> @"JusticeRetroHunter.7684" said:
> > @"Seera.5916" said:
> >I've only seen actual proof that it would lessen the social experience if there were fewer waypoints and no mounts.
>
> And what proof would that be exactly?
>
> The way i "proved" (it's not actually proof btw, it's a hypothesis) that waypoints mounts, and other features take away social interaction is by explaining how taking away the time it takes from point A to point B eliminates interactions that could have occurred along the way. This is shown in a mockup network map that illustrates that behavior.
And we have already told you that your original example targetting waypoints as the primary problem _does not actuall match the state of the game as it was at any point in time_.
Hint: changes in waypoint distribution from core to HoT to PoF to Saga (with less and less waypoints per map for every iteration) had done absolutely _nothing_ about "density of interactions". If anything, that density is _lower_ now than it was originally. So, obviously, the factors you claim are not as important as you think, and you have overlooked something (or a lot of somethings) far more impactful.
> I backcheck these hypothesis with in game observations...from what i observe in most cases, is that interaction is incredibly low, where population densities are very high (like Lions Arch) which is not normal...it's not normal for hundreds of people to be standing completly silent and completly still for hours without saying anything to anyone.
Nothing to do with waypoints.
(and yes, it is completely normal, seeing as 90% of those players are likely afk at the moment)
> Edit: Also as a continuation of the above thought, is that there should be places that you would expect there to be a higher population density than what is actually present in the game. These are places like The Human Starter area for example, which, according to some statistics, is the most commonly picked race among new players. However, this location, although it does have slightly more people than other surrounding areas, is drastically lower than what one would expect it to be. You can actually compare this to other games where it actually matches with the expectation like WoW's Goldshire. The two places don't seem to be any different to each other in design, in fact both seem nearly exactly the same...with a tavern, a few houses, and an outdoor centralized square...except one of them is completely devoid of interaction and people, while the other is so crowded it's hard to understand why there is such a massive difference between these two, seemingly similar starter zones.
That's actually simple. There's _nothing_ there. Those taverns and plaza? They have no function at all. There _are_ people around, but not there - they are at the nearby "hearts" areas. Move just slighly away from that starting place, and you will see them.
By the way - ironically, that starting place has a waypoint, which means that, according to your own assumptions, that density should be higher. So, again, it seems there's some major flaw in the very basis of your reasoning.
Also, another simple reason - yes, humans are the race picked the most among new players, and generally the race played the most. Notice, though, how this game doesn't seem to have any significant influx of new players at all, so obviously player density in starting areas would not be high. It _was_ very high in the first years of the game, though, when we still had a lot of new players around.
> I just said that my Post is not "proof" it is a hypothesis.
Then your hypothesis is wrong (as any hypothesis that does not match reality). Try a new one.