With 2500 people on servers and a huge demand for more resources. I wonder if this might be a potential solution to our problem. Otherwise it’s hand placing new nodes for each resource and further making the world static. That or increasing spawn rates. The higher you set spawn rates the more you encourage shorter gathering loops and spawn camping node which further limits encouraging players to explore the open world. This game draws players in though it’s beautiful open world visuals and audio. People love gathering and crafting but static nodes really can only go so far.
Really think that investing in a system like this will really lean into the amazing strengths this game has. Hoping the devs consider it. Love you @Lane I’m like that persistent intern trying to get their idea across, but I actually don’t want a job, just really want to see this game flourish haha
Really hoping we might see some more open world dynamic events with Brimstone. I think it will help address the heavy stress on static resource nodes right now.
I personally would love if we suddenly found dinosaurs hidden under Aeternum, an island lost in time! I have to go back and review the thread but I thought Phoenix had send concrete examples. Then again it’s been a while since I read it.
I must say, Aeternum doesn’t have to expand horizontally. We need to explore downward! Underground cities! Also we need a tower so tall that it literally takes forever to climb. Woo woo!!!
Bump! Hoping to see some information on how they are going to proceed with random encounters, events, and the resource scarcity issue for 2500 people servers.
Bump! Would like to reorganize this thread a bit, but unfortunately there isn’t too much to add yet because there has not been a ton of progress here. You do see some randomized things in Brimstone but it still feels very light compared to what it could be. I would like to redo some of my images to deliver the info a little better and look at some of my wording but in the end I’m not sure if that will change whether or not this is considered. No idea if this is something that will ever get considered or if this is something for some other game like Ashes of Creation? Which I’ve not really looked into in much depth, but seems to be looking to push the open world experience more.
It’s good to see that you haven’t lost your enthusiasm, despite the fact that AGS updates still don’t offer us anything like one of the great proposals you compile in the columns of this forum.
AGS cannot afford to adapt any game idea proposed in this forum just for copyright issues. Let’s say they do it and it’s a huge success that brings back a huge amount of players.
What if the author of this idea asks for financial compensation?
I will say they have made some changes in the right direction, I just wish they did more of a coordinated effort and really leaned into ways to make the open world feel more dynamic. Otherwise they can release content like Brimstone Sands which is a solid homerun on many fronts, but without anything dynamic it becomes “solved” for a lack of a better world. People have seen it already and just map out their chest runs or resource runs out of necessity. The open world shrinks again into very efficient paths. If it was dynamic and ever changing then there is gameplay loop revolving around exploring. Until then many players will do their 1-3 sweeps through an arena then never return unless they need a specific resource.
There definitely is an opportunity to break away from this if AGS decides to go down the route of dynamic open would resources/creature spawns/effects/events/etc. Otherwise the open would becomes like any other game. Stale. Static. And after a player has solved it they don’t need to go back anymore. We don’t need to have procedurally generated terrain or anything like that, but there is a way to give the feel that an area is new, changing, and dynamic