New Essalonia Spawn - A Good Idea With Terrible Execution

JepTheLegend

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Introduction
This thread pretty much serves to outline my thoughts and opinions on the new Essalonia spawn, and hopefully get some input from other community members on the subject.

Progression
I like the idea of the camp slowly developing into a settlement, however that is with focus on the word slowly. I feel as it is now, the spawn has no resemblance whatsoever to the original layout, a skyline rivalling that of Regalia, and streets so incredibly wide it makes no sense for a small settlement of a couple streets in a pre-car world. I feel it would have made much more sense slowly building up a new house here and there and upgrading some of the old stuff every week for a few months to make the expansion feel more natural.

Ease of travel
But that is of course entirely subjective, however the next few issues I have area slightly less so. A nice aspect of the old spawn was that you were able to leave from effectively any angle due to the low wall with probs placed cleverly to allow parkour over it, however the new spawn severely limits travel, and as a central hub of the factions world this seems counterintuitive.

Wasteland
This last point is more of a personal observation, however I know massive often looks to outside sources for inspiration on what works, so let me suggest also looking at what doesn't work. It seems to me, (and this is of course just entirely anecdotal,) that a big unpopulated spawn often drives new players away, as the server appear more dead and deserted, killing any spark for adventure they may have. If I had been in charge of such a development, I would most likely have consulted with the quest department, and as stated earlier slowly add new things over time, and as the spawn expanded, implement NPCs and quests to make the final product a more dense feeling area with lots to do, rather than just empty streets and empty houses.
 
Hi there! I'm glad to see you've found the new spawn--we're not quite finished installing it yet, but we should finish with installation today!

Progression
I like the idea of the camp slowly developing into a settlement, however that is with focus on the word slowly. I feel as it is now, the spawn has no resemblance whatsoever to the original layout, a skyline rivalling that of Regalia, and streets so incredibly wide it makes no sense for a small settlement of a couple streets in a pre-car world. I feel it would have made much more sense slowly building up a new house here and there and upgrading some of the old stuff every week for a few months to make the expansion feel more natural.
So, I'm not sure you understand how difficult it is to design, build, and install the spawn. We have to worry about moving NPCs, quests, regions, claims, and builds. Installing builds is a bit more difficult, let alone designing them--and World Staff are very busy. This took a long time for them to achieve--and I'm glad we've finally been able to install it for everyone to enjoy.

If I had been in charge of such a development, I would most likely have consulted with the quest department, and as stated earlier slowly add new things over time, and as the spawn expanded, implement NPCs and quests to make the final product a more dense feeling area with lots to do, rather than just empty streets and empty houses.
Quest was indeed consulted and we are indeed working on doing exactly this. You notice the empty buildings? We have plans for some of them and are working on finishing the quest code for new things to do exactly this. Additionally, keep in mind that the new spawn is designed with the intent of being the launch pad for the Blessed War, and the quests designed for the Blessed War will indeed cause players to come to the spawn which is exactly the activity you are suggesting. I don't have any information on ETA of Blessed War, but we have other quests aside from this that we will be installing as soon as we finish them. So--stay tuned!
 
Hi there! I'm glad to see you've found the new spawn--we're not quite finished installing it yet, but we should finish with installation today!


So, I'm not sure you understand how difficult it is to design, build, and install the spawn. We have to worry about moving NPCs, quests, regions, claims, and builds. Installing builds is a bit more difficult, let alone designing them--and World Staff are very busy. This took a long time for them to achieve--and I'm glad we've finally been able to install it for everyone to enjoy.


Quest was indeed consulted and we are indeed working on doing exactly this. You notice the empty buildings? We have plans for some of them and are working on finishing the quest code for new things to do exactly this. Additionally, keep in mind that the new spawn is designed with the intent of being the launch pad for the Blessed War, and the quests designed for the Blessed War will indeed cause players to come to the spawn which is exactly the activity you are suggesting. I don't have any information on ETA of Blessed War, but we have other quests aside from this that we will be installing as soon as we finish them. So--stay tuned!
Glad to hear this is the direction you're moving in, this is of course all just food for thought, and it's good to hear validation that this isn't final product yet. I look forward to seeing what you'll do with the new spawn in the future.
 
