I've never claimed that my anal retentive style of play made it boringBobSmith101 wrote...
http://t1.gstatic.co...8d61_Quc3K8olbp
I see on those maps that there are areas with narrow "paths" and such. Are those physical boundaries created by water/mountain, tunnels, or are they invisible walls where you see a field stretching off into the distance but can't go to it? Each type has its drawbacks: with the first you could start to feel constricted after a while, but the second can also be irksome since it's showing you an area you can never go to; and it's appeals: with the first you know the real boundaries of your world, with the second you can breathe a bit easier and get a larger sense of the world around you.
I've been to the southern most point on the continental US (this is in Key West, FL). Even though I saw 100mi of water stretching out before me, I knew Cuba was there. I've waved at Canada from Washington's Olympic Peninsula. So it's all relative I suppose.
Ultimately, I just do not want to go back to the DA2 style of outdoor map design. It was extremely constricted. DAO had good map design, but I never cared for the mode of travel via the map, and I absolutely loathe RANDOM ENCOUNTER! -- A Wild Templar Appears!" mechanics that were used for some quests. However, I do admit that using our map travel to throw in a cutscene for the goings on in Denerim was fantastic.
Yeeeeeessssss! Agree 100%. Large cities can be really great when you visit the first few times, but after that it's just tedious. In WoW I save my hearthstone (teleport device every 30 min) to an inn that is not as popular as the heavily trafficked areas and where there is a mailbox, bank, repair person within 20 feet. The first time I went to a large city in WoW it was awesome and new. After that, not so much fun trying to find the wandering reagent NPC for the 5th time. In DA2 I use map entrance/exit shortcuts to travel quickly through Kirkwall.BobSmith101 wrote...
I hate large cities , it's fine the first time you are there, but when you have to travel multiple zones every time you want to sell something it's just a time sink. It's not like there is any risk like in wilderness exploration, just being overly large and repetative.
This is sort of branching off travel a bit, but I'll just add another thing about cities. MMOs of course are really different. Being social games there is usually one area where most of the people gather; whether it be to show off their new rare drop mount, their fancy gear, or just be social with other players. For an RPG where you are playing alone, I think the key is to make sure there is actually something interesting or engaging going on in various parts of the city.
While It was cute the first few times, the guy looking for the dog (which I think was a Frasier reference for some reason) or the servant trying to remember exactly what her mistress asked her to fetch (she did say she wanted pearl buttons, didn't she?) made me want to tear my hair out. Having the same NPCs doing the same things every time you go into an area was very timesome, not engaging at all, never made me want to stop and watch/listen, and never gave me the sense that life would go on there if I wasn't around. On the other hand, I really liked the chats between the patrolling guards and the salacious gossip in the Blooming Rose.





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