Umm... in case you did not know (well last that I knew) Grummz wants player built bases which is what helps expand the bubble. Which means there will be large portions of land "wasted" on premade settlements that players invest into. Which that will necessitate a large map in the first place. Also, to me at least, exploration covers the entire map. A small map is easier to explore then a large one. It requires less to get around.
The Frontier, or the frontline as some might call it, is the edge of the map. Something that players should be capable of reaching easily because it is from there that it is going to get harder. Especially when/if it gets to the point that the Tsihu launch coordinated attacks on our bases to push our wall back.
People already want the ability to do excursions beyond the habitation wall, even if they would be timed and full of risk. They should have the ability to quickly get to a base near the wall to go do those kind of excursions... without having to slog through the entire map to do it.
Course hey, it can always be treated as a double edged sword if it really bugs you. Ignoring the dynamic events could speed up the process of a invasion on the nearby base. If the base fails to get defended its habitation field generator gets destroyed and the bubble collapses and shrinks. We have to push the wall back to reclaim the base.
We just need to enable the player to do what they want. Which Transit dropships help with without completely invalidating the combat between base a and base b like a teleport fast travel system would. With a large map with plenty of nooks and crannies to explore it will take longer for the explorers to get through everything, and not every explorer wants to slog through fights all the time when they would rather be actually exploring. With a large map you can have the dynamic events more spread out to prevent situations like Oilspill's barrage of broken thumpers every 20 feet.
Regarding the events in Firefall, I don't think the solution to a small number of events is to increase the walking distance between pings. That hardly seems like a compelling scenario
U
As an aside, quests were not thrown in to combat tedium. Quests were thrown in because The9 wanted Firefall to be a World of Warcraft. While the quests did tell story chains, and had some interesting characters, they were also just as tedious as everything else.
As an aside, quests were not thrown in to combat tedium. Quests were thrown in because The9 wanted Firefall to be a World of Warcraft. While the quests did tell story chains, and had some interesting characters, they were also just as tedious as everything else.
The quests were an awful way to combat this though, because once you cleared the 3-4 quests in your area, you basically had to wait for more unless the server was empty. In the time it took to cross the map to the clearly indicated other quests, someone would finish them. The thing they had the potential to do well though, was make good use of the terrain to create more challenging and well designed content. They didn't necessarily accomplish this mind you, but it could have happened with a better plan in mind
I feel a bit sad you were not around to see Coral Forest back before it got more bases added to it. Back when all we had was Copacabana and a lot of space to grow.
Likes:
Daynen