popsicledeath
Potato del Grande
Two of each dungeon? Yeah, that's why these mechanics kinda worked in EQ. At one point, you were funneled into a very small range of possible things to do. You could log out in Guk because you pretty much knew there'd be a group there and you had a shot at getting lucky. If you logged out in LGuk and when you logged in got invited to a group that was at the zone line in SolB ready to go, good fucking luck having them wait for you. And what's the point. Would being able to gate to your bind point, spend 10 minutes running to SolB, then being summoned in to the group already clearing the dungeon really kill anything about the game?EQ was small enough pop, and it worked fantastically. This idea that it's so niche, so small-scale that it'll have the same amount of players as a CoD server is silly. It'll have enough people for these mechanics. If Brad can't secure funding to make more than one dungeon, one city, and one starting area - that is, if development is so expensive that he can't make at least two of each, then he needs more money before the game should be put into development: no matter how much we discuss here, we can't make the game we want work with one of each.
The problem only got worse in Kunark. A balance needs to be found between queueing up for instant-port dungeons and not being invited to a group because you're too far away and sometimes even with a port the group was better of leaving you behind rather than waiting at the zone line hoping you make it so they can start playing the game.