Step 1) Open World Zone Instances
Step 2) Player Limit on Open World Instances
Step 3) ???????
Step 4) PROFIT
Just being realistic here >.>
Yes, you devalue things like Ixion spawns and Hunts because you no longer enable thousands of players to all leave their preferred AFK City to all jump in on a spawn, but to be honest the way that things like S Ranks and Ixion spawn are not particularly well implemented anyway.
Meanwhile, you'd open up the possibilities of you know, actually creating open worlds that matter, by having FATEs, chains, A Rank and B Rank hunts, Raid FATEs and the like actually being valued. Without having to shove all this actually worthwhile open world stuff into a separate Eureka zone while leaving the actual open world to rot when it's only ever used by people doing MSQ or gathering (Outside an S Rank/Ixion spawn when everyone flocks to the same place and crashes servers >.>)
server based open world content will fail due to different server populations/time zones and interests. Open world needs to be like mega server/cross world.


Which is fine.
I mean, that's what they're working towards with the coming "World Visit" stuff coming in ShB right?
As well as the changing of Datacentres and the like.
world visit just allows players to play on friends servers, megaservers place players with players from any server automatically. Maybe in the long run megaserver is thier plan, but we havent seen them say that yet.


You have to presume so, given how archaic single server overworlds are in MMO's.
It's been almost like a decade since it became pretty much staple MMO design (Partially because of the decline of MMO playerbases leading to "Dead Server Syndrome")
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