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So what precisely are we getting from the adventure mode kickstarter?
Imagine:
Ok, ok, let's take a step back here folks, no need to get snippy.
The truth of the matter is right now we have very little details known to us. I'm sure Muse has ideas planned out, and I'm sure as they get down to making it we'll see where it's going, but right now speculating is, well, pretty pointless :)
RearAdmiralZill:
Lets try to keep things civil guys. Thanks.
Kriegson:
--- Quote from: Pickle on July 01, 2013, 11:26:48 am ---Yes you're negative. You have stated that the possibility of a "crappy" solution is within the range of your expectation as regards the game and Muse's capabilities. That sounds pretty insulting, given the great game that the development team have already produced and continue to develop. If your expectations are so low, why are you here?
Personally, my range of expectations from Muse for Adventure Mode ranges from "Fantastic!" to "Awesome!"
I have no idea how PSO handles this type of mechanic, but based on what I'm familiar with a GW type system of handling inter-town travel and instanced PvE encounters would be a practical way of addressing the issue. It's also adaptable to a limited vs. fully explorable town simulation. Whatever system is developed will have to cope with the situation where players are in the wrong place in relation to their online crew/team mates.
--- End quote ---
Negative and positive =/= negative. Balance = Neutral. I try to keep realistic expectations so I don't get disappointed, but I'm invested in seeing how things turn out, I paid for the game after all I would like to see where it goes.
That aside, PSO generally had players starting in a sort of hub town (based on where they were in the story) with all the bits one might need. Stores, trading, and more importantly other players. It was an area for social interaction and "maintenance" of a sort in selling junk, upgrading gear, so on etc (They also had housing with a good bit of customization AND functions, but I'm not expecting that here).
Players would group up and select an instance of the world they wished to enter (unlocked via story progression and replayable for side missions) after which they would be teleported to a linear set of "rooms" which comprised each level and would lead to the next. At any time one could leave for the hub, and come back at the start of the section they began.
As I recall anyhow, It's been a while and while it may not sound like much due to the level design and world building it usually resulted in a fun and entertaining experience with relatively low server requirements.
Gw (original) Could work I suppose, and the concept is quite similar. In both, you will not encounter players outside your group in the outside "world" unless an event calls for it. Rather than a persistent open world, it is a series of instances. But done well it can provide a good experience with less server load and necessary programming.
Pickle:
If I understand your description of PSO correctly, I think that the GW system would work better and allow a greater movement range across the map. The downside is a suspension of disbelief when you instantly teleport between Lion's Arch and Droknar's Forge because you've a guild member in Drok's that can't raise a party for the next mission.
I haven't tried GW2 to understand how their persistent world works with encounters. I was turned off the GW franchise when they started wrecking GW (it started with henchmen).
I think for GOIO I would prefer instanced encounters within a persistent narrative. But I could be biased against persistent world encounters as I find the whole mid-game joining experience of Skirmish Mode to be disruptive to the pint of making the game unplayable at times.
Kriegson:
--- Quote from: Pickle on July 01, 2013, 12:45:02 pm ---If I understand your description of PSO correctly, I think that the GW system would work better and allow a greater movement range across the map. The downside is a suspension of disbelief when you instantly teleport between Lion's Arch and Droknar's Forge because you've a guild member in Drok's that can't raise a party for the next mission.
I haven't tried GW2 to understand how their persistent world works with encounters. I was turned off the GW franchise when they started wrecking GW (it started with henchmen).
I think for GOIO I would prefer instanced encounters within a persistent narrative. But I could be biased against persistent world encounters as I find the whole mid-game joining experience of Skirmish Mode to be disruptive to the pint of making the game unplayable at times.
--- End quote ---
I could see the system working with social areas in town hubs, to leave you head to port and "board your ship" which prompts all team members to ready up and upon completing, starts to load the "path" the captain has selected.
Each "Path" is a relatively linear map with randomized encounters, but a set theme, or even designated map for some iconic locations (To include bosses). Various "Paths" could have special events that occur from time to time to spice things up that are noted on the world map.
I could see it working in such a way pretty well. Yeah conjecture is "pointless" but there's little else to do regarding the mode aside from wait, so why not?
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