In some areas, the game excels when it comes to immersion; however, i frequently find myself coming across a couple of things that pull me out of the game world over and over, and i felt they were worth mentioning.
Safespotting or Immersion?
This game is very clearly aiming at immersing it's players.. From the way it is in first person, to how they will not allow PVP callouts in helpchat.. This is all to keep the world feeling real. They want us to be immersed in it.
The denial of "safespotting" directly contradicts the game's attempt at immersion.
Nothing is more immersion breaking than an enemy that refuses to take damage because you're too far away, or maybe you're standing somewhere they can't reach, and they just reset and return to full health.
Save that for games that are less focused on immersing you in the world as your character.. Like say, a third person game, or world of warcraft; not a first person game that clearly has a focus on immersion.
Solution? If an enemy cannot reach you.. What should they do? Just stand there and die? No. They should try to run away. If they cannot run, then, they should die. What they should not do, is reset and restore to max health over and over.
Some people seem to think this would be unfair. I disagree... I think it is less important to stop people "cheesing" NPCs than it is to maintain immersion.. In real life, people "cheese" things all the time.. Like.. people in real life don't purposely put themselves in harms way when doing tasks, just for the sake of fairness.. They do whatever they can to make it easier for themselves... "Safespotting" SHOULD be in the game, but the NPCs should also react by fleeing in accordance with this.
Tudor Houses
These things are complete eyesores for two key reasons.
A) People can place them in areas where they make literally no sense.. They clash with the environment they're placed in.
B) Their placement... Notice, if you look at actual Tudor houses, they're not placed in this weird sporadic way. A standalone house may look fine on it's own, but they are rarely standalone. Now you may say "Well! You can't do anything about players placing them like that!". Yes, that is true, but what you can do is give people a home that looks good when placed in a sporadic way.. Aka, not a Tudor house.
Really, it should be kind of.. Wooden shacks that look slightly better than a tent.. Kind of like how you have the bandit camps set up.. Just have them stack a few wooden logs in the shape of a house.. Have it kind of sloppy looking. Not a Tudor house. Some examples of what i mean :
These houses would look okay if they were placed around in a more sloppy way.. Why? Because they look loose and sloppy themselves. They looked rushed together.
Aside from this.. Houses that fit the theme of the area would also be nice.. But yes. The things i've mentioned always take me out of your world every time i see them, so it would be nice to finally have it dealt with, if immersion is truly a core goal.
Safespotting or Immersion?
This game is very clearly aiming at immersing it's players.. From the way it is in first person, to how they will not allow PVP callouts in helpchat.. This is all to keep the world feeling real. They want us to be immersed in it.
The denial of "safespotting" directly contradicts the game's attempt at immersion.
Nothing is more immersion breaking than an enemy that refuses to take damage because you're too far away, or maybe you're standing somewhere they can't reach, and they just reset and return to full health.
Save that for games that are less focused on immersing you in the world as your character.. Like say, a third person game, or world of warcraft; not a first person game that clearly has a focus on immersion.
Solution? If an enemy cannot reach you.. What should they do? Just stand there and die? No. They should try to run away. If they cannot run, then, they should die. What they should not do, is reset and restore to max health over and over.
Some people seem to think this would be unfair. I disagree... I think it is less important to stop people "cheesing" NPCs than it is to maintain immersion.. In real life, people "cheese" things all the time.. Like.. people in real life don't purposely put themselves in harms way when doing tasks, just for the sake of fairness.. They do whatever they can to make it easier for themselves... "Safespotting" SHOULD be in the game, but the NPCs should also react by fleeing in accordance with this.
Tudor Houses
These things are complete eyesores for two key reasons.
A) People can place them in areas where they make literally no sense.. They clash with the environment they're placed in.
B) Their placement... Notice, if you look at actual Tudor houses, they're not placed in this weird sporadic way. A standalone house may look fine on it's own, but they are rarely standalone. Now you may say "Well! You can't do anything about players placing them like that!". Yes, that is true, but what you can do is give people a home that looks good when placed in a sporadic way.. Aka, not a Tudor house.
Really, it should be kind of.. Wooden shacks that look slightly better than a tent.. Kind of like how you have the bandit camps set up.. Just have them stack a few wooden logs in the shape of a house.. Have it kind of sloppy looking. Not a Tudor house. Some examples of what i mean :
These houses would look okay if they were placed around in a more sloppy way.. Why? Because they look loose and sloppy themselves. They looked rushed together.
Aside from this.. Houses that fit the theme of the area would also be nice.. But yes. The things i've mentioned always take me out of your world every time i see them, so it would be nice to finally have it dealt with, if immersion is truly a core goal.