I would simply ask Todd Howard if he thinks ESO can be done in a way that resembles what he has done with the Elder Scrolls. If he still says "no" then I would use the money to make a Doom MMO instead... J/K. I would give the budgeted money to Todd Howard's team for their next Elder Scrolls game.
1 big open world instead of loading screens online
make massive public SOLO dungeons that last longer then 5 minutes, make it double or triple layered and make it hard depending wich zone you are in. And give some damn REWARD for completing it.
Dolmans idem dito - spawn more enemy's or more spawns, make it 20 to 30 minute zone event and spawn a big phat boss at the end that requires a group of at least 10 players. And REWARD people with something worth it.
Dungeons should be HARD and REWARD accordingly as i have done all dungeons from low to Vet levels and i often get nothing but a white item or soulgem....... Fungel Grotto Veteren gets the award for hardest dungeon but often drops nothing -_-
World Bosses - it should have been EPIC boss fight, make it a 50 man raid requirement to down it, make it a challenge for a group that large instead of 2 people killing it and......no REWARD <---its a common theme in eso for effort put in to give nothing worth for the trouble you went trough.
Just a quick tought on how it should have been.....
I think that ESO is in for a world of hurt and isnt going to keep the subs needed to stay afloat in the ruthless world of mmo's that launch sub based. Not in its current state and carrot on a stick design. Veteran zones and its quests are a chore and most solo boring road i ever played in almost 2 decades of mmo's. And the road to V12 "soon' is not going to be more appealing for peopl who already quited the game due to the horrible long solo expirience.
My 2 cents.
he said current tech... it's near impossible to make a game one large open world, you can give the game a seamless feeling, but there will always have to be load screens etc... or people would have to be using unrealistic specifications on machines to play it, not to mention the server hardware, and no.. your $3000 gaming PC wouldnt cut it.
Thats Bullshit to the misinformed.....There are already MMO's with large worlds (not zoned) one example www.wurmonline.com....written in Java....Huge server worlds!!
with graphics that looked like 3d ultima online... read my post above, there is technical limitations i'm talking about about MMO's with graphics that dont look like from the 90's running in java
The lower your Poly / Texture maps are the greater the distance you can load into your ram. look at it that way.
Darkfall 1, another great example of a massive seamless world. A lot more polygons than Wurm too.
I wouldn't play a sandbox game and I have zero interest in co-op Skyrim. As in. I would not buy or play either, especially the latter. Sandbox games are not popular for good reason, despite the apparent fascination with them on this website. I like a game with a story line, thanks, and ESO serves just fine in that regard.
I would like the option to have the vet leveling be different, while retaining the current setup (e.g. let people level up in the vet ranks through PvP if they'd prefer as an alternative.) This is for the PvP crowd - current set up is OK for PvE.
Well I have subbed for 6 months and love the game.
The thing I would change is the VR part of the game. Instead of running the other factions quest I would have a single foothold for your faction and make so the quests you get are more sabotage and raiding missions against those factions.
Well, the problem is making a single player game an mmo with long tedious grinds to end game.
If you want an mmo for being an mmo, then your focus would be more in end game.
Its really simple, so if the focus is mostly in end game, then there is little left for anything else and the quests would be limited and the story very short.
In ESO you have a bad single p;layer game and a very limited mmo with very basic features such as their cryodiil pvp, which might as well be a large instance.
If they focus on end game, and horizontal progression then the game would be more about the content being challenging such as open world raids, open world bosses, dynamic events in the open world, mini games and crafting, pvp being developed more to include duel mod/player bounties/instances/open world feautures such as resources tied in with crafting for top gear etc
How much does it cost to make a single player game? GTA5 cost a lot apparently, so, single player games and mmos with a budget of less than gta5 would mean either a terrible single player game or a half baked mmo.
edit; also if they made the game shorter, then to make it more fun, they should include many classes to offer different playsytles as well. There are different options as multi classing but then they would have to make up for it in different ways with choice being more imporitant in the open world/dynamics and story.
