Zeah was a large blank canvas using one cohesive design vision

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Zeah was a large blank canvas using one cohesive design vision

Zeah was a large blank canvas using one cohesive design vision (or at least it should have been) so should not have needed to RS gold feel limited in terms on how content was executed by cautiously boxing things off. And that's what occurred. On top of the worldbuilding was non-existent and no attempt was made to guarantee the game world functioned from an MMO standpoint.There was also this ancient impression given in the OSRS group of these wanting Zeah to be this enormous visually impressive place that provided them with a big figure to boast about;"a huge 50% landmass growth!!! Wow!!!", but fundamentally failed to fill it. That was especially true - Zeah was as wide as an ocean with about as much depth. And considering there was not a single underground/dungeon/basement level in the continent.

And when it comes to content that was there, well, that did not exactly elicit excitement or pleasure. With this much content focussing on the incorrect areas of the game. Another misguided look at what was traditionally RuneScapey by incorporating pointlessly grindy things via the favour system (thinking the grind itself was players enjoyed about grinding), then giving the player no feeling of satisfaction for really"finishing" a grind, because you'd just automatically lose the 20 percent of everything you'd gained access to if you wanted to try any of those other 80 percent of articles there. With all the favour system improvements, I wouldn't predict the favour gameplay all that riveting, from pushing on ploughs. Sure they're all somewhat simple RuneScapey activities, but tradition for tradition's sake does not always produce the results or in this situation gameplay.

At one time I would have bemoaned Zeah as the inclusion in the game's background - these days however, I think it's been a positive. It proved to be a massive learning experience for what worked. It showed the teams willingness to listen change things where necessary (albeit a slow drawn out procedure ). And I think everything which followed it basically improved. Every area, landmassetc, was able to learn from the mistakes of Zeah. If folks enjoy Mod West can carry on his fantastic work already done with the Hosidius rework use it to the last few houses - then with a bit of extra content sprinkled in here there (flavour quests, points of interest, etc), then Zeah's lasting legacy within the game might become a truly good one.

I feel genuinely hopeful having people like Mod West and Mod Husky about the group doing what they do. The rework felt like we have a massive chunk of new material, with the flavour forthos dungeon. I'm so excited for the forthcoming Shayzien rework and OSRS Gold For Sale the prospective reworks of the other houses, should they can pull off what they did with Hosidius. It can't be understated; they aren't just polishing bits of Zeah and which makes it a bit more digestible. They're transforming it into things that feels just like ACTUAL (and fresh ) content.

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