Showing posts with label technical. Show all posts
Showing posts with label technical. Show all posts

Saturday, November 4, 2017

Server III: Server Progress



Not unlike the server effort system on the Broken Shore or the opening of the gates of Ahn Qiraj, this element would introduce particular buildings that are constructed by the combined effort of the entire server - with the exception being that this is neither a one time-thing nor a repeated effort. Instead, the buildings are there to stay.
The following should apply to these buildings:

  • They take long to build (otherwise, this wouldn't make much sense)
  • They should mainly be there to look awesome. The idea behind this is to start an expansion with several more modest locations (including the expansion hub) that grow over time from hamlets to villages and from outposts to cities.
  • They should be useful, but non-essential (like, say, additional special vendors in them, or portals to different places or whatever - things that can easily be added at in reasonably short intervals)
  • New buildings or building upgrades should be implemented with new patches to make sure that a particular swift server never runs dry of additional buildings to construct
  • Contributing to the effort should be useful in some way or another - for example by having a specific reputation bar for this.

Servers II: Language Servers



A pretty simple change that's mostly for Europe, but might be useful for Asia as well (I am not familiar with the problems over there, but I would be very surprised if there were only Chinese and Korean players).

As things are now, only the localized versions of the game get their own servers (and the appropriate support). However, in areas (especially in Europe) with multitudes of different language groups without their own language version of the game, the following tends to happen:

·         People are forced to play on the next best server options despite them not having a decent command of the language (as it happens with English-speaking realms in Europe).
·         People of a single language group take the most obvious solution: they stake their claims into a single server or two, which tends to draw in more of their compatriots, which in turn alienates the players who speak another language etc. - practically creating single language-realms not labeled as such.

The most obvious (and often-demanded solution) would be that Blizzard simply drops its practice of only allowing servers for localized versions of the game and instead finally embraces what players were doing anyway by making it official: labeling certain servers as language X-server for players (without offering language support); and offering free transfers to those servers or away from them.
This would have the positive effect that players who speak that language would know where they could start; while players who don't wouldn't accidentally pick them.

Servers I: True RP servers



From the beginning to this day, roleplay servers were functionally identical to normal servers; the only difference being a merely cosmetic one - an "RP"-tag in the server list and the promise of providing the player with an atmosphere conducive of roleplaying. As someone who has played on standard, RP and PvP servers (basically everything but PvP RP) I can say that this changed actually pretty little. By now, RP servers more or less feel like normal servers, the difference merely being that they are usually more sparsely populated and have less ambitious guilds.
To remedy this and actually help RP servers provide a truly different gaming experience, they would also have to work, to feel differently instead of just have another label slapped on it.

  •  /e would work as usual.
  • /s and /y would work almost like before, the difference being that once a character leaves the communication radius, instead of immediately stopping being able to hear other people talking or yelling, the content of a speech bubble would become gradually less clear the further a character moves (by replacing random letters with # or whatever).
  • Whispers wouldn't be like a cellphone, but mimic actual whispering instead. This means it would work like /s, the difference being that the radius would be much smaller. A character would have to be really close to another in order for that person to be able to clearly understand him. Also, a third party which was standing nearby might also be able to eavesdrop.
  • There literally wouldn't be any chats or channels in the game, including the guild chat - players would only be able to use normal communication methods, with aforementioned changed mechanics, or mail. Also, there wouldn't be any dungeon finders or the like. Of course, this includes realID chats.
  •  On the flip side, learning languages would be enabled as it was intended waaaay back.
  • Also, a faction change mechanism would be an interesting addition to this concept.

Whispering mechanics on a True RP server.
The intended changes would be adding more immersion to the game (one thing I have noticed on RP servers:

  • If they're acting through "direct" channels like /s and /y, players are far more likely to stay in character)
  • Encounters with other players would become far more meaningful, now that players who are questing, leveling and exploring alone literally are alone until they meet another soul and team up in order to face the challenges head together.
  •  It would be one hell of a deterrent for players who aren't really interested in the RP experience (because, let's be honest, it's damn inconvenient to play like that unless you're really into it).
  • On the other hand, dealings with the other faction would become more interesting and gain depth.