Write bad things that are done to you in sand, but write the good things that happen to you on a piece of marble
I guess it helps that I'm a realist, not a constantly miserable perfectionist.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
I wouldn't play a sandbox game and I have zero interest in co-op Skyrim. As in. I would not buy or play either, especially the latter. Sandbox games are not popular for good reason, despite the apparent fascination with them on this website. I like a game with a story line, thanks, and ESO serves just fine in that regard.
I would like the option to have the vet leveling be different, while retaining the current setup (e.g. let people level up in the vet ranks through PvP if they'd prefer as an alternative.) This is for the PvP crowd - current set up is OK for PvE.
Same here, but you can have the best of both worlds. This game could have retained its solid story but not been so linear/zoned in other ways.
There are 4-5 major progression quest-lines per zone, the Main Quest and the 2 guild questlines.
That being said there are TONS of side-quests that could have been scaled depending on one's level, meaning you could do them at any time, for any reason.
If they'd gone for a skill-based progression system and story-based missions with gold/gear rewards, you would still have
If you could recreate this game from the ground up to still be an ESO game (meaning it must still fit the IP)
While using the same budget that it cost to make ESO, and limited to the same engineering tech (meaning nothing years ahead of us )
How would you recreate the game? What design changes would you make and why?
What things would you keep the same?
1. I would begin by focusing on the combat system making it more tactical. I would make sure each and every attack and ability flowed properly.
2. I would probably degrade the graphics until I could reasonably get 500 people in a battle with little to no lag.
3. I would create a classless system. I would create hundreds of abilities with modifiers so you can tailor make your own method of interaction in combat. There would be NO level locked abilities.
4. I would create a single story quest line. Every other quest is found through exploration and interaction with the environment. You do not simply receive a quest, you wander into situations and much deal with them and are rewarded based upon decisions made.
5. I would place my focus on Cyrodil increasing the map size 10 fold. The PvE map would be reduced in size by a large margin and only be efficient up until level 10.
6. I would create resource points be it mines or what not, that are the center of the economy. I would create content around player interaction through the use of these resource points. Players could mine, craft, defend or clear the mine of enemies, escort caravans, or a multitude of interaction types.
6. I would create dynamic events that work with the environment. Towns, mines, carvans, get attacked and players must defend them. Your non combat oriented players will rely on combat oriented players for protection from PvE and PvP sources.
I would make it more like WoW, but with TES graphics to stay in the same "ambience".
We all know WoW is the only really successful MMO, so it would only make sense to do like them but have what they have from launch. Addons are by far the most important thing to have in an MMO since it allows players to refresh their experience, so it definitely needs that too.
Simple fix really, but it needs 1 selling improvement on WoW. I would make it cast while moving - it would be a huge selling point and it would be refreshing enough to look like an improvement over WoW.
Boycotting EA. Why? They suck, even moreso since 2008.
1 big open world instead of loading screens online
make massive public SOLO dungeons that last longer then 5 minutes, make it double or triple layered and make it hard depending wich zone you are in. And give some damn REWARD for completing it.
Dolmans idem dito - spawn more enemy's or more spawns, make it 20 to 30 minute zone event and spawn a big phat boss at the end that requires a group of at least 10 players. And REWARD people with something worth it.
Dungeons should be HARD and REWARD accordingly as i have done all dungeons from low to Vet levels and i often get nothing but a white item or soulgem....... Fungel Grotto Veteren gets the award for hardest dungeon but often drops nothing -_-
World Bosses - it should have been EPIC boss fight, make it a 50 man raid requirement to down it, make it a challenge for a group that large instead of 2 people killing it and......no REWARD <---its a common theme in eso for effort put in to give nothing worth for the trouble you went trough.
Just a quick tought on how it should have been.....
I think that ESO is in for a world of hurt and isnt going to keep the subs needed to stay afloat in the ruthless world of mmo's that launch sub based. Not in its current state and carrot on a stick design. Veteran zones and its quests are a chore and most solo boring road i ever played in almost 2 decades of mmo's. And the road to V12 "soon' is not going to be more appealing for peopl who already quited the game due to the horrible long solo expirience.
