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It's like any other theme park. You are in the same zone for the leveling experience. Rather than quest hubs, POI's show up on your compass and you go there - that is the "exploration piece." So rather than chase 5 "!"'s on your mini map, you chase the POI on your compass and the quest hub (either large or small) is in that location. Basically it's just another quest hub in a different flavor to give you the impression you are exploring. You can chase those POI's within the leveling zone, but if you are under-leveled when you reach said quest, you may have trouble. Some call that the challenge. Basically envision being level 10 as an undead in Tirisfal Glades, and going to a quest hub via your Minimap finding level 12-14 quests in Sepulcher and doing those instead. The optimal solution is to go through the main story line and as you do, you will see POI's show up on your compass that will be appropriate level.This is my concern as well. Is it anything close to Skyrim? How on rails is the leveling?
Remember that Skyrim is an RPG with open world freedom and various things to explore/find on your own before they are added to your map/compass/fast travel. This is a theme park MMORPG with a new gimmick for presenting exploration, when really, it isn't. It's just a new way to present quest hubs to the player. You won't be going outside your level appropriate area until you complete that level appropriate area. There are a plethora of keys out there. Make sure to grab one from one of the sites and try it out this weekend.
Keep in mind that it is of my opinion the collision detection will do nothing to help the weightless feel of combat, much less the responiveness and broken action layered concept with tab target control. WoW doesn't have NPC collision either, but the main UI is responsive without a layered action tier. That is what is making the difference in feel. Blizzard, from onset, have always been proponents about easy to use and very responsive UI and combat control.