Unique servers storyline question.

Post by Chaos_Legion on 2023-04-20 20:03:18

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Post by Ludullu on 2023-04-20 20:07:28

It's just about a variety of choices and slight differences in content those changes might provide. Players on different servers might make different choices throughout the server's history, which will lead to different outcomes. That's it.

Post by Noaani on 2023-04-20 20:21:16

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Post by bloodprophet on 2023-04-20 20:23:35

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Post by Chaos_Legion on 2023-04-20 20:36:25

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Post by Ludullu on 2023-04-20 20:38:50

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They will just play the game how they want. And it's gonna be on Intrepid to account for any possible decisions. Or at least point players to some of them.

Post by Caww on 2023-04-20 20:49:33

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Post by Ludullu on 2023-04-20 21:08:56

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I'd hope chars are server-based and not account-based. Considering that we can't move our chars between servers I see no point in having account-based char limits.

Post by Chaos_Legion on 2023-04-20 21:33:32

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Post by Ludullu on 2023-04-20 21:35:59

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Different node lvls will have different steps of story arcs, so you'll need to travel around and experience different stuff that matches your lvl. Or at least that's how I see it going down.

This is not a super linear game, so you'll most likely miss out on some story arcs, even if they'll come back in rotation later on.

Post by Azherae on 2023-04-20 21:54:23

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In the games I play that do it, the story Arc equivalent spawns 2-4 'tiers' of content, sometimes in different locations, and different players gravitate to the one that lets them be most effective/efficient.

One of the other methods used is to just count on player interest dropoff. Content is introduced at low level and if left alone will get stronger. For a certain period, the low level characters push back, when they lose interest or outlevel it, less people do that, and the content levels up to the next tier, and people of the next strength level become interested.

Eventually even when the whole server is strong, the situation is solved still, it just takes longer for the content to become challenging or available, but the ability for low level players to still engage with it and make some impact, remains.

This is for games with more 'seasonal' content strength/'Story arcs' though. The equivalent in the game that doesn't have this is a matter of hierarchy, so it would be the difference between 'saving your Node's building' (for low level players in lower level nodes) and 'saving your City's Reliquary from a beastman attack' (for higher level players in higher level nodes).

The High level players could easily move to just overwhelm the low level content, but time spent vs effectiveness is a factor.

Post by Chaos_Legion on 2023-04-21 17:58:43

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Post by Azherae on 2023-04-21 21:25:03

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It could mean that too, based on what we've learned recently, but please note that it's possible that the original comment was based moreso on the idea that the world is dynamic enough to just not be in the same configuration.

For example, like a gridmap based civ-building strategy game. Even if the map doesn't change, things like 'which nation or faction you choose to play as', 'who allies with you', and so on, are things that some people consider 'storyline'. I don't think we know with certainty if the term 'storyline' has always referred to things like the Story Arc system. You could always ask in this month's Q&A thread though.