My 2 cents.
Agree for the most part, except for the open world. We need some loading/zoning. Mainly for dungeons. Everywhere else whould be doable with phasing.
Otherwise, it would require removing the megaserver and setting up more traditional servers. The downside to this is population imbalances with PVP.
Raquelis in various games Played: Everything Playing: Nioh 2, Civ6 Wants: The World Anticipating:Everquest NextCrowfall, Pantheon, Elden Ring
1 big open world instead of loading screens online
ESO is about as open as you can get with today's need for high end graphics on low end machines.
Are you talking about the .5 secs of entering and exiting buildings? If so I much prefer that over a situation like TSW where you can't go in 90% of the buildings.
The game is way too on the rails and too forced to feel like the ESO game we deserved. Here's what I'd do to make it more of a true TES experience.
Horizontal progression - TES games generally do this in a different way. The mobs scale up to your level and as such nearly all of the game world is open to exploring and playing in at any time. ESO on the other hand forces you into a specific zone depending on your level and even worst is that you have to nearly complete 100% of the zone's content before you can go on to the next zone due to the required level to tackle the next zone. This creates a game that has no freedom. What's the point of choosing how you want to play, if you're forced into specific zones and then forced to do nearly all the content that zone has to offer before you can be forced into the next zone?
I would remake ESO with full horizontal progression system.
-Gear would just be "different", not better, to add to customizing your character's build but never making any fights trivial
-There would be no "levels", but there would be skill points that you could earn to spend on skills that are "different", not better, again allowing for you to grow and progress with your character in a way that still allows the entire game world to be "end game" and to keep the free roaming experience.
-Monster difficulty would not be level based, but based on what is required to tackle it. Solo, small group, full group, raid.
The end result is a world that is truly free to explore. You have plenty of reasons to play the game and ways to progress your character, but you never trivialize content that's already in the game and you can always play with your friends, regardless if they played for 10 hours and you got 1000 hours on your guy. A true MMO and a True RPG, focusing on adventure, character customization, lore, action, teamwork and playing how you want to play.
Originally posted by mbrodie Originally posted by ArChWindOriginally posted by mbrodieOriginally posted by MothanosGet rid of the levels and make it skill based.1 big open world instead of loading screens online make massive public SOLO dungeons that last longer then 5 minutes, make it double or triple layered and make it hard depending wich zone you are in. And give some damn REWARD for completing it. Dolmans idem dito - spawn more enemy's or more spawns, make it 20 to 30 minute zone event and spawn a big phat boss at the end that requires a group of at least 10 players. And REWARD people with something worth it. Dungeons should be HARD and REWARD accordingly as i have done all dungeons from low to Vet levels and i often get nothing but a white item or soulgem....... Fungel Grotto Veteren gets the award for hardest dungeon but often drops nothing -_- World Bosses - it should have been EPIC boss fight, make it a 50 man raid requirement to down it, make it a challenge for a group that large instead of 2 people killing it and......no REWARD <---its a common theme in eso for effort put in to give nothing worth for the trouble you went trough.Just a quick tought on how it should have been..... I think that ESO is in for a world of hurt and isnt going to keep the subs needed to stay afloat in the ruthless world of mmo's that launch sub based. Not in its current state and carrot on a stick design. Veteran zones and its quests are a chore and most solo boring road i ever played in almost 2 decades of mmo's. And the road to V12 "soon' is not going to be more appealing for peopl who already quited the game due to the horrible long solo expirience. My 2 cents.
he said current tech... it's near impossible to make a game one large open world, you can give the game a seamless feeling, but there will always have to be load screens etc... or people would have to be using unrealistic specifications on machines to play it, not to mention the server hardware, and no.. your $3000 gaming PC wouldnt cut it.Wrong! works fine on my $500 rigIt's possible.sorry, is that where you showed me all offline rendering off a game environment without 1000000s of people connected too it and very low detail assets, i'm actually studying 3D modeling / animation and game development, i've used unity engine and unreal 3 during the course of my studies thus far and while you can make massive impressive zones, making a completely seamless world let's say the size of ESO for example, the zones are pretty big and there is a fair few of them even if they are quite repetitive, is technical limitations, the amount of data that can be rendered and loaded into system ram, even when using HDD space as virtual ram you run into roadblocks, thats without counting again the multiplayer aspect of the other players polygon models rendering with the zone you're in....
