Post-release / gameplay analysis

A lot of the feedback from players has been that the map feels to open and empty in a lot of areas. This could be improved by a better topography which better occludes the players view while running around, more points of interest, and a smaller mapsize..With the help of @Sionn we made an excellent plugin that helped tremendously in analyzing the problem areas and get realtime data about player movement across the map. This image ofthe player movements over the course of weeks, shows that there are big parts of the map whereWhile this image of a single player's movement is more helpful in showing exactly where the hotzones for farming and base building turned out to be. A lot of the map was left completely un-explored.Further analyzing the gameplay of the map and how far a player is interested in running without reaching some place of interest, where there might be good loot. Shows that every few hundred meters or so, you'll want to place a lootpoint.I might be a over-average patient player who likes the idea of exploration and traversing empty wasteland to get to some place interesting and find some loot, but even I get bored of running more than a grid without getting a "pay off". This means that Terra Nova which is a pretty big map with ca. 8500m from edge to edge would need at least over 80 different points of interest in order to have at least one poi every kilometer.Not all of these needs to be, or should be full "radtowns" of course, and hopefully in the future we'll be able to set spawn points for interesting dynamic events and smaller loot prefabs that keeps the map feeling fresh and exciting still after hundreds of hours in.Have fun!For updates and news join the NovaCorp Steam Group http://steamcommunity.com/groups/nova-corp and feel free to join us in the discussion and development on Discord https://discord.io/novacorp