Raids, in your ideal of MMO, are shy of the MMO you think of. It is the same for each zone, you would travel everywhere and there would be herds of people stealing all of your quest monsters, making it difficult and frustrating to level up. They created the cross servers to depopulate these heavily populated areas for performance and play value, but at the same time it killed the MMO feel to each city. You would see at any given time, if you had the misfortune of having to travel through the city, around my guess was 500-600 players just trying to trade. Although, prior to the spread of auction houses to each capital city, each faction (Horde / Alliance) had one REAL capital city containing the only auction house for their factions. As stated, yes the captial cities were massive player hubs. All of this data seems to hub off of WoW's more recent changes (such at WotLK and above). PvP, ranges in size, with the earliest battlegrounds having 10v10 andĬlick to expand. If you only play using the Dungeon Finder and don't interact in the capital cities, you are literally playing a game smaller than nearly ALL FPS games. Dungeons allow one party only, which is only 5 players. That is quite a lot and deserving of "Massive" if the criteria is >64 players.Īll the rest of the game, especially PvP and Dungeon Finder, is through instanced zones. The two battlegrounds I speak of, are 40v40 instances, so 80 people total. All others are either 10v10 or 15v15 (20-30 players total). There are only two battlegruonds which have >64 players. Raids- I know very little about these, but the game encourages players to "hub" together to tackle dungeons which require a "massive" amount of users.All other zones will be sparsely populated and undeserving of being called a "MMO" as they are not massive. Capital Cities- this is where everyone is.WoW- Players "Hub" in at least two locations Of course there were the obligatory trolls who screamed, "Why don't you go play a tabletop game!" lolĮdit: I was informed that today, it is a hunky guy running around a beautiful world. Went to a forum yesterday and was motivated by all the people asking for a game similar to ours. We have had plenty of that over the years. This is hard work and I need motivation, not de-motivation. I am not afraid of being attacked, just don't want to deal with it now. I have spent years learning how to deal with "those kinds of people" and the ups and downs of game development have taught me first of all, to be careful of promising too much, it hurts to let people down, and some folks will never understand anything outside the box. It is the antitheses of most Unity games. Work in progress is one step forward and one step back so would probably be rather boring.īesides, you guys wouldn't like our game. Like I said, I want to make sure we have it together first at least to the point where one can tell what it is.
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