Obviously you're using a junk engine to try and do something that is not enterprise level. Yeah it is off line in that video. Hey you need to keep watching where I go with this because it is a streaming engine just like utube uses except it is doing live server streaming of data.
It is distributed computing and if you follow that technology you'll understand what it means to stream unlimited data. Don't matter what the client sees either it what is going on inside the server that matters. The technology is far different here and the end product limitations are YOUR computer not the server cluster.
Originally posted by MothanosGet rid of the levels and make it skill based.1 big open world instead of loading screens online make massive public SOLO dungeons that last longer then 5 minutes, make it double or triple layered and make it hard depending wich zone you are in. And give some damn REWARD for completing it. Dolmans idem dito - spawn more enemy's or more spawns, make it 20 to 30 minute zone event and spawn a big phat boss at the end that requires a group of at least 10 players. And REWARD people with something worth it. Dungeons should be HARD and REWARD accordingly as i have done all dungeons from low to Vet levels and i often get nothing but a white item or soulgem....... Fungel Grotto Veteren gets the award for hardest dungeon but often drops nothing -_- World Bosses - it should have been EPIC boss fight, make it a 50 man raid requirement to down it, make it a challenge for a group that large instead of 2 people killing it and......no REWARD <---its a common theme in eso for effort put in to give nothing worth for the trouble you went trough.Just a quick tought on how it should have been..... I think that ESO is in for a world of hurt and isnt going to keep the subs needed to stay afloat in the ruthless world of mmo's that launch sub based. Not in its current state and carrot on a stick design. Veteran zones and its quests are a chore and most solo boring road i ever played in almost 2 decades of mmo's. And the road to V12 "soon' is not going to be more appealing for peopl who already quited the game due to the horrible long solo expirience. My 2 cents.
he said current tech... it's near impossible to make a game one large open world, you can give the game a seamless feeling, but there will always have to be load screens etc... or people would have to be using unrealistic specifications on machines to play it, not to mention the server hardware, and no.. your $3000 gaming PC wouldnt cut it.
Wrong! works fine on my $500 rigIt's possible.
sorry, is that where you showed me all offline rendering off a game environment without 1000000s of people connected too it and very low detail assets, i'm actually studying 3D modeling / animation and game development, i've used unity engine and unreal 3 during the course of my studies thus far and while you can make massive impressive zones, making a completely seamless world let's say the size of ESO for example, the zones are pretty big and there is a fair few of them even if they are quite repetitive, is technical limitations, the amount of data that can be rendered and loaded into system ram, even when using HDD space as virtual ram you run into roadblocks, thats without counting again the multiplayer aspect of the other players polygon models rendering with the zone you're in....
Obviously you're using a junk engine to try and do something that is not enterprise level. Yeah it is off line in that video. Hey you need to keep watching where I go with this because it is a streaming engine just like utube uses except it is doing live server streaming of data.
It is distributed computing and if you follow that technology you'll understand what it means to stream unlimited data. Don't matter what the client sees either it what is going on inside the server that matters. The technology is far different here and the end product limitations are YOUR computer not the server cluster.
dear god... even youtube has bandwith limitations, sometimes a video takes long to load... sometimes it doesnt buffer fast enough, doing that on a megaserver based at one data center is heavily limitted by the amount of data is can push out and guess what... the higher res the textures, the more poly's the models have = more data which in turn = more limitations clearly though you're an expert because you watched a youtube video. I'm not saying "seamless" isnt possible, but there is limitations and they are more apparent the better graphically inclined the game is..
someone said darkfall online, again dont understand 3d modelling etc, the game has a very low poly count on player characters and the texture maps are slightly better then wurm online but not by a great deal, also i played darkfall the world isnt that massive for what you're talking.
