Quote:
Originally Posted by The Pointless
Hardly, I've been to Ascalon City this week and it was still as busy as ever. And besides, newcomers have always found it difficult to get groups because some retard responded "lol you can do it with henchies". Hopefully those retards are getting due suffering thanks to the Hero system ^^
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Not just Ascalaon. I went to some off the beaten path places to check this out and they were as busy as ever when I was there Saturday afternoon.
Of course, that -was- Saturday, and not perhaps, Wednesday at 3pm...
Now...
In time Anet will face a problem with older zones clearing out. They'll probably figure some solution to this around the time of chapter 6 or 7.
If the theory that keeps popping up without any confirmation that chapter 3 was the end of a trilogy is true, then chapters 4-6 will probably be a new trilogy. That in itself means that chapter 4 could create a massive problem if you can't move character between it and older chapters... If that happens, Anet will need a solution much faster.
Everquest 1, from what friends into traditional MMORPGs tell me, is slowly scaling back its servers, fewer and fewer every day. At its height, it probably had fewer players than GW does today (according to what I read in articles, EQ was always actually a very small community, somewhere around 100k to 200k players at its largest). MMO death happens. When it will happen to GW I don't know. I got Neverwinter Nights 2 the other day, and the characters in that don't look as good as they do in GW, based off of the 'box art and website trailers, but I can't run the darned thing because it has massive system requirements, so I can't confirm. Point here is that GW probably still has the best graphics of any online game - that will help it survive for a while.
But back to those old zones.
It matters if they become ghost towns because if they do players will start to feel cheated. Especially players who buy older chapters.
At some point, Anet might have to release an 'expansion' that is either:
A) Not a standalone but adds to chapters x-z, or
B) standalone, but overlaps geographically, such as a chapter that takes place in Ascalon at the same time and town locations as the current chapter, but has completely different explorable zones and quests.
I am not sure how workable an idea like B would be...
- How would you manage it if two players were both in say, Piken Square, but one owned Chapter 1 and the other owned Chapter X, and if they left Piken Square they went to different places. This doesn't solve the problem of teaming up, it makes it worse. What about the player who owns both chapters? When (s)he leaves Piken square, how does the game pick where (s)he goes?
Still, if those problems could be figured out, at least the towns would remain active.
On the other hand, how much value would there be in an expansion that used the same explorable zones and towns as prophesies, but had different quests and missions in them?
In Nightfall, you can go back to a previously finished town and find different quests are now on the NPCs, and then enter previously explored explorable zones and find them populated with different creatures.
But could you put that into an expansion without making players feel cheated? Maybe in an non-standalone expansion pack, but in a standalone?
Whatever the solution, Anet will have to find it, and my guess is that it will have to be in place by about chapter 6 or 7. If I were Anet management, I'd be thinking about it right now - I'd have at least three people assigned to a project entitled 'strategies for long term viability of the Guild Wars project' just to see if they could come up with any good ideas for down the road. Or, failing that, a good way to ramp it all down at some undefined point in the future.