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Don't know if this topic has been addressed yet, but if so, I missed it; so I thought I'd bring it up. Is Pantheon going to be broken down into zones or is it going to be a zone-less world? EQ, as one of the first MMORPGs, was divided into zones; Vanguard was one of the first (if not the first) to be an open world. Which route is Pantheon taking?
Since it's a pretty simple question, maybe I can make the topic more interesting by asking what the positives and negatives are of each. A no zone world seems superior on the surface, but it does have drawbacks. The biggest, I believe, being the memory requirements tend to slow down the performance of the game.
I actually have no problem with zones provided they are made as smooth and seamless as possible while traveling from one to the next.
Comments
Zones or no zones don't bother me. Instancing does bother me, but at the same time so does never being able to get a mob I want, so there's that.
I believe a lot of what VR says and what they are trying to do, but if anything is to change in their game, I think the introduction of instancing will be among the first major change. Along with instant travel of some sort. (Larger and more accessible than Wizards Gate travel)
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Replicas and having copies of zones suck !!!
Last year I played retail EQ2,
I was a low level like 9 or 10 and needed to do this small cave that required a small group of maybe 2 or 3 players. I didn't know anyone yet and the game was linear, so I figured simply wait outside someone should come along.
Well, no.... Everyone was scattered among several replicas. The best I could find is a player standing AFK outside.
Ended up having to skip it. ESO sucked for this too !
..Pros:
....1) potentially smaller memory footprint
....2) nearby zone entrances could act as an escape from certain death (like trains)
..Cons:
....1) loading times for zone changing
In past MMO's, zoneless worlds might have had rubberband (or other) lag. More here:
https://www.engadget.com/2014/04/04/ask-massively-what-happened-to-open-world-mmos/
I've played some zoneless MMO's. I've liked Wurm Online. Being a sandbox, I think it was forced early on to figure out how to stream content real-time, and thus solve some of the programming troubles with zoneless worlds. I also played Shadowbane, and it's in the same category. I never felt like them being zoneless hindered my ability to play them.
I hate instances, but I understand why they're so popular. They cheaply solve many technical issues--and some gameplay complaints like spawn competition. But they don't have to be the answer. Spawn competiton can be somewhat resolved with teleportion abilities/spells or dynamic spawning (or other). For example, in Diablo 2 the monsters became stronger when more players were on the server, thereby increasing the content.
Zoneless worlds can use teleporters to mimic non-linear travel (as well to save your butt from a train). In fact, I'd argue a remedy is required if trains are allowed. If mobs don't leash to their spawn point, it's worse. Teleporters aren't the only option though. Feign death or pacification or hiding abilities could work.
Trains are a moot issue concerning zones. Getting enough distance or leaving behind enemy territory is plenty of logic for trains to give up the chase. Zone-lines were pretty exploitable and cheesy, and I'm sure it will be that way in Pantheon, as well.
I would, however, like to see a little more dev creativity with that stuff, such as territorial markers that visually represent borders and such, rather than invisible transitions.
Ex. The goblin tribe has human skulls hanging at the edge of their territory to mark their turf.
Logic, my dear, merely enables one to be wrong with great authority.
Logic, my dear, merely enables one to be wrong with great authority.
Making the loading happen on the fly and invisible to players mostly wouldn't be that hard to do if the game is willing to make installing the game on an SSD and possibly having plenty of CPU cores (to do whatever processing needs to be done when assets are loaded) part of the minimum system requirements. Most games aren't willing to do that yet, but we might be getting closer.
Or maybe not, as some years from now, OEMs might think it's easier to convince people to buy a computer with a 10 TB hard drive than a 1 TB SSD that costs the same amount of money.
So I expect to see some EQ style trains to zone, though even more deadly.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Incoming to Freeport: every mob from West Karana through Commonlands, with a quick detour through South Karana to pick up any strays
I'll be gating back to Ak'anon once I hit the port.
Any fool can criticize, condemn and complain and most fools do.
Benjamin Franklin
/SMH