SWG is a great example, it had huge worlds, of low texture maps that seemed to go on forever but again, that game wasnt the best graphically.
and again YOUR computer is limited... EXACTLY what i've been saying... there is only so much data that a computer can hold in your ram, and regardless of if the server is streaming to your client, that means
1. you would have next to no files on your computer so esentially you would be having to download the game everytime you played which could restrict people bandwith wise, especially if it was high res textures... you wanna be downloading 10gb everytime you play a game?
2. it either stores it on your computer or disregards the data after it's done, if it stores it on your computer it's saving assets to call back later that are cached, which again your computer can only hold so much data in the ram before it needs to dump it.
saying a few low visually impressive games have open worlds and a video of an offline rendering world using data streaming capabilities doesnt mean thats it's technically possible... MANY talented video game developers have made MMORPGS and all of them have hit a wall when doing a large open seamless world, many of them want too but there is very high technical limitations with bandwith, hardware (server and consumer end), engine capabilities, network code to support it.
One of the best ways as i said earlier is like WoW's way which is to render in new assets as it reaches points in the game it makes it feel seamless.. it's still loading n such just without the loading screen. The way ESO does it for example is when you load into a zone the whole open world of that zone is loaded into your ram, except for buildings, so all the assets in that zone are loaded up and away you go.
Comments
"If I offended you, you needed it" -Corey Taylor
Darkfall 1, another great example of a massive seamless world. A lot more polygons than Wurm too.
http://static.giantbomb.com/uploads/original/1/15040/904992-dfvswowflatbigcopyeh8.gif - compared to one of WoW's continents. Game was released in 2009.
I wouldn't play a sandbox game and I have zero interest in co-op Skyrim. As in. I would not buy or play either, especially the latter. Sandbox games are not popular for good reason, despite the apparent fascination with them on this website. I like a game with a story line, thanks, and ESO serves just fine in that regard.
I would like the option to have the vet leveling be different, while retaining the current setup (e.g. let people level up in the vet ranks through PvP if they'd prefer as an alternative.) This is for the PvP crowd - current set up is OK for PvE.
Well I have subbed for 6 months and love the game.
The thing I would change is the VR part of the game. Instead of running the other factions quest I would have a single foothold for your faction and make so the quests you get are more sabotage and raiding missions against those factions.
Well, the problem is making a single player game an mmo with long tedious grinds to end game.
If you want an mmo for being an mmo, then your focus would be more in end game.
Its really simple, so if the focus is mostly in end game, then there is little left for anything else and the quests would be limited and the story very short.
In ESO you have a bad single p;layer game and a very limited mmo with very basic features such as their cryodiil pvp, which might as well be a large instance.
If they focus on end game, and horizontal progression then the game would be more about the content being challenging such as open world raids, open world bosses, dynamic events in the open world, mini games and crafting, pvp being developed more to include duel mod/player bounties/instances/open world feautures such as resources tied in with crafting for top gear etc
How much does it cost to make a single player game? GTA5 cost a lot apparently, so, single player games and mmos with a budget of less than gta5 would mean either a terrible single player game or a half baked mmo.
edit; also if they made the game shorter, then to make it more fun, they should include many classes to offer different playsytles as well. There are different options as multi classing but then they would have to make up for it in different ways with choice being more imporitant in the open world/dynamics and story.
Write bad things that are done to you in sand, but write the good things that happen to you on a piece of marble
I wouldn't. I'm enjoying it just the way it is.
I guess it helps that I'm a realist, not a constantly miserable perfectionist.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Same here, but you can have the best of both worlds. This game could have retained its solid story but not been so linear/zoned in other ways.
