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Amathe said:Somehow the issue I raised has been given its least charitable interpteration. I am confident I never advocated for instant travel for everyone. What I did do is suggest a discussion of how to accomodate friends wanting to play together early in the game, that of course should be done in a way not to ruin the game's many challenges. But that is not nearly as fun I guess as accusing people of wanting WoW like casualism with the attendant primate chest thumping. So let me
join in then! Dadgum casuals hate em want something for nuthin - instant easy my little pony mmo. Friends should never even see each other for the first year. F'n A.
Dullahan said:One of the greatest memories for many people in EQ, was being able to get from one city to another, particular in the early levels. It was that very danger and inconvenience that made it seem more like a world than a game.Amathe said:I'm not sure what WoW has to do with my original post, other than for one guy just to insult people (while ironically calling them immature).
The issue is how, if at all, to accommodate players in different starting cities who know one another to be able to group together early on (in a game oriented to grouping). Doesn't have to be at level 1. But when might one reasonably expect to be able to make the journey to hook up with one's friends?
Keep in mind that leveling is projected to be slow. Travel is expected to be slow. Naked corpse runs are a possibility. And there won't be a map (beyond whatever that very basic overview of the world thing is). So it could be quite a while before a player could succeed at such a meet up. If that's the goal, looks like mission accomplished. But it is kind of sad, to me at least, not to be able to share the new experience of a game with the people you want to play it with (unless you limit your race choices and play something or someone that isn't necessarily appealing to you).
As I'm typing, however, I do seem to recall players paying other players (with in game currency or goods) to serve as their guides and bodyguards while traveling. So that's one possibility. Except that when a game first starts out players tend to be poor and lack much to pay with.
"But if you're making a game that is meant to be played for a longer period of time, then I think you should have a target audience and you should spend the time making the best game for them because you want to keep them around. Every player is important - not just the 3% or 5% that monetise. And especially if you're using the sub model, keeping them around and keeping them happy and making it more than a game and more of a home, that's what's important."
Nice find, was a good read. Now I need to stop looking at this game again so I stop getting my hopes up! lol