06-02-2009, 02:53 PM
I agree with EQ density. I think that's a good model. WAR and WOW are packed too dense. Plus, from a roleplay stance, it's just silly to look around and you see the woods PACKED with stuff wandering back and forth aimlessly.
I think you want pockets of density with lots of open space between. Like on the way from Orgrimmir to Thunder Bluff you might pass 15 orc camps. Most of these are literally "camps" with a handful of orcs. They basically process local resources and send them to Orgrimmir. Throw in some wandering deer and wolves and you've got a good, interesting setting, without having to jam it wall to wall with stuff so that you can't even run in a straight line for 30 seconds without tripping over three lions and 6 antelope.
But I still like my "spawn stone" idea.
If you can afford the wizard, you use him because he saves your equipment.
If you can't afford the wizard, you use the personal bind stone, which does NOT save your equipment, but at least gives you an option to play in an area, until someone finds your stone and steps on it.
I don't want to ONLY support big guild/faction gameplay. I want some option for a lone thief to go out and cause trouble with acceptable personal risk without making him run for 20 minutes every time he dies.
I think you want pockets of density with lots of open space between. Like on the way from Orgrimmir to Thunder Bluff you might pass 15 orc camps. Most of these are literally "camps" with a handful of orcs. They basically process local resources and send them to Orgrimmir. Throw in some wandering deer and wolves and you've got a good, interesting setting, without having to jam it wall to wall with stuff so that you can't even run in a straight line for 30 seconds without tripping over three lions and 6 antelope.
Diggles Wrote:well then do something like guild/faction/squad based 'siege tents/towers' or sometime, instead of personal movable spawn pointsThe "mobile wizard" idea is basically a factional spawn spot. Potentially you could employ him solo but it may be that the resource cost for using him is prohibitive unless you're pooling resources.
But I still like my "spawn stone" idea.
If you can afford the wizard, you use him because he saves your equipment.
If you can't afford the wizard, you use the personal bind stone, which does NOT save your equipment, but at least gives you an option to play in an area, until someone finds your stone and steps on it.
I don't want to ONLY support big guild/faction gameplay. I want some option for a lone thief to go out and cause trouble with acceptable personal risk without making him run for 20 minutes every time he dies.
