MagicManICT wrote:As far as map size goes, they've gone from 11x11 with a relatively small player base (w3) to a 5x5 with a relatively large player base (w5). The players have been pretty much torn over the ideal size, at least from forum posting.
Archiplex wrote:It's personal opinion, but for people who move out and construct their bases, they're playing a solo game or a game with a couple of their friends and it doesn't seem right at all.
I can tell you that no matter how big the map was and how far out I've gone, someone has come knocking at my door or trying to knock down my walls. The world is not big enough to allow someone to hermit in complete peace, even at 11x11 when there were half the players of w6 and w7.
My point is more that everyone should be an active contributor in the world in some way or another, be it just a minor hermit trading on his own or a huge kingdom plotted somewhere.
The playerbase is far too small to want to spread the players out across a huge map to begin with.
However, I do agree that before you force all players together and thus increase player interaction, the player interactions themselves should be healthier and less "i wipe you off the face of the world forever" tier.
Right now everyone is capable of living along forever and going along their infinite quality grind, i believe settling somewhere should give you something a person whgo settles elsewhere might not have, and vice versa to increase player interaction (be it trading or the cause of conflict). Also meaning that a single hermit wouldn't be able to live indefinitely alone without any interaction with the outside world.
For example (not a real suggestion, just the concept) Let's say brick walls required mortar to build, which could only be made with clay and sand, now let's say clay and sand spawn in entirely different regions of the world. It would force players to trade or settle multiple areas (possibly kingdoms) in order to create a brick wall. Or silkmoths only spawn in a certain region of the world, and so do certain fish, a hermit might want a silk industry and may have these fish to trade with someone on the other side of the world who has silkmoth spawns, and might trade a crateload for a couple of breeding moths/eggs.
I do not like the entire idea that a person can live alone completely and be safe from that as well- yes you might get the occasional person TRYING to bash you down, but with the current system it's nearly impossible to bash down any semi-active players, since they can log in, easily check for a ram, and bash it without any issues.
Regardless, any movement made to increase the raidability of homes will cause hermits and small villages to suffer- hence we should have a smaller world anyways so people don't instantly try to move out for hours and seperate themselves from the world.
Last edited by Archiplex on Fri Jan 29, 2016 11:58 pm, edited 1 time in total.
Queen of a cold, dead land. Caretaker of the sprucecaps.