Cyndikate 2303 Share Posted November 30, 2013 I apologize for making such a thread, but as many of you know, I resigned my staff positions and left the server around April or May of last year. Every so often, I've gone onto the forums to check back in and people seem overwhelmingly against Anthos, something I believe that was a bit more muted six months ago. My question is, what happened and why is everyone so against the map that was designed to be "perfect aligned with what the players want"? Anthos isn't what the playerbase wanted, but against it. In fact Anthos is the prime example that the builders learned nothing from Asulon. The Map was too big, Travel times between towns were a pain without fast travel or SS. And now only about 2 main towns on this server are officially RP hubs with more RP and attention focused on one of them. I would kill for another Elysium now. 1 Link to post Share on other sites More sharing options...
Kardel 1054 Share Posted November 30, 2013 Pretty much the same to me. Asulon is a slight improvement. Walk from Cloud Temple down the road to the Old Dwarven Capitol though. That was cray. It's still very tedious getting to Abresi. Use the shore. Gets you to dwarves in mins if you run jump. Yet, me saying this proves that Anthos is too big. Hopefully next world will be smaller. Link to post Share on other sites More sharing options...
KidKrinkles 2044 Share Posted November 30, 2013 Use the shore. Gets you to dwarves in 5 mins if you run jump. Yeah I've done that, but you should be able to take a road there. A road that isn't incredibly long. Link to post Share on other sites More sharing options...
gabriel101x1 463 Share Posted November 30, 2013 Anthos isn't what the playerbase wanted, but against it. In fact Anthos is the prime example that the builders learned nothing from Asulon. The Map was too big, Travel times between towns were a pain without fast travel or SS. And now only about 2 main towns on this server are officially RP hubs with more RP and attention focused on one of them. I would kill for another Elysium now. Anthos was originally designed by Native with the expectation that LoTC's playerbase would expand quite a bit. However unfortunately he was wrong in that prediction. Link to post Share on other sites More sharing options...
KidKrinkles 2044 Share Posted November 30, 2013 Anthos isn't what the playerbase wanted, but against it. In fact Anthos is the prime example that the builders learned nothing from Asulon. The Map was too big, Travel times between towns were a pain without fast travel or SS. And now only about 2 main towns on this server are officially RP hubs with more RP and attention focused on one of them. I would kill for another Elysium now. I had tons of fun at Elysium and even in the temporary Dreamworld during Anthos. Link to post Share on other sites More sharing options...
Esterlen 4499 Share Posted November 30, 2013 The problem was, in my opinion, that they tried to mix and match attributes from Aegis and Asulon to little avail. With Aegis, we had a central road of medium size from which the cities branched out of, and an expanse of wilds on every side. This was excellent in that the world wasn't any fancy world-painted map, but rather a normal, uncharted Minecraft world which seemed to go on forever. There was actually land to explore. In Asulon, we had a world that was very expansive however the aspect of a central road was nonexistent. In Anthos, we have a world that is relatively big but puts a stringent limit on how far out you can go by making the continent one big island, has this ridiculous x-shaped road system with a city at each corner, and in my opinion it's quite ugly. What we should have done is simply made a normal, Minecraft-generated world, built a small to medium central road with cities branching off along it, regioned that and left the rest of the map free-for-all, just like in Aegis. To centralise the world, we don't need to confine everything to one comparatively small island. Instead, we just need to make the main settlements relatively close together and provide a massive amount of free surrounding land to explore and use. Link to post Share on other sites More sharing options...
