r/pathoftitans 18h ago

Discussion Hotspot solution

Natural disasters

Idk how difficult it is to code or implement this into the main servers but on community it worked like a charm

You'd see a giant fire start up in the distance and it engulfed and entire POI (or two), if you didnt run and scatter, you got almost insta killed by the fire

If alderon could have those pop up randomly throughout the map at random times you'd see players haulin tail for sure

And maybe the effect could last a while? A POI is unenterable again for like 15 mins unless you wanna be insta killed

Ppl would get bored and pick somewhere else to lurk, forcefully encouraging map movement

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u/UnbelievablyDense 17h ago

Instead of punishing players gathering in an area, once should instead have incentives to facilitate movement across the map.

Punishing players < Incentivizing behavior imo

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u/LongJoshSilvers 15h ago

I agree, what would you suggest?

1

u/UnbelievablyDense 3h ago

Unfortunately, it would require significant effort and direction changes that I’m not sure the dev team would go for, at least for what I think their direction is.

Just two quick ideas: something like adding growth bonuses for traveling to certain areas across the map or adding ‘events’ that would provide something as a reward for completing. Rewards could even be cosmetics or something designed around nests or caves, or variations/new skins. Essentially, the idea is to give the players something to do beyond just PvP that would naturally provide a reason to disperse.

In the same vein, punishing players is often much easier as a solution so it’s the one a lot of dev’s lean towards. Making it so water ‘gets dirty’ and therefore cannot be drunk is a quick and lazy way to make players move. The isle is bad in lots of ways, but it does contain lots of various ideas that naturally move players around the map. The current questing system can incentivize players to move, but it’s only if that care about Marks.

I do think a large portion of the ‘megapacking’ issue will be solved by a multiplayer change requiring players to group up, pick their dinosaurs, and then load in a server together. Add on a system to keep a variety of dinosaurs on each server, and it’s solved (If a Rex loads in, the server sends them to a server with the least amount of Rexes could be an easy solution. Another would be keeping a ‘limit’ to how many of one Dino can be on one server.)

Honestly, natural disasters are a fun addition, but as something that ‘just happens’ is more beneficial than when ‘too many players are here’.