Originally posted by iller Uhh heh... I don't say this often but here it goes...LOL, PWNT
Well, my rhetorical question is both sarcastic and serious. Is "massive" being able to interact with a million people, although in different moments, or playing together with one hundred people at the same time? I'd say both can be "massive" depending on the point of view.
I think the correct termology when talking about Persistent worlds, is that it is always on, and connected and online. Stuff happens even if the player is not into the game. Persistent Worlds also probably means that the you are able by playing, to affect things around you. All of this is true for GW.
Since the servers never reboot for GW. The districts are always up and connected, and since 3 million people are easily and seaminglessly connected on the same shard, even across multiple language barriers where other MMOs have their servers seperated for different languages and different server types, GW is truly cohesive and "global" and "massive". You cant create a new character with the same name as your other guy on another server like in other MMOs, because there is just one. If your on the top of the Hall of Heroes, your the best in the world.
All your characters datas and stats and info and so on, is stored on ArenaNets servers. This is where it becomes apparent that it is like other MMORPGs in temrs of operations.
The difference is that GW is heavily instanced. WoW is instanced too. everytime you go into an instance in wow, in pvp or dungeon, your getting your own server too. GW just uses it everywhere. And thats good in my opinion, as you still get to be able to trade, find groups, but at the same time, get rid of all the annoyance of spawn campign, zerging, pking, ganking, and so on.
Originally posted by Akaraxle Well, my rhetorical question is both sarcastic and serious. Is "massive" being able to interact with a million people, although in different moments, or playing together with one hundred people at the same time? I'd say both can be "massive" depending on the point of view.
Think I said the same thing in a previous thread too. In GW's case it's not for a lack of ability to allow these... stupid, overblown 40-man teams or whatever. It's a quality of life issue. Zerging has nothing to do with playing skills and only reflects on you as a recruiter. Why should a guild with 50 n00bs take top seat over one with 20 elite muthafawkas? Shit while we're at it, let's give a Nobel Prize to Internet Spammers because they can "recruit" 20,000 suckers(or their bank accounts, Lol) through Pyramid schemes and fraud.
Comments
LOL, PWNT
I think the correct termology when talking about Persistent worlds, is that it is always on, and connected and online. Stuff happens even if the player is not into the game. Persistent Worlds also probably means that the you are able by playing, to affect things around you. All of this is true for GW.
Since the servers never reboot for GW. The districts are always up and connected, and since 3 million people are easily and seaminglessly connected on the same shard, even across multiple language barriers where other MMOs have their servers seperated for different languages and different server types, GW is truly cohesive and "global" and "massive". You cant create a new character with the same name as your other guy on another server like in other MMOs, because there is just one. If your on the top of the Hall of Heroes, your the best in the world.
All your characters datas and stats and info and so on, is stored on ArenaNets servers. This is where it becomes apparent that it is like other MMORPGs in temrs of operations.
The difference is that GW is heavily instanced. WoW is instanced too. everytime you go into an instance in wow, in pvp or dungeon, your getting your own server too. GW just uses it everywhere. And thats good in my opinion, as you still get to be able to trade, find groups, but at the same time, get rid of all the annoyance of spawn campign, zerging, pking, ganking, and so on.