- Mounts provide faster travel.
- There is very little teleportation in the world.
- There is not going to be any "go to waypoint" (auto-pathing) mechanics.
There is very little teleportation in the world. Some of that does get unlocked through metropolises of a certain type. Additionally there are mounts that are faster travel and there are services that are fast travel between nodes. – Steven Sharif
Even though there's not fast travel, there is faster travel. So you know mount ridden. There will be connection points between certain nodes via the use of like flying automated creatures that you can use. Stuff like that. – Steven Sharif
There will be public transport services where players can go AFK and be driven somewhere.
- It is possible that such services could be player-driven.
One of the nodes has the idea of an airship that can go from node to node and I'm certain that we will have harbors that do similar things with other node types... It might be something that could be player-driven... We're sure to have a taxi system you know where you load up a couple people and you drive them somewhere while you AFK. – Jeffrey Bard
There will likely be a toggleable walk/run (autorun) capability in the game.
- Raid and dungeon bosses have specific mechanics that players need to learn and react to.
- Zergs that are not aware of these mechanics or react to them appropriately will be wiped.
- There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.
We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers. – Steven Sharif
The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We kind of want that political intrigue to be present in the game. – Steven Sharif
Having objectives in gameplay make helps to balance the zerg mentality.
I always feel that if you if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create you know bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have. – Steven Sharif
- Livestream, 4 May 2018 (51:57).
- Node series part II – the Metropolis.
- Interview, 17 August 2018 (24:48).
- Livestream, 17 November 2017 (50:52).
- Livestream, 4 June 2018 (45:30).
- Video, 25 May 2017 (0:02).
- Livestream, 15 December 2017 (1:35:38).
- Livestream, 5 May 2017 (23:26).
- Livestream, 19 May 2017 (25:18).
- Livestream, 22 May 2017 (57:37).
- Interview, 11 May 2018 (44:20).
- Interview, 8 August 2018 (11:52).