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#1
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The mechanics and rules of this game and P1999 don't match the reality of the playerbase, the internet, etc. It's actually very interesting to see how every modern MMORPG moved towards instances...probably as a result of this bullshit.
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#2
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I think the only way to handle a non-instanced world for a modern MMO is to have an insanely huge, non-sequential environment that's too big for any one person to ever fully explore or even think about. I think it's also important to keep transportation slow--no high speed vehicles, no teleportation.
Instances seem like the easy way out because the right way to do it takes a lot of designers for a long time and no one likes to make that kind of investment. | ||
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#3
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Quote:
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#4
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Quote:
When they set up camp in a new location, they explore the area in groups, establishing supplies for necessary resources and searching until they find something raid-worthy. Learning that particular boss might take them many attempts over days or weeks and even learning to supply themselves in their new area will be new discovery. After the boss dies, they have no idea what else he could have dropped or when he might appear again, if ever. They might stick around and establish some kind of stronghold in that area, or load up their wagons (maybe literal?) and move on again. | |||
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#5
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did you play vanguard, thats kind of how that was. you should go try that alawen. or wow.
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#6
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Players (farmers, traders) could also choose to gain wealth and power by supplying the travelling guilds with the things they need--horses, wagon wheels, cabbages, magic wands, sword sharpening, whatever.
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#7
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Quote:
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#10
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lolirl @ divinity cant kill dracoliche in 2 hours
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