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Pitfalls from past games
#5
*Speed imbalance.
*Mez, stuns, fear and anything else the prevents a player from participating in a battle.
*Lack of friendly fire. Nothing polices a community better then the people who play the game.
*Classes
*Gear overload, Any game where the gear produces more then 20% of the outcome of a game is a problem. Mudflation rules and creates to large of gap between the haves and have nots.


Finally I disagree somewhat on the pvp and instants. While in general it is true their are some exceptions.

Lets say in our faction based scenario that some large Angel Lord was going to attack some Lich King. We are talking about an NPC fight of massive proportions. 500 NPC's vs 500 NPC's.

If PC's wanted to participate and the battle was pre-determined to go off at 10 PM EST on a Friday. I don't see anything wrong with instancing that off and locking off the area that the battle is going to occur.

Their was nothing wrong with the Port Battles in POBS. The part that was wrong with it is that it limited who could participate.

What was wrong with POBS was open sea battles where instanced.

I don't think you can create a massive evolving world with out instance world changin events. You can't have passive things getting in the way of large battles. The lag can't be dealt with then. i.e., we can't have some stray random guy running into the battle who didn't know it was going on. He is helping create lag.

It will be especially important if you open up large faction warfare to all who want to come. At the very least open it up to very large amounts of PC's.


Vllad
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