size of overworlds
i'd like to discuss classic servers in terms of their overall size and organization. it seems that each server in this theme always aims to have a giant 100 level overworld when it seems that the same atmosphere could be produced on a 30 level one.
it's been discussed before about how these bigger overworlds tend to end up as wasted space. player's naturally gravitate towards two or three spots on the overworld, so they only need so many levels for them to spread out on. with some good organization, all the places and events you need to provide to players can be placed well within a level or two of these spots. so we know that (besides for maybe some exploration affect) these bigger overworlds generally do not get used, and yet every new server that has been put under construction (or reconstruction in some cases) seems to aim at bloated overworlds. is there some sort of expectation by the PWA which demands for a larger-than-necessary overworld, or is it just that people think a small overworld would suck? for levelers, you cannot seriously consider these monstrosities to be an easy task? especially for those preparing an overworld for construction, it seems quite time consuming to make and design 100+ levels when you could make 20 levels and accomplish the same goal... |
I don't really quite get the point of posting this thread. This is already quite obvious.
Classic is already downsizing their gmap greatly, and UN has had plans (that will probably never come to be) to downsize the gmap. Current Classic tab servers will probably never downsize. Classic is an exception because they decided to redo everything. Its a lot of work making a new gmap that also includes everything the old one does, in a way that makes sense and also allows expansion. It takes planning, and time. Thats just something a lot of people do not want to do. Its sad, but true. On the note of new server; I think its just the mentality that "Classic servers have huge overworlds...I need a huge overworld!" |
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However for new player worlds I do think they should take this approach and not aim for a giant and never get it all done. My main post is while this is a good idea it all depends on the server idea basically... |
log on atlantis
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It's never been stated by the PWA that in order to meet Classic qualifications you need a certain level requirement, you just have to prove that your server content is competant enough to withhold a playerbase. It's been discussed a few times whether or not a server with 20 overworld levels could qualify as long as it had enough content to maintain the server and every PWA that responded in these threads said they were more than willing to pass such a server if it existed.
As for why more people don't attempt small-scale servers, that can really be one of two reasons. As stated earlier in the thread, they might be modelling their server after the current Classic servers and are assuming the PWA demand massive worlds. The more likely scenario is that the current ideas for playerworlds are bordering on the line of having their own separate game only developed and launched using the Graal development platform. Every server idea lately is some MASSIVE project that really demands having a large overworld to support it. RPG type servers are a good example, same with "Multi-theme" servers where players can jump to different worlds. To make a long story short, there aren't any playerworld inspection restrictions on overworld size, it's just the current "mood" so to speak when it comes to designing your own server. |
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didnt mind playing classic in 2006/2007, where there was little to do but pk/spar/events. i dont care for quests and think they're highly overrated. |
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People should just do what they want.
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Zodiac has the largest map and 50% of it isn't even finished.
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