Temp 2006 Share Posted November 30, 2013 There is and was absolutely nothing wrong with Anthos, current issues with the chunk errors or whatever aside. The map was designed pretty decently for the playerbase that LoTC had at the time of it's conception. Initially, RP was pretty condensed and centralized. Nation capitals had purpose and supported some form of populace. However, as is the norm, the, "Individuality," of people lead to the spawning of various towns, manors and etc, which leads to spread out RP. Not gonna prod at solution, as that's not the topic at hand. But, all-in-all, Anthos was pretty decent. Looked decent, when I was around, I could easily find whoever I wanted to RP with and the RP hubs were pretty common sense. Just a matter of walking to them. 1 Link to post Share on other sites More sharing options...
shiftnative 3103 Share Posted November 30, 2013 Anthos was originally designed by Native with the expectation that LoTC's playerbase would expand quite a bit. However unfortunately he was wrong in that prediction. When It was painted, I could sprint to any kingdom from spawn in no more than 8-10 minutes- I figured with horses coming soon and possible fast-travels that the distance between kingdoms wouldn't big a deal at all, but it seems it has =/ Free-land along the road & proper mines should've been in Anthos from the beginning but I left my staff position a few months before release and that may have made things harder to piece together - I'm not really sure. I had some radical ideas to fix up Anthos that required a few demolitions but I think a census was just to move maps instead, I'm posting an update about the 4.0 map, tonight ! Link to post Share on other sites More sharing options...
Navin_ 99 Share Posted November 30, 2013 As one of the builders of the map, I would like to give my opinion: I think the original plan for the map was great, we just missed a few things that were not accounted for or never really got built (but were in the original plan). One of the big things I realized we missed were the dungeons, or to make exploration rewarding. Another big part would be the poorly planned cities, each city was given to much space. It was like each nation thought they were going to have to house every player, making a hundred houses for only 25-50 people that wanted to live there. The last part is regioning and how the map was made. The map was made to much to be a good looking map and left no room to build settlements, and where it did leave room, the area was used for something other than settlements and caused OOC fights for ownership. hope that cleared a few things up for some people. Also, the reason no one uses the main roads, might have to do with soul stones and how every little place has SS Pillars Link to post Share on other sites More sharing options...
gabriel101x1 463 Share Posted November 30, 2013 Small map + removal of soulstones = more road RP Do eeet! Link to post Share on other sites More sharing options...
nppeck 601 Author Share Posted November 30, 2013 Do you believe that even soulstones that return you to the cloud temple should be removed? Link to post Share on other sites More sharing options...
Cyndikate 2303 Share Posted November 30, 2013 As one of the builders of the map, I would like to give my opinion: I think the original plan for the map was great, we just missed a few things that were not accounted for or never really got built (but were in the original plan). One of the big things I realized we missed were the dungeons, or to make exploration rewarding. Another big part would be the poorly planned cities, each city was given to much space. It was like each nation thought they were going to have to house every player, making a hundred houses for only 25-50 people that wanted to live there. The last part is regioning and how the map was made. The map was made to much to be a good looking map and left no room to build settlements, and where it did leave room, the area was used for something other than settlements and caused OOC fights for ownership. hope that cleared a few things up for some people. Also, the reason no one uses the main roads, might have to do with soul stones and how every little place has SS Pillars Nobody used the roads even without SS pillars. Link to post Share on other sites More sharing options...
nppeck 601 Author Share Posted November 30, 2013 In my own personal experience, I often found the road system confusing and I didn't know how to reach certain places. Perhaps that is a major reason for why Anthos is disorganized? Link to post Share on other sites More sharing options...
gabriel101x1 463 Share Posted December 1, 2013 Do you believe that even soulstones that return you to the cloud temple should be removed? In 4.0 it takes a few minutes to walk from any of the racial capitals to the cloud temple; so soulstones would be fairly pointless and just destroy road RP. Link to post Share on other sites More sharing options...
JCQuiinn 168 Share Posted December 1, 2013 I'm gonna have to add that, for the majority of Aegis there were 2 (later 3) main RP hubs for the most part. Those were Alk'hazar (moved south to er... whatever the new capitol ended up being), Alras, and the Northern Gate of Malinor. Yes, other places did get frequented quite often, but those were for the most part the most popular. Link to post Share on other sites More sharing options...
Recommended Posts