There are 4-5 major progression quest-lines per zone, the Main Quest and the 2 guild questlines.
That being said there are TONS of side-quests that could have been scaled depending on one's level, meaning you could do them at any time, for any reason.
If they'd gone for a skill-based progression system and story-based missions with gold/gear rewards, you would still have
Get rid of the DAOC developers 1st. Then bring in Elder Scrolls devs who know "get" the IP.
Just like SoE, companies need to learn the meaning of the expression "Dance with the one who brung ya"
1. I would begin by focusing on the combat system making it more tactical. I would make sure each and every attack and ability flowed properly.
2. I would probably degrade the graphics until I could reasonably get 500 people in a battle with little to no lag.
3. I would create a classless system. I would create hundreds of abilities with modifiers so you can tailor make your own method of interaction in combat. There would be NO level locked abilities.
4. I would create a single story quest line. Every other quest is found through exploration and interaction with the environment. You do not simply receive a quest, you wander into situations and much deal with them and are rewarded based upon decisions made.
5. I would place my focus on Cyrodil increasing the map size 10 fold. The PvE map would be reduced in size by a large margin and only be efficient up until level 10.
6. I would create resource points be it mines or what not, that are the center of the economy. I would create content around player interaction through the use of these resource points. Players could mine, craft, defend or clear the mine of enemies, escort caravans, or a multitude of interaction types.
6. I would create dynamic events that work with the environment. Towns, mines, carvans, get attacked and players must defend them. Your non combat oriented players will rely on combat oriented players for protection from PvE and PvP sources.
just a few of the changes I would make...
I would make it more like WoW, but with TES graphics to stay in the same "ambience".
We all know WoW is the only really successful MMO, so it would only make sense to do like them but have what they have from launch. Addons are by far the most important thing to have in an MMO since it allows players to refresh their experience, so it definitely needs that too.
Simple fix really, but it needs 1 selling improvement on WoW. I would make it cast while moving - it would be a huge selling point and it would be refreshing enough to look like an improvement over WoW.
Boycotting EA. Why? They suck, even moreso since 2008.
Agree for the most part, except for the open world. We need some loading/zoning. Mainly for dungeons. Everywhere else whould be doable with phasing.
Otherwise, it would require removing the megaserver and setting up more traditional servers. The downside to this is population imbalances with PVP.
Raquelis in various games
Played: Everything
Playing: Nioh 2, Civ6
Wants: The World
Anticipating: Everquest Next Crowfall, Pantheon, Elden Ring
ESO is about as open as you can get with today's need for high end graphics on low end machines.
Are you talking about the .5 secs of entering and exiting buildings? If so I much prefer that over a situation like TSW where you can't go in 90% of the buildings.
The game is way too on the rails and too forced to feel like the ESO game we deserved. Here's what I'd do to make it more of a true TES experience.
Horizontal progression - TES games generally do this in a different way. The mobs scale up to your level and as such nearly all of the game world is open to exploring and playing in at any time. ESO on the other hand forces you into a specific zone depending on your level and even worst is that you have to nearly complete 100% of the zone's content before you can go on to the next zone due to the required level to tackle the next zone. This creates a game that has no freedom. What's the point of choosing how you want to play, if you're forced into specific zones and then forced to do nearly all the content that zone has to offer before you can be forced into the next zone?
I would remake ESO with full horizontal progression system.
-Gear would just be "different", not better, to add to customizing your character's build but never making any fights trivial
-There would be no "levels", but there would be skill points that you could earn to spend on skills that are "different", not better, again allowing for you to grow and progress with your character in a way that still allows the entire game world to be "end game" and to keep the free roaming experience.
-Monster difficulty would not be level based, but based on what is required to tackle it. Solo, small group, full group, raid.
The end result is a world that is truly free to explore. You have plenty of reasons to play the game and ways to progress your character, but you never trivialize content that's already in the game and you can always play with your friends, regardless if they played for 10 hours and you got 1000 hours on your guy. A true MMO and a True RPG, focusing on adventure, character customization, lore, action, teamwork and playing how you want to play.
