No one wants to play on an empty shard. That’s not anyone’s idea of fun. Fortunately for Sanctum, that feeling of player isolation is mainly attributed to players spreading out over a humongous map. Other factors include such things like macro’ing policies that send players into the isolated corners of the world.
First and foremost, we want to avoid artificial server “bloat” attributed by allowing excessive clients logged in at once. Too many servers allow upwards of four clients per player! We want to offer more of a ‘what you see is what you get’ approach. There is a certain stigma that a high population count online instantly means a healthy server. That is simply not true. When you allow each user to macro four or more clients at the same time, all it leads to is artificial server bloat. We originally wanted only allow one account per IP, thus one client online, but due to community feedback we moved to a three characters per account, two account policy. Now this will certainly alter our “face value” server population, but in turn you will see less empty drones macro’ing at banks and get a true idea of what you’re going to bump into that day.
Let’s rehash some previously discussed bullet points. Our map is specifically designed for a small to moderately sized population. More specifically, the type of population that exists for Ultima Online shards in 2013. Beyond that the map can also easily support a higher, wealthier and older population as the shard ages due to our already implemented expandable land masses for housing. Each town in Atria is only a few minutes run from each other. The benefit here is that no matter where you are running or what you might be doing in the wilderness, you will be encountering others. It may be a weird thing to aspire for, but we’ve always been nostalgic for the moment of some apprentice fencer killing cougars in the wilderness, and getting to say “Hail” to another player gathering wood for his carpentry. It is the little things like this that actually brings the humanity back into the game. An auxiliary bonus of this is also removing the travel time completely nullifies any necessity for horses.
Furthermore, our dungeon system is very unique and we think we’ve “cracked the code” so-to-speak. We have a number of beautifully crafted dungeons that will be rotated weekly/monthly. As any server population is never a stable beast, one week we might have 3 dungeons open, another 5. This mechanic makes dungeons a little bit more dangerous, but definitely a more “social” occasion. We want people bumping into each other, fighting over spawns, and fighting each other. Long gone are the days of your own personal spawn for 6 hours straight. You’ll have company – be it amicable or hostile.
While it is not a unique idea, there are immediate perks to being a citizen of any city. Our towns were designed from the ground up to be nostalgic to that of the original towns. It’s fairly difficult to explain, but everything is very familiar once you’ve toured a new city. We are tremendously proud of how the map turned out and if you haven’t checked out the map yet, I guarantee you will be pleasantly surprised.
By bringing it all together, we have something very special here; another chance for Ultima Online to feel alive again. Artificially bloated server population isn’t our goal; an emotionally invested community is. Our goal will never be chasing the carrot on the end of the stick to pad our numbers – it will always be addressing the current players’ needs and concerns, no matter the number of players.