Its not semless it locks you in place for a few seconds and then you can move on to where ever in that cube but next line same thing one big grip I had at launch.
Sherman's Gaming
Youtube Content creator for The Elder Scrolls Online
I played this morning. If you are talking about stopping and feeling like you are just about to be d/c, then yes, the walls are still there. The game is so huge that this is probably a good thing though!
Death is nothing to us, since when we are, Death has not come, and when death has come, we are not.
Originally posted by Amjoco I played this morning. If you are talking about stopping and feeling like you are just about to be d/c, then yes, the walls are still there. The game is so huge that this is probably a good thing though!
The chunking tech used it brilliant if they can refine it for EQ3 the world would seem seemless but be actually zoned how cool is that, Vanguard nearly got it right.
This doom and gloom thread was brought to you by Chin Up the new ultra high caffeine soft drink for gamers who just need that boost of happiness after a long forum session.
Originally posted by Amjoco I played this morning. If you are talking about stopping and feeling like you are just about to be d/c, then yes, the walls are still there. The game is so huge that this is probably a good thing though!
The chunking tech used it brilliant if they can refine it for EQ3 the world would seem seemless but be actually zoned how cool is that, Vanguard nearly got it right.
EQOA was even better. The only way you could even notice that there were zones was that the species of mobs changed abruptly across tiles. I'll never understand why they went backwards from EQOA to EQII. There were so many improvements to EQ1 that they totally discarded when making EQII.
Originally posted by Amjoco I played this morning. If you are talking about stopping and feeling like you are just about to be d/c, then yes, the walls are still there. The game is so huge that this is probably a good thing though!
The chunking tech used it brilliant if they can refine it for EQ3 the world would seem seemless but be actually zoned how cool is that, Vanguard nearly got it right.
EQOA was even better. The only way you could even notice that there were zones was that the species of mobs changed abruptly across tiles. I'll never understand why they went backwards from EQOA to EQII. There were so many improvements to EQ1 that they totally discarded when making EQII.
Technology and game engine #1 reasons. If EQ2 or even Vanguard were remade today both games would better except Vanguard would cost way more to develop the game is huge and the dungeons are insanley huge.
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Sherman's Gaming
Youtube Content creator for The Elder Scrolls Online
Channel:http://https//www.youtube.com/channel/UCrgYNgpFTRAl4XWz31o2emw
Death is nothing to us, since when we are, Death has not come, and when death has come, we are not.
The chunking tech used it brilliant if they can refine it for EQ3 the world would seem seemless but be actually zoned how cool is that, Vanguard nearly got it right.
This doom and gloom thread was brought to you by Chin Up the new ultra high caffeine soft drink for gamers who just need that boost of happiness after a long forum session.
EQOA was even better. The only way you could even notice that there were zones was that the species of mobs changed abruptly across tiles. I'll never understand why they went backwards from EQOA to EQII. There were so many improvements to EQ1 that they totally discarded when making EQII.
Technology and game engine #1 reasons. If EQ2 or even Vanguard were remade today both games would better except Vanguard would cost way more to develop the game is huge and the dungeons are insanley huge.