I feel it would have made much more sense slowly building up a new house here and there and upgrading some of the old stuff every week for a few months to make the expansion feel more natural.

This is the most time wasting, dumb thing I have read.
It takes SO LONG for us to get anything, we have staff (finally) trying to work on new projects and you want them to dick about adding a house every few weeks just so you can feel like it's a city or town being built in real time?

Be realistic here.
 
Ease of travel
But that is of course entirely subjective, however the next few issues I have area slightly less so. A nice aspect of the old spawn was that you were able to leave from effectively any angle due to the low wall with probs placed cleverly to allow parkour over it, however the new spawn severely limits travel, and as a central hub of the factions world this seems counterintuitive.

First off, most people who visit spawn are going to be there upon death. And will /tp away.
It's new, it's not complicated it's new. You will get used to it's routes and find the way out.

It seems to me, (and this is of course just entirely anecdotal,) that a big unpopulated spawn often drives new players away, as the server appear more dead and deserted, killing any spark for adventure they may have. If I had been in charge of such a development, I would most likely have consulted with the quest department, and as stated earlier slowly add new things over time, and as the spawn expanded, implement NPCs and quests to make the final product a more dense feeling area with lots to do, rather than just empty streets and empty houses.

It's designed to have space to be utilised for future comings. This spawn is essentially the Blurb of Essa. Anything that is going on for us will be projected here.
 
Ah, I wondered how long it would take before someone started the "X is new and I hate it" thing for the new spawn. I quite like the spawn, it's a similar style to Regalia proper. Of course, if your only experience of staff builds was Essalonia spawn, then I can see why you'd think this was suddenly way different.
 
Do it yourself then if u think u can do better.
World department dick sledgehammer when?
we have staff (finally) trying to work on new projects and you want them to dick about adding a house every few weeks just so you can feel like it's a city or town being built in real time?
It's designed to have space to be utilised for future comings. This spawn is essentially the Blurb of Essa. Anything that is going on for us will be projected here.
They shouldn't slowly build up the spawn, but they also should, is what you're saying? Why not either slowly add stuff as they make stuff or release the new spawn when they've actually done shit? This is just the worst of both worls with a big barren wasteland for a spawn.
Ah, I wondered how long it would take before someone started the "X is new and I hate it" thing for the new spawn. I quite like the spawn, it's a similar style to Regalia proper. Of course, if your only experience of staff builds was Essalonia spawn, then I can see why you'd think this was suddenly way different.
I like Regalia and I liked the old world spawn, the old spawn was a good survival world hub and Regalia is a good roleplay world, this however is just a lazy copy paste of Regalian architecture in a location that makes no sense to have such buildings in the first place. Feels more like a staff member made a roleplay location, but they decided to not use it and just threw the scraps to the faction players, more than anything.
(RegaliaV1 best Regalia btw)
First off, most people who visit spawn are going to be there upon death. And will /tp away.
It's new, it's not complicated it's new. You will get used to it's routes and find the way out.
Indeed most players who go to spawn will tp away, which leaves only the new players as people who might leave this spawn. Isn't it then extremely backwards to justify removing the old intuitive spawn, for one which you'll have to learn to navigate properly?
 
They shouldn't slowly build up the spawn, but they also should, is what you're saying? Why not either slowly add stuff as they make stuff or release the new spawn when they've actually done shit? This is just the worst of both worls with a big barren wasteland for a spawn.

No. The areas that preexist, the houses, the stalls, etc, are empty shells ready to be used.


Indeed most players who go to spawn will tp away, which leaves only the new players as people who might leave this spawn. Isn't it then extremely backwards to justify removing the old intuitive spawn, for one which you'll have to learn to navigate properly?

I just went to spawn, ran in one direction each way following the path and it takes you straight to the exits. So wtf were you doing?
 
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