Cant tell you how many times ive considered quiting due to the lack of space..too few training areas that are hogged by aggressive high levels. Which makes way to much stress when starting out.. Which are your new players.. If a person gets killed 1500 times off the batt when starting a game and cant seem to get anywhere it turns most players away. Which means less people less chance of makeing supporter money aswell. There needs to an expansion at least a little….maybe even another build map for higher players due to more hostile creatures.

    #5638


    Penguin
    Posts: 3

    And why does it say im a penguin?

    #5640


    Turtle
    Posts: 5

    great point. The newbie area is restricted to certain levels. What if there were several other “galebrook” type places for varying level or weapon/armor skill ranges?

    #5642


    Polar Bear
    Posts: 49

    If you are a jerk, stop being one, and maybe you won’t get killed that much.

    If you are not a jerk, but are still mobbed a lot, try a different server. Some might have more order and less power abuse.

    Another good survival strategy for a noob is to join a tribe. This will give you some guidance, protection and space.

    There are pros and cons of having densely populated world. To me, current situation is much more interesting for long run player interaction. The game is in a “massively multiplayer” genre after all.

    Penguin, Turtle etc. are forum titles for post counts.

    Oh, and please don’t use “less supporter money” argument, it’s old and cheap.

    #5661


    Skeleton
    Posts: 181

    Copy paste from balance thread in Mystera forum:

    A base is essentially defined by the amount of walls and gates / counters built. These create the barriers that define public and private and I’ll refer to these as walls from here on for simplicity. Assessing the land inside I deemed overly complicated considering the prevalence of irregular structures, especially with tower defence mechanics playing a large role. My first thought went to dust earned being a factor but for better balance and to allow dying to have greater impact tying it into a skill promised the best return for the least amount of work. Construction stands out as the most applicable here.

    I’ll toss out a bit of the math behind my conclusions before getting to them:

    The basic formula is a bit complicated so prepare yourself for it now …

    20 + Construction Level

    Whooooa. Heavy math. Okay. Well-earned breather taken we can get back into it.

    That 120 cap means that at max level a single player can have a 29×29 tile base ringed by a single thickness wall. As a gsme screen is I believe 13 tiles wide this seems an adequate amount – without having communal bases come into it which I personally would prefer – although thst would make that first equation even more complicated. Perhaps 20+(CL/4). Ooh. Heady stuff.

    As a quick rundown, with x equal to the side of a regular square tile floor plan these equations show us how many walls are required.

    1 tile thick: 4x+4
    Protecting a 3×3 area requires 16 walls
    2 tiles thick: 8x+16
    Protecting a 3×3 area requires 40 walls
    3 tiles thick: 12x+36
    Protecting a 3×3 tile area requires 72 walls
    4 tiles thick: 16x+64
    Protecting a 3×3 tile area requires 112 walls

    You should get the picture and be able to expand from that but if not the formula for [W]alls using [f]ickness and [t]ile space (regular square remember) is w=f(4f+2t)+t(2f). It can be condensed but I think it makes it more accessible this way ?

    So 120 was our speculative cap for a single player. 4-tile walls just slip in with a cramped 3×3 area but the more practical 3-tile walls fill up the allotment perfectly and allow over double the space with a 7×7 floor-plan. And even the unskilled have enough for a single tile 4×4 base allowing newbies to have security from the get-go.

    Depending on if this idea appeals it can tie into tribes and be tweaked for perhaps a durability increase rather than a gross expansion of available space. Each player in the tribe adds the base 20 stat and thrice their Construction level in HP to the tribe walls perhaps if the wall is connected to a Tribe Gate which can flag those walls to trigger their own adjacent structures.

    And the crux of the security, and to add more of an impact to death – duels excluded – when a player or tribe’s Construction dips below that required by the walls then a random / the most damaged wall suffers accelerated decay – or my own personal preference of all of the walls take increased damage skewed by the difference in Construction required and currently held. If wished there are a few more factors that could accompany this.

    #5669


    Polar Bear
    Posts: 34

    I believe the area that’s under construction in galebrook will be east Galebrook. This will probably be another housing zone. In the mean time just make bases underground.

    #6078


    Wolf
    Posts: 12

    1 tile thick: 4x+4
    Protecting a 3×3 area requires 16 walls
    2 tiles thick: 8x+16
    Protecting a 3×3 area requires 40 walls
    3 tiles thick: 12x+36
    Protecting a 3×3 tile area requires 72 walls
    4 tiles thick: 16x+64
    Protecting a 3×3 tile area requires 112 walls

    Nice Formula,AsylumDreams.
    Do you have another formula for to count how much tiles/floors needed to fill that entire space ? (tile under walls count)

    #6091


    Skeleton
    Posts: 181

    Just a simple area calculation surely? o_0

    #6164


    Turtle
    Posts: 9

    +1 on expanding galebrook

    #6417
    Cold1

    Lvl 64 USTexas
    Goblin
    Posts: 58

    The idea of safe zones with a lvl requirement sounds to me like playing a new game.

    • This reply was modified 6 years, 1 month ago by  Cold1.
    #6418
    Cold1

    Lvl 64 USTexas
    Goblin
    Posts: 58

    Take tiriolls advice. I don’t believe the game needs safe zones. It takes away from the freedom of the game, makes things dull and not as rewarding. Plus a lot of players enjoying pking we shouldnt take away. Its not hard atm to get to where only a hand full of people on server can kill u. I know dying is harsh but its a game, you get better as you play. Dev just made ungerground liveable. Also if you need more space use a HAMMER!

    +1 on expanding gb and more market houses.

    #6421


    Skeleton
    Posts: 181

    Safe zone based on playtime would be feasible
    Booted out after 18 hours of play or such. Slightly open for abuse still but that can be fixed by not allowing a return once you step into the main game area. Perhaps just expand Newbie Village to include a housing area.

    It wouldn’t affect gameplay for established players and would protect new players as they built up resources.

    #6433
    Cold1

    Lvl 64 USTexas
    Goblin
    Posts: 58

    That’s the worst idea I’ve ever heard. You spend all day crying and trying to change the game so that it resembles a completely new one. If you spent half the time actually playing and enjoying the game instead of on the forums you wouldn’t need to keep trying so hard for your precious safe zones. Ive seen enough of your suggestions and trolling of the EU server. Please find a new game or learn to actually enjoy this one. I will not respond to your replies.

    #6442


    Skeleton
    Posts: 181

    Who here is crying?
    How do safe zones help me? I’d not be allowed to enter the areas I’m suggesting.
    Perhaps you need to stop being so obsessed with me and trying to put me down and instead pay attention to what’s being said.

    And again I don’t see how my spending time on the forums is a negative in anyway, for the game at least. Encouraging an environment new players can go and learn the game without being abused would cut down on the chaff some of the more unsavoury players like to grind.

    I do enjoy this one. That’s why I’m being active in the community and trying to help it grow by providing well-reasoned suggestions and arguments. Rather than just attacking and spewing whatever disillusioned nonsense it is you’re trying to put across.

    I have no interest in whether or not you reply, your opinion so far seems like it merits less worth than someone who’s new to the game as they at least have interest in its community, although I’m sure you’ll come back with some form of dig. I save most of my own for the corners of the UW to help people descend quicker. But then I’m a terrible selfish troll like that so ho hum.

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