bmjclark wrote:After you get ~2 supergrids from the middle grid (the world is roughly 35x35 super grids) you'll never see a soul out there. There are more than enough supergrids for every single person playing the game actively to own their own supergrid. There's enough supergrids for every single person online right now to have ~30 (that's bigger than world 6 for reference) to themselves. In a game where much of the content comes from other players and interacting with them (not necessarily just killing them mind you), the world is far too big. Past worlds had conflicts, this world has been monotonous because of it's size and lack of fast travel.
Very glad to see it getting smaller next world, i think the old world's sizes were perfect.
This is from someone who wants raiding and pvp on a daily basis.
Sorry but I disagree, I traveled and traded with many villages 3-4 hours in range from my own and set up plans to build an underground walled road to and from one another (and was in the process of that, and was why I asked for option to have wagons + animals underground).
For people who want the ability to fight when necessary but are not yearning for raids to destroy all their work, this size is great, the possibility for raiders is always there and could happen, but the constant threat of players on a daily basis is what killed haven for most small groups trying to make a village because they would inevitably get rolled by one of the huge player villages or a group of murder alts.
Raiding became a last resort if politics failed this world whereas in past worlds raiding was the status quo and almost every small sized village got raided and lost all their work usually to the people who actively defend things like this on the forums or their compatriots, the same people that bloat their characters and/or the number of alts/bots they use.
There needs to be a balance and this world allowed for a better balance than in the past, players that wanted the same wanton destruction could stay near the center and the players that didn't could move further out and could build (or not) relationships with near (1-4 hours away) villages.
Again, the pvpers and people that reside in the larger groups that build their own "bot" clients to overpower any smaller group of people playing the game in earnest are the ones cheering a smaller map on the forums.
There is a reason why the central grid got boring for all the people that raid and kill all the time, because the people that dont enjoy that now had the option to walk away from it and play a game where politics, trading and fights/wars with other villages were possible and the only people left to raid and kill were each other. Whereas in the past their only option was to stop playing the game.
I had multiple people who were planning on joining our village stop playing because of the mass murdering and destruction going on in the first couple of weeks of game-play. The inability to easily get away from it was the major problem, once the party arrows were put in place and even further along the charter stones, they had washed their hands of the game. This is why you see such small number in the game, not because the map is too big, its because all the players that wanted something more than murder and raiding constantly got killed and left the game at the beginning, proving the flaw in a smaller map.
Comparing this to old worlds, saying no to a "trade" usually meant you would be raided in the next day to week (or killed instantly), in the current world saying no is less likely to lead to imminent raiding, instead maybe more bartering or going separate ways, with the occasional fight/raid.
If the world is given more time, raiders and traders could build fast travel networks above or under ground, this world was up less than half a year, given more time, a lot of that could have been established with work from villages/players and I believe that long term development of the world is necessary for the longevity of the game play that this game deserves and will eventually require when worlds are reset less often (if ever *one can hope*).
On top of that if rivers are more connected next world, the map size will feel even smaller.