Legends of Kesmai, UO, EQ, AO, DAoC, AC, SB, RO, SWG, EVE, EQ2, CoH, GW, VG:SOH, WAR, Aion, DF, CO, MO, DN, Tera, SWTOR, RO2, DP, GW2, PS2, BnS, NW, FF:XIV, ESO, EQ:NL
Wrong! works fine on my $500 rig It's possible.
sorry, is that where you showed me all offline rendering off a game environment without 1000000s of people connected too it and very low detail assets, i'm actually studying 3D modeling / animation and game development, i've used unity engine and unreal 3 during the course of my studies thus far and while you can make massive impressive zones, making a completely seamless world let's say the size of ESO for example, the zones are pretty big and there is a fair few of them even if they are quite repetitive, is technical limitations, the amount of data that can be rendered and loaded into system ram, even when using HDD space as virtual ram you run into roadblocks, thats without counting again the multiplayer aspect of the other players polygon models rendering with the zone you're in....
Obviously you're using a junk engine to try and do something that is not enterprise level. Yeah it is off line in that video. Hey you need to keep watching where I go with this because it is a streaming engine just like utube uses except it is doing live server streaming of data.
It is distributed computing and if you follow that technology you'll understand what it means to stream unlimited data. Don't matter what the client sees either it what is going on inside the server that matters. The technology is far different here and the end product limitations are YOUR computer not the server cluster.
If you are interested in making a MMO maybe visit my page to get a free open source engine.
dear god... even youtube has bandwith limitations, sometimes a video takes long to load... sometimes it doesnt buffer fast enough, doing that on a megaserver based at one data center is heavily limitted by the amount of data is can push out and guess what... the higher res the textures, the more poly's the models have = more data which in turn = more limitations clearly though you're an expert because you watched a youtube video. I'm not saying "seamless" isnt possible, but there is limitations and they are more apparent the better graphically inclined the game is..
someone said darkfall online, again dont understand 3d modelling etc, the game has a very low poly count on player characters and the texture maps are slightly better then wurm online but not by a great deal, also i played darkfall the world isnt that massive for what you're talking.
SWG is a great example, it had huge worlds, of low texture maps that seemed to go on forever but again, that game wasnt the best graphically.
and again YOUR computer is limited... EXACTLY what i've been saying... there is only so much data that a computer can hold in your ram, and regardless of if the server is streaming to your client, that means
1. you would have next to no files on your computer so esentially you would be having to download the game everytime you played which could restrict people bandwith wise, especially if it was high res textures... you wanna be downloading 10gb everytime you play a game?
2. it either stores it on your computer or disregards the data after it's done, if it stores it on your computer it's saving assets to call back later that are cached, which again your computer can only hold so much data in the ram before it needs to dump it.
saying a few low visually impressive games have open worlds and a video of an offline rendering world using data streaming capabilities doesnt mean thats it's technically possible... MANY talented video game developers have made MMORPGS and all of them have hit a wall when doing a large open seamless world, many of them want too but there is very high technical limitations with bandwith, hardware (server and consumer end), engine capabilities, network code to support it.
One of the best ways as i said earlier is like WoW's way which is to render in new assets as it reaches points in the game it makes it feel seamless.. it's still loading n such just without the loading screen. The way ESO does it for example is when you load into a zone the whole open world of that zone is loaded into your ram, except for buildings, so all the assets in that zone are loaded up and away you go.
1) get rid of those 4 classes and keep everything else (yes they have done it right)
2) give more money or spend more time on animations
3) add f****** colors on the landscape
4) less open dungeons but bigger and with variety
5) no faction restrictions
6) PvP between guilds and not factions.
7) open worldPvP just with more restrictions on major faction lands
8) bigger groups than 4ppl
9) remove subscription model !!!
10) local based trading markets
11) seamless world (when you have blackdesert and archeage its unacceptable to inform that you dont have the technology..)
damn so many things and i have just played 2 weekends