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Why in the games I play are the worlds so huge? Most of the time they are just filled with fluff and nothing of importance, even exploring these areas nets you nothing accept 15xp and a new area on your map, BORING.
I wonder if its to help out server strain, by not having so many people in the same place its actually easier to manage? Immersion?
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It also helps the servers. Separating the population can help keep everything running smoothing.
"World of Warcraft is the perfect implementation of this genre." - Hilmar Petursson. CEO of CCP.
Personally I love a huge world. But it has to lead to something.
I don't want the entire world covered in mobs. i want open spaces where you look in the distance to see a structure and you ride to it only to find an adventure.
I want to wander around and find hidden tombs.
But I don't like the idea of seeing something interesting, going there and there's nothing. Well, sometimes that might be a good thing so that it's not always predictable. However, once in LOTRO I saw a structure at the top of this small mountain. So I figued out how to get to the top of it and lo and behold. Nothing.
Whereas in Vanguard I went into a mine just to do some exploring and was surprised at what I found at the end. I have to say, to use a precious word, I was delighted. It was completely unexpected.
And I don't like worlds that include interesting structures only for them just to be props or part of the scenery.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
I think immersion is a pretty cool guy. eh helps out server strain and doesnt afraid of anything.
"There is only one thing of which I am certain, and that's nothing is certain."
I agree the world shouldnt be covered in mobs and maybe not every explorable area should have something very awesome, but every area should be useful in some way and should never be discarded because of level.
I know everyone hates instances, but do they serve a real purpose? As already stated, more players in one area, the more server strain. Instances negate this?
So, should games continue to have instances or use more of that empty world to make more outdoor encounters, which would create a more immersive world and would that help server strain or increase it?
Yes, case in point: Champions online. Remember, a REALM is made up of many MANY different servers. Instances; which are branches off of a realm, could be on a totally different server from where the player came from.
Also instances allow players to have their own unique mobs that they can kill. One of the problems with one complete PvE world without instances is that sometimes players may need to wait days or even weeks to kill 1 mob. With instances there isn't that unnecessarily long wait.
"World of Warcraft is the perfect implementation of this genre." - Hilmar Petursson. CEO of CCP.
decoy26517: Very true, I forgot all about that. It would indeed be a pain to wait that long to kill a mob.
However, would you say it would be better that instances hold only items of uncommon/rare, and world encounters such as bosses holding legendary items. As not everyone should have the sword of 1Shot! In this case you could make atleast 1 legendary item always drop, but fix the rate at which the boss spawns so not everyone has the best gear.
Robokapp: Yes, but what if the major gathering points where made bigger? Wouldnt that help? Also, wouldnt PvP battles suffer alot less lag if it was a spread out battle instead of the zerg, isnt that what creates lag?
No I don't see how that matters at all. You can limit the # of "legendary" items a realm has by limiting the drop rates in the instances linked to that realm.
For instance (pun intended:P):
Real world drop rate of X item is 1%.
Instance drop rate of X item is 0.01% per 100 instances. (every 100 instances have a 0.01% for it to drop, so it's still 1%.)
That way you'd have the same # of that omfgawesome item on that realm. This of course kinda goes out the window once you introduce linked realm instances. But I'm sure there's a way to fix that.
If the gathering point is large enough. But remember, that would require more hardware for the servers (mostly more memory) and it would require a longer development time. Both of which means you need more money. So, it would be possible, but maybe not cost effective. [/quote]
"World of Warcraft is the perfect implementation of this genre." - Hilmar Petursson. CEO of CCP.
I understand your first point.
About the gathering points though..
How would that require more hardware? Instead of having a lot of extra landmass which is basically a time sink for you to run from point A to point B, you use that extra space for enviroments which would otherwise lag because of so many people gathering there.
Regarding PvP battles, I never understood why they never implemented weapons or character classes/skills that allow you to shut certain sections of a battlefield off. Say your entire guild is trying to zerg, a cannon is fired into the center of your raid, it hits someone then explodes, dealing a massive amount of damage or possibly killing everyone. Whereas, if you ran in a pack of 2-5, the cannon ball would be less likely to hit someone unless someone took precise aim. This would eliminate the zerg and people would spread out, I think?
I understand what you are trying to say, but wouldnt spreading them out, even an extra 10-20 yards be effective at all? I remember my game would only slow down when people were right on top of me or in my general vicinty.
I know there is no way to stop people from gathering into large groups, but if a game made it less benefical to travel/fight in large groups, wouldnt that help at all? Wouldnt it make PvP more tactical?
huge worlds are awsome, loved vanguards landscape, even if i had to run around for ever, and SWG had pretty alright size worlds. FUN FUNSSSSSSSSSSS