MooCow wrote:Aerysette wrote:Every time I see the argument of "just wait until the game is dead" I can't help but wonder if this game is worth my time. If things don't work with a large, active population then there is something very wrong with the game and it will never see upward momentum.
It's worth mentioning that, as with all games, the mindset of those who play it change over time. Playing in a new world is a totally different game then an old one. It really has nothing to do with the actual number of people, and everything to do with how hierarchies have vested interest in maintaining status quo via stability. When everyone is equal, people fight to be on top.
Even when the world is supposedly "dead" there are still lots of people to talk to and markets to trade with. I greatly enjoy playing when the world is older and less chaotic.
The world being smaller sounds like a great idea, I look forward to trying it out in a few months. I hope that the challenges people are facing in this thread are mostly just growing pains or people adapting to a new environment.
the world isnt actually smaller, the current layout, forced spawns on the main continent, and an oversight with changes to whirlpools have just resulted in the playerbase being very grouped up on 2 continents, and it taking 3 minutes to travel from one end of the map to the other with thingwalls,
this basically makes location useless, nabs are hunted down by the same player in the corners of the map, as on the central island, the maximum distance between you and any mountain/swamp/ocean is never higher than the way to your next thingwall,
infact the furthest point from you in your province is farther away than any point on the map thats closer to an thingwall than you are to your neighbours.
traveling on the ocean is strictly for whaling this world, as you can just hop continents with no issue-