Kreugen
Vyemm Raider
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- 793
The only thing I'm interested in hearing about this early is how the game will facilitate the formation of groups, if it's going to be as group-centric (group required?) as people seem to want it to be.
For example, if you require a group just to walk outside of the town gates, but you build a world that is massively spread out, uninstanced, with a dozen cities and limited methods of fast travel, you are basically fucking over your players right from the start and repeating all the mistakes of the past. If you want the game to be group-focused, you need basically the opposite of all of that. You need players funneled together, you need hubs where they can congregate and communicate, and you need powerful but intuitive group-finder tools. You can't just rely on everyone to bring friends and entire guilds over from other games and have a ready-made community right from the start. You can't rely on forums or other out of game networks. You need to promote cooperative play right in the game, and you need to make it easy for players to gather and form groups, or find replacements for groups without having to pack up and head back to town.
Seamless instancing (phasing) is pretty much the solution to all of this, but I'm not well versed on its limitations. Could you have every player (treating groups as a single entity) seeing their own mobs? Could you see all the players around you, plus whatever mob they are fighting? Instancing without looking like instancing, is what I'm going for here. You can see and communicate with everyone, you can help players out who are in battle, but you all get your own spawns.
Anyway, it could be beyond the scope of a limited budget. Maybe simple EQ2 style zone splitting would have to do. But for fuck's sake, don't think building some massive world and scattering your players all over the place with a huge travel time barrier and limited communication is going to work alongside a world that is supposed to be encouraging grouping. The two work against one another, badly.
For example, if you require a group just to walk outside of the town gates, but you build a world that is massively spread out, uninstanced, with a dozen cities and limited methods of fast travel, you are basically fucking over your players right from the start and repeating all the mistakes of the past. If you want the game to be group-focused, you need basically the opposite of all of that. You need players funneled together, you need hubs where they can congregate and communicate, and you need powerful but intuitive group-finder tools. You can't just rely on everyone to bring friends and entire guilds over from other games and have a ready-made community right from the start. You can't rely on forums or other out of game networks. You need to promote cooperative play right in the game, and you need to make it easy for players to gather and form groups, or find replacements for groups without having to pack up and head back to town.
Seamless instancing (phasing) is pretty much the solution to all of this, but I'm not well versed on its limitations. Could you have every player (treating groups as a single entity) seeing their own mobs? Could you see all the players around you, plus whatever mob they are fighting? Instancing without looking like instancing, is what I'm going for here. You can see and communicate with everyone, you can help players out who are in battle, but you all get your own spawns.
Anyway, it could be beyond the scope of a limited budget. Maybe simple EQ2 style zone splitting would have to do. But for fuck's sake, don't think building some massive world and scattering your players all over the place with a huge travel time barrier and limited communication is going to work alongside a world that is supposed to be encouraging grouping. The two work against one another, badly.