Surely, obviously, later on in the game's life when there isn't 100 other people in a starting area, this isn't a problem, but for me it's. Monsters are still out in the open, but, the world slows down a bit. You can still read chat, interact with everyone, and the such. Sure, monsters might be fighting imaginary beings and you're never truly alone, but it's an interesting way to play. If you leave the names on, you'll see what seems like ghosts running around, while if you take them off the world gets quiet. Instead, the world slows down a bit, it calms down a bit more, and everything continues as is. ![]() ![]() While I'm sure such an option is intended to reduce the lag, there is also this catharsis when you no longer are over-stimulated by 20 jumping avatars rushing the quest NPC. Unlike Elite Dangerous, you don't get your own instances of everything in the entire world, instead you get to just not see them, or see their names flying around.Ĭhat remains, you can still group-up, but the super busy (and immersion ruining) zerg rush can disappear for awhile. When you enable the function, everyone around you disappears and only their nameplates remain, assuming you leave them on, which can be turned off as well. Everything that I can do can be done solo and doesn't need a player, doesn't also need them to be around. Right now, the server is packe and there is a lot of people around. Yet, Blade & Soul's option to make everyone else go away is interesting to me and has created a rather odd gameplay experience, that I rather enjoy. It's important that this idea is respected, because what's an MMO without the massively multiplayer component. This is what seperates MMOs from regular online games. It's not just you alone, or you and some friends, but a large population of people playing together. ![]() One of the things about MMOs is that it's a living world, where other people exist within it.
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