popsicledeath
Potato del Grande
What's reaching? You don't even argue a point, because I wasn't even arguing something. Just pointing out people can't assume it would work for Pantheon because it was in EQ.That's kinda reaching, server population and number of servers are an important topic but they can hopefully hit the right size. Doesnt really matter if they have 5 full servers to EQs 50 then.
The better question is what ways can be used to keep all level ranges healthy - I think only having 20 levels is a good step in that direction.
Yeah, both EQ and Pantheon will have servers. No shit.
Pantheon is going to be niche, meaning they'll need to be very deliberate in how they design the game for that target market, they can't just shit out a world and let the players figure it out like EQ did and was successful doing because it was enough it existed at all. Pantheon is going to have to be very calculated in all their decisions, where EQ didn't have that luxury or even that need, imo.
Pantheon is going to be small scale in pretty much every way, whether its focusing on the content development team or actual size of the world. I don't think the world is ever going to be as big and sprawling as EQ even at launch. Spending one day just traveling to a new continent in the hopes of getting a group there the next day just isn't going to work these days, I don't think, for even the most self-proclaimed hardcore gamer. There ARE going to have to be compromises when it comes to things like travel, and because the team and game and everything is small scale, they're going to have to be very calculated in how they approach things, not just shit out a world and let us have at it.
My guess is because of these things the servers will probably be less populated than we're used to and even that EQ was at the start. We'll have a tighter, more focused game. Over population can be taken care of with transfers instead of just having some servers where everything is perma-killed and others with one group in LGuk. I don't think we'll get the huge, sprawling world like Kunark to support large server populations.
I guess I find you're reaching. My point was that it's not the same project, so people can't just apply the same arguments they've been arguing since '99. At some point they'll have to actually look at the here and now, not live in the past, and join the discussion, not just wait for an opportunity to apply the same arguments they've been applying to everything for 15 years. I mean, they'll try, of course, but that doesn't mean it's relevant.
So, since we don't disagree on anything except apparently that the other person is reaching... for something...
I think the better question is address by building a world that is designed to keep players returning to cities, starting adventuring from cities, quests from cities, etc. A ton of outposts wasn't the answer to bringing community together in open worlds. I think the answer is almost all game content funneling players through cities, sending them back to cities, giving them reason to start each game session in cities, etc.