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3/02/12 8:30:20 AM#41
Originally posted by Cthulhu23 I read instancing, the thread says instancing. So I think I read that part pretty well... Sharding and instancing share the same principle for the most part. Instantcing has multiple copies of an area. SWTOR uses instances. I'm on Imperial Fleet 1 and can change instance to Imperial Fleet 2... That system sucks in SWTOR because the game is so hollow. If a game were more lively maybe this would be fine, actually showing the person what instance they are in. EVE I know usues Sharding, jumping through a gate puts you on a different server than the last system you just left. That also serves to relieve server stress.. I believe he's explaining instancing and not sharding. He said same area, not different planet. Instancing is for the same area that you are in having multiple copies. |
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3/02/12 8:41:51 AM#42
Originally posted by Benjola And LotRO even does the multi-shard thing now, though it's usually only done in busier social hubs. |
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bloodbone
Novice Member
Joined: 2/06/10
After the game, |
3/02/12 1:28:08 PM#43
Originally posted by Garvon3 I agree the big difference is If I play on a server with 2 people if they are logged in I will see them if they are at the same location as me. Obviously if they are on a different server I won't (Servers in my mind are like parellel universes). Sharding on the other hand is IMO a lazy way to get around a complex problem. Basicly I think it leads down a slipperly slope and that almost takes away from the very heart of what an MMO should be. That being said sharding for a game release is ok as long as its put to bed a month in |
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3/02/12 10:07:34 PM#44
Originally posted by Eluwien I agree that it would be great if mmo companies find ways to integrate all the players into a single server/instance, but so far its never been done (except for really small mmos). |
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3/02/12 10:15:33 PM#45
I think this game is very interesting in game history and on the modern day type of mmorpg, and i hope they make a great game with instances that are thrilling with lots of huge big baddasses bosses
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3/03/12 9:25:43 AM#46
Originally posted by nate1980 This frame of thought is baffling to me. People dont have problems wih instanced pvp or instanced pve. People dont hate instancing when...say you have to go to another planet. People hate even more than istanced playfields are playfields that are choked with players and you have to wait in line and fight with others. Also...most games that do offer multiple instances only make use of them at launch when they are needed. After that theres just one playfield since the population in that area doesnt require another instance. Load screens never botherd me. I agree that...say in EQ2 in the Freeport town where you had to instance and sub instance to get to one part of the town was horrible, mainly since there was no congruent map explaining the path you need to take. Even with something like that i shouldnt have to instance every 15min or 5 times just to get across an area...they wont do that. I think instancing in mmorpgs (which often offer superior mechanics and ability to design an area) is like player housing. Every complains when they dont get their preference regarding the two, however when given their preference no one actually cares. |
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3/04/12 10:35:22 PM#47
The great thing about all this ridiculous instancing going on in new mmos is that it makes it really easy to completely dismiss a game without having to research it any further. The second I read about multiple copies of a zones or instanced pvp, I immediately know it's something I'll never play. Following upcoming mmos has become a lot less time consuming. Tera, GW2 and the Secret World are all out. I'll just check back in a few more months to see if any real mmos are in development.
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3/04/12 10:43:08 PM#48
Originally posted by Fratman Pretty much. The fact that these games are called MMOs... disgusting. |
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corpusc
Hard Core Member
Joined: 7/25/03
CHATTANOOGAN contact me if you are seriously interested in |
3/05/12 9:01:39 AM#49
Originally posted by nate1980
funny, this is almost the only kind of instancing i find acceptable. because there are physically based limitations on how many players can be in one area at a time.....its either this kind of instancing, or the time dilation of EVE. the MMOs you mentioned (DAoC, EQ, SWG, WoW) all had this kind of