WoM had more potential for me tbh, a continent would allows a lot more secret place and such since it wouldnt be random generated
or maybe i just really hate ship combat
joke aside, i kinda miss the culture thing of WoM, could have provided lots of lore and also had more rp element, i remember just kinda walking around for hours doing random stuffs and occasionally fighting npcs, sailing just doesnt feel the same
AO is obvs a better game, no arguement here
AO usually gives me better ping, i could run max graphic without my computer freezing during the time when the player limit was like 4 or smt
I agree, the culture thing was uniqueâenough for me to rip it off and put it in my own worldbuilding :).
I honestly think culture should have been kept, but instead of it limiting your options, itâd grant a small proficiency bonus to skill speed, AOE and damage.
I hold the unpopular opinion, though, that having slight imbalance for the sake of flavor and uniqueness is good. Possibly this is because Iâve never been one for competitive settings optimized to the decimal of a percentage.
1 - Whereas WOMs map may have been more fun to explore with more secrets, I feel like it also would kinda get boring after awhile. In AO you have a billion different things like weather, whirlpools, icebergs, actual moving enemy ships that attack you, and SEA MONSTERS. I think itâs safe to assume we wouldnât have gotten many or any land monsters in WoM given vetexs distaste for them.
Story wise, AO and itâs lore are MUCH more open ended and vetex can easily do so much more with it, and even the first chapter of the story is infinitely better then whatever WOMs was.
Although, we will never know what WOM oils have looked like right now had it not been reworked, so this is kinda ambiguous. Iâd say AO, but WOM may have been better in the end
2 - Ok, with AO having the entire ship combat and dark sea planned, along with much better bosses then Exiled or Minotaur, along with a more refined combat system (with classes), Iâd say AO.
However, again we have no idea what WOM wouldâve been like by now. But, if you compare AO to the existing WOM it is without a question a better game.
3 - I donât really remember how laggy I was in WOM but I think it was fairly worse? Or the same? Idk I have no idea (WOM probably wouldâve been more laggy if the continent wouldâve just been one server )
Well imbalance works in cc games and non-pvp games. While it would be cool, mysterious, and fun for the first couple of months, as soon as content slows down and pvp becomes a more used past time then the imbalance becomes a major problem.
Rogue Lineage is a great example of imbalance working for a bit, then spiralling downhill as soon as ganking became the norm
wom had more rp potential, but like theoretical existence said the story would be kinda wonky. I never got far into WoMâs story because I couldnât kill bosses, but honestly I prefer the idea of it not having one. I mean a linear main storyline that is
Comparing games which have like 2.5 years of work between them never was a good idea.
Its not as bad as you think. Lags were caused by players interacting with world and not by just existing of this world, so if you donât raise server size (amount of players) and remake physics which were as suck as Silent Tower could destroy potato computers, then everything was able to be okay.
Otherwise AO seems to work differently, its looks like it have chunks system which can cause lags if you are trying to load Ravenna on potato computer, but in 3 years of playing WoM I havenât noticed lags caused by loading world parts.
And yeah, I agree about lore, but WoMâs STORYLINE, NOT LORE ITSELF seems to be unnecessary. Under storyline I mean main lore of the game and actual lore I mean as whole lore of the world not touching player himself.
One thing AO needs is dialogue for every static NPC and preferably dialogue for non aggressive combative NPCâs, why canât i have a chat with the guards at silverhold? Or architect Merlot as an assassin? Or the random heroes in Ravenna.
This is complete facts. One of my biggest disappointments with the game was ironically not being able to talk to any combat NPCs. In WOM they gave little lore drops which was really nice to learn about at times
Thinking about it with the unloading systems a big map wouldnât have been so bad, main issue would have been the possibility of two silent tower-like buildings dying at once and the emptiness of seeing nobody besides npcs for kilometers