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Are zones TOO big?


Rigota's Avatar


Rigota
03.14.2012 , 07:06 AM | #31
Quote: Originally Posted by DSPD View Post
The zones are not THAT big, the game is just THAT empty.
This and that is because the game sucks THAT much.

And speeders are like slow wheelchairs, if you had the REAL speed a speeder from the Star Wars movie or Galaxies had you clould clearly see these are tiny (and linear, ugly, maze, labyrinth, instanced, sharded) zones.
Mazes and Labyrinths??, this is the opposite http://www.youtube.com/watch?v=LibXsQBzY_c. A narrow linear Themepark doesn't fit Star Wars or any mmo

TheSwamper's Avatar


TheSwamper
03.14.2012 , 07:21 AM | #32
I don't think they're too big, but I do think there's too many walls, mountains, forcing players onto too few paths.

MarkymarkUK's Avatar


MarkymarkUK
12.20.2012 , 03:38 PM | #33
i LOOOVE big zones, I honestly thought WoW zones where too small when I started to play because I came from Anarchy Online and in that game the zones where huuuge and empty all the time. I am only level 10 and have only just left Hutta but Im looking forward to having big zones to explore

KryptikX's Avatar


KryptikX
12.20.2012 , 03:42 PM | #34
necro...
Adapt or Die

MarkymarkUK's Avatar


MarkymarkUK
12.20.2012 , 03:44 PM | #35
Quote: Originally Posted by KryptikX View Post
necro...
Its called using the search function instead of making a new thread, you should try it sometime

byteresistor's Avatar


byteresistor
12.20.2012 , 03:46 PM | #36
Quote: Originally Posted by DSPD View Post
The zones are not THAT big, the game is just THAT empty.
The zones are big, it's just that 90% of a zone doesn't have any reason to go there (like quests). To make this even worse is that each zone (planet) is divided into several sections so you can't never truly experience the whole deal at once.

Grammarye's Avatar


Grammarye
12.20.2012 , 03:49 PM | #37
Zones are not too big. In fact, given that the number one complaint when TOR was haemorraghing subscriptions was that the game world felt too small, I don't think we'd want them any smaller. The change to a combined server with instancing has helped avoid the 10 people lost in a giant zone effect. If TOR can throw more power at servers or better performance of clients to reduce the number of instances needed, it would be even better.

Edit: Also, holy necro Batman. I wondered why this looked familiar.
For 2000 Cartel Coins, a year-old game breaking bug may get fixed.
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byteresistor's Avatar


byteresistor
12.20.2012 , 04:02 PM | #38
Quote: Originally Posted by Grammarye View Post
Zones are not too big. In fact, given that the number one complaint when TOR was haemorraghing subscriptions was that the game world felt too small
It feels small because of corridors and ****, and open spaces that are not used. Take Hoth for example, there's lot of wide snowy areas that you never go to. Why? Because there's no quests there. The zones feel small because you are on "rails" following a path that motivates you (quests).

johnxtreeme's Avatar


johnxtreeme
12.20.2012 , 04:10 PM | #39
What are you guys talking about.


One of the major complaints was that the world felt "BIG AND LIFELESS". They cannot make a world lively unless it is small, like a stage. Look at KOTOR. Every hub in that game, and every Bioware game since, is an intricately designed stage. With TOR that is impossible to do since the world is so big, so everything looks bland and copy-pasted. The developers never took their time to focus on small zones.

Grammarye's Avatar


Grammarye
12.20.2012 , 04:21 PM | #40
Quote: Originally Posted by byteresistor View Post
It feels small because of corridors and ****, and open spaces that are not used. Take Hoth for example, there's lot of wide snowy areas that you never go to. Why? Because there's no quests there. The zones feel small because you are on "rails" following a path that motivates you (quests).
Uhuh - at the risk of continuing a debate from March, I'd point out that other games that were quoted at the time as feeling 'bigger' e.g. WoW do exactly the same. They give you quests; you go to those quests. I criss-crossed Azeroth so many times I lost count, but always in tried and tested paths that went where I needed to go. I had to make a conscious effort to go explore.

So, what exactly is the difference? Serious question.
Quote: Originally Posted by johnxtreeme View Post
One of the major complaints was that the world felt "BIG AND LIFELESS". They cannot make a world lively unless it is small, like a stage. Look at KOTOR. Every hub in that game, and every Bioware game since, is an intricately designed stage. With TOR that is impossible to do since the world is so big, so everything looks bland and copy-pasted. The developers never took their time to focus on small zones.
Fair point, but usually when pressed, the lifeless bit was referring to lack of players. That's quite hard for Bioware to control beyond an element of funneling & population control. Now, if we mean NPCs, I posted a very lengthy semi-article on the subject of making TOR more life-like back in beta, and it generated a fair bit of positivity but also a lot of negativity along the lines of 'WoW has the mobs static, it's fine'. Can't please everyone.
For 2000 Cartel Coins, a year-old game breaking bug may get fixed.
For $20, an epic death scene for your character is unlocked to end your overly expensive class story. Subscribers pay $10.