this is the worse idea ever. people already commute to work in real life, why do you want to force them to commute to play the game.





But then threads like these would be replaced with threads complaining about how players have to do so much teleportation just to do basic npc/vendor things.I've said this before, but one solution is to not create hubs. Spread out the end game NPCs to different maps. Put something vital everywhere. This convenience factor is what kills the population in the maps. Duty finder is OK, but also maybe eliminate the ability to choose specific dungeons and Raids from the menu and force people to travel to the entrance of the specific instance you want to do to create some activity in the zones.
Can't please everyone.
This does little to make the maps themselves more attractive though. You're then just forcing additional time and movement in order to do something entirely separate. Placing a mere entrance to a dungeon in a particular place in itself does little to contextualize them, and spreading out key NPCs such as the Rowena vendors, materia melders, and the like each separately doesn't even make sense. Realistically, craftsman and vendors do gather at places convenient to their clients.I've said this before, but one solution is to not create hubs. Spread out the end game NPCs to different maps. Put something vital everywhere. This convenience factor is what kills the population in the maps. Duty finder is OK, but also maybe eliminate the ability to choose specific dungeons and Raids from the menu and force people to travel to the entrance of the specific instance you want to do to create some activity in the zones.
You've played through the post 2.0 ARR game at least once, so you should know that many players really didn't like this idea. They were upset that they had to travel from Horizon to New Gridania to Quarrymill and back again while working through the Main Story.
They did exactly what you're suggesting and got few "thank you" posts and a lot of "waste of time" posts.
It isn't going to happen again.
For some reason the zones in ARR felt more active than HW and SB. Maybe cause they were smaller? Everywhere people ran fates/grinded for their zodiac weapons. Maybe cause game was fresh?
The zones seemed more active because players had nowhere else to go. FATE grinding for alternate jobs and Relic grinding got you back into a world that had no other maps or areas to go through. The game was fresh and people weren't level 70 and bored, they were level 50 and discovering new things to do with each patch. And every patch had you moving about in all those areas again.
This is the fate of the MMO: The old world remains, but you move on.
I can see a few reasons for that. The ARR story makes you go back and forth the maps, new players do FATEs or levequests for leveling and that FATEs were more efficient for leveling in ARR than they are in HW or SB.


Sometime I believe every game should use Gw2's system. All servers from the same datacenter send their player on the same instanced map, and when this map is full it creates a new one. if it's empty it deletes it.


ARR feilt more alive because people used Fates to level up. People don't use fates any more to behonest with you. I said from the get go that they should make the dungeons open world dungeons instead of DF/instances. Not only would that improve the community in this game but you would no longer feel like ur the only person in this world out side towns.
Open world dungeons would be a train wreck between OP players stomping everything and packs of characters zerging everything, no one else would have a chance to do a thing.ARR feilt more alive because people used Fates to level up. People don't use fates any more to behonest with you. I said from the get go that they should make the dungeons open world dungeons instead of DF/instances. Not only would that improve the community in this game but you would no longer feel like ur the only person in this world out side towns.
Indeed, this would help greatly. concentrating everything in a single location as a hub sucks players into that zone like a giant sponge, leaving other zones high and dry.I've said this before, but one solution is to not create hubs. Spread out the end game NPCs to different maps. Put something vital everywhere. This convenience factor is what kills the population in the maps. Duty finder is OK, but also maybe eliminate the ability to choose specific dungeons and Raids from the menu and force people to travel to the entrance of the specific instance you want to do to create some activity in the zones.
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