Quaid
Trump's Staff
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The way I envision the system would work is if the world was designed with PVE 'hubs' similar to Blackrock Mountain but far greater in scope. After your newbie experience, you go to this hub (probably just 1 per major landmass) and there are multiple dungeons in a relatively small area, that cater to all level ranges. Intermingled with the dungeons are friendly NPC factions with all the things one needs to adventure (banks, merchants, auctioneers etc). This way, a player could feasibly level from 15-50 in a single geographic area. Want to see another continent's hub? Better get a TP consumable or run your ass there.Having a huge uninstanced world and no shortcuts to travel is great though, especially when it comes to group content. First you either spend a bunch of time putting together a group and then traveling to the content (ensuring that you don't bother to log in unless you have 5 hours or more to play), or you just head out alone in the hopes of finding a group when you finally get there. Then you arrive and the area is either overcamped and useless, or dominated by the other faction (if PVP), or there's no one around to group with so you're stuck waiting for more people to join you and every time someone leaves it takes an eternity to get a replacement. So you either wait it out or you're stuck wasting your goddamn day traveling around and accomplishing nothing. This is awesome gameplay and is the primary reason Everquest and Vanguard were such terrific games that should be copied in every way.
This keeps populations concentrated enough to encourage group play, but still makes travel meaningful and puts effective time-barriers in place for content consumption.