To some extent, sovs are an answer. Definitely only “some extent” though.
I posted a couple weeks ago about some public creatives. With a few of those there could be an entirely creative universe running parallel to the main because transport and other things are considerably easier on that side.
I think there will always be trust and/or commitment issues with sovereigns though. It’s a risk to build on someone’s planet. You can fuel it if they vanish, but they can randomly kick you off any time. If they don’t want the world or specifically want to delete it - that’s going to lead to drama. Then of course building on your own world means an ongoing financial commitment.
As for creatives, I feel like along with the people who really wanted private planets, we’ve lost many of them along the way. Some of those were the same players. Some people would like them for hacking at but in the model that exists, it’s still got connectivity requirements and that was a mixed bag. There’s been a fair amount of upset expressed about that I think it’s clear that more people were expecting to be able to have a standalone.
All of that OFC is just processing what I’ve read here and elsewhere, and my thoughts.
The gleam club piece is key. People have committed to years in advance, and it’s not (again my opinion) good to change the terms of that. ** VERY** worst case there, it might lead to some real problems. An activity requirement, specifically, is why many people purchase that. They could however split that out into different packages, which I’ve already advocated for.
Blueprinting could help, if they can do it - but with or without gleam club there’s a matter of a very small number of active beacons on a mostly dead world.
I don’t know how I feel about that. All things wax and wane. We’ve never had real player numbers to speculate on, except that one time that james just randomly stated a figure of some MAU (3k at the time).
Afair amount of this problem goes away, if Monumental can or will move the game to some private infrastructure. Things could be cheaper (and probably more stable) than AWS. But with the global nature of the game, moving everything to a single data center would be another kind of risk.
I have to agree, this is one of the hardest questions, at least from an outside perspective, I’m aware of. Perhaps a new “type” of planet, that has as tatus based on activity levels from the get. Again Blueprinting would help here but building on that planet would be an agreement that if activity gets below certain levels, everything gets reclaimed and packed up.
More data would be great, but I doubt if anyone has the interest or the time to dig that stuff up and make it public for users to speculate on.
Is there any public world which doesn’t have at least one GC beacon?
Less than 10?
Beacons but not built?
Traffic stats for mid to high level planets would be deceiving due to the travel constraints, but average hours played per player/planet would be cool to know. With some well known sovs out there, perhaps some of the (perm) high tier worlds are nothing but “bus stops” right now.
I think about this occasionally. Right now though, I don’t even have any “solid” suggestions - even ignoring whatever constraints the devs will have on direction.
It’s a puzzle.
Well, 50 planets is a lot. I think the problem has never been an absolute space requirement. Even in the heyday of Krasniy the devs were saying Biitula wasn’t at the original threshold for auto-expansion. It’s hard to keep people packed together though, and there’s always someone who won’t “play nice”.
Changes to the portaling system would help if the public universe was bottlenecking traffic. It’s clear that the current system is a compromise between reality and “immersivity” and a key balance point. Even just dropping the extra blinksec between a sov and it’s parent planet would help and cause probably little change to the overall balance of that.