Draegan_sl
2 Minutes Hate
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Tad doesn't know what he's talking about, especially when he makes assertions like this.What does that mean? Why would seamless vs zones be any different as far as "art" is concerned?
Tad doesn't know what he's talking about, especially when he makes assertions like this.What does that mean? Why would seamless vs zones be any different as far as "art" is concerned?
No. This game only succeeds if Brad & co. stay focused. Fucking around building a seemless world is not staying focused, it just adds art costs, development time and debug/qa time without increasing the fun factor. Zoned are cheaper, more efficient and more than sufficient for fun game play. People seem to forget that for all intents and purposes Vanilla Wow was zoned, Blizzard just used memory tricks to make the zone transition seemless (instead of EQ wait, loading). So again no, Seemless world bullshit was a key killer of Vanguard. If you don't learn from the past you're doomed to repeat it.There are ways around that. Shroud of the Avatar is crowd sourcing their development to help build-up their art assets. This is one of the advantages of using Unity. Broaden your horizons son.![]()
Not to sound ignorant, but how does instancing a zone take any less art then having it be a seamless transition into the next zone? I think you are confusing it. VG spent a ton because of the obnoxious size of the world (this might be where the art cost thing is comming from?)Seemless is 5x the cost unless you're okay with craptastic generic, repeated art. Most of VG's budget was blown on the art assets for the seemless world.
Yeah, you need to explain why seamless is 5x more. Everquest 1 would have been seamless had the engine been technologically powerful enough. It's not like they made zones to "save art money".Seemless is 5x the cost unless you're okay with craptastic generic, repeated art. Most of VG's budget was blown on the art assets for the seemless world.
I'm surprised this is open to question. VG was seemless and cost 5x more than EQ. Majority of which was spent on art. EQ - 8 million. VG - 40 to 45 million. What the hell other proof do you need?Yeah, you need to explain why seamless is 5x more. Everquest 1 would have been seamless had the engine been technologically powerful enough. It's not like they made zones to "save art money".
We did kind of talk about this. Overall we were hoping for 3-4 staring areas. You're 100% right tho. I agree!One thing I haven't seen mentioned yet:
A unique starting area for each race. EQ did this right, and so did WoW. Everything else essentially just didnt even consider this or something. Rift, AoC,Aion ect
You dont have to have 12 races and 12 starting zones, some of them can be shared IE High/Wood Elves in Gfay from EQ and Gnomes/Dwarves from WoW. As long as the lore supports the races starting in the same area, then excellent.
It REALLY kills the alt experience when you have to go through the EXACT same content over and over again, its mind numbing and dull. Get to level X and decide you dont really like your Troll Nutstomper as much as you thought? Great! Go through X levels of the SAME content AGAIN WOO!!
There are/were countless players from these games that would roll alts just to check out the noob zones and cities. Adding a city/zone for each race adds many layers of flavor to a game. It also keeps people in the game by encouraging players to roll new characters to check out the world instead of having them dread going through the same stuff over again.
Are you trolling?I'm surprised this is open to question. VG was seemless and cost 5x more than EQ. Majority of which was spent on art. EQ - 8 million. VG - 40 to 45 million. What the hell other proof do you need?
How about they just build all the zones and sew them together after? Point being, there are obviously other ways to skin a cat. Not to mention you completely ignore size in your water-tight equation. If Brad & Co focus on a smaller landmass than say the three ridiculous continents they had in Vanguard, it will obviously be cheaper. Combine that with crowd-sourcing content development and it's very doable.No. This game only succeeds if Brad & co. stay focused. Fucking around building a seemless world is not staying focused, it just adds art costs, development time and debug/qa time without increasing the fun factor. Zoned are cheaper, more efficient and more than sufficient for fun game play. People seem to forget that for all intents and purposes Vanilla Wow was zoned, Blizzard just used memory tricks to make the zone transition seemless (instead of EQ wait, loading). So again no, Seemless world bullshit was a key killer of Vanguard. If you don't learn from the past you're doomed to repeat it.
Given we know it's using Unity we know it won't be super comp demanding already.I think if we're being honest with ourselves we know that we're not going to get a game here that only the highest of the high computers can run. Assuming there are zone lines in Pantheon, how long could the loading time realistically be, especially with SSDs? If making good content with zones is cheaper or easier and allows Brad to free up resources for other aspects of the game, then he should do it.
If they could have made a seamless world without the glaring fucking seams, I would have been very pleased with it too. VG did a lot of things great, seamless was not one of them.Seemless, non-instanced world please.
It's one of my favorite things about Vanguard.