So, what's the point of the linear leveling requirements if it still takes the same amount of time.
Haven't really played any real MMO before, so I don't know much about leveling, but they claim to have reduced the grind significantly by several means.
What does this even do for the experience? Encourage people to form ad hoc groups to complete tough missions? You mean...what already happens... but now it's unofficial? If all participating players get full rewards, what is stopping botters and gold sellers from just getting 5 guys together and all hitting the same target, getting 5x the rewards for free?
It makes the experience more natural, you just go wherever you want in the world, see stuff is happening and react. Again, I only played GW1 so not sure how forming groups work in WoW or TOR (is this game even significant?).
I don't see how the botters argument is relevant, yes, 5 players/bots means 5 times the rewards.
SWToR had the personal storyline thing, it was really dumb. Also, I'm pretty sure every game since Fable 1 has offered personal, branching storylines with choices that matter but none have really delivered. Plus all my friends get bored when I watch the cutscenes all the way through
Hopefully those would be executed at least decently. Of course I'm not expecting it to be like Planescape or whatever, but I hope it would make the game much more an RPG than for example GW1. The wait for cutscenes is really annoying, that's why I plan an doing my personal storyline solo, which is viable.
Yes, cool, now instead of talking to a dude with a yellow exclamation mark above his head I get to wander around until stuff begins happening.
Granted, this stuff does sound cool, but then again Rifts and Warhammer: Age of Reckoning had these things, or at least the proto-version, and they were dumb. I'm not sure if it really matters whether I save that village or not, I level up in 90 minutes and then I'm going to the next zone!
And anyways, what's the difference between taking a quest which spawns 10 bandits that run at you and try to kill villagers in WoW, and randomly stumbling upon a quest that spawns 10 bandits that run at you and try to kill villagers in GW2? On their website they say they are fixing a flawed design, but they are really just making it random. You do what they want you to do when they want you to do it!
The consequences of actions are much more apparent in a system like this, and seeing consequences of what you do in game is IMO very important to the experience. This system feels more real, you don't spawn the enemies, they come when they come. And you have to react and your reaction can change the world around you.
Of course this system could fail in multiple ways, if the events occur too often everyone would be fed up with them pretty quickly and consequences won't matter much if they are soon reset anyway. If they occur to rarely then you would wander around waiting for stuff to happen.
But if there are enough events and the chains are long enough to always give you something to do wherever you go and to keep the consequences apparent for a reasonable amount of time then it will be great.
They make the world feels alive, stuff is happening all the time, whether you are there or not, whether you like it or not. It's not a simple set of quests/missions that you complete to fill out a list.