Quote:
Originally Posted by Cubical
The way I look at things is, developers need to not waste their time making levels like 'Alfonso's House' which has nothing in it except for an npc that says 'Hey, my name is Alfonso and I have lived in this house for 99 graal years'. In the time it took them to create that level they could have put a part of the servers storyline into that level to draw players constantly to it. Better yet, they could turn 'Alfonso's House' into 'Alfonso's Shop' and have it sell a random weapon that is chosen each day from a list. You want to expose as much content as possible to the players even if your server has a 10x10 overworld and another server has a 30x30 with every level filled, you have more of a chance keeping players when they have a reason to go back to content more than once or twice which is a waste.You could have spent half the time you spent filling out that overworld making random stuff and put it into a few awesome pieces of content that players would enjoy over and over.
Edit: bigmap.txt also worked similar to gmaps but I guess people just couldn't figure out how to use it.
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I think developers build personal houses because its the only way they have of putting their signature on that server. I do completely agree with your logic in all this though.
I don't think that an inability to use bigmap.txt was that much of a problem. I just feel that in Stefans vision of Graal, gmaps were the next phase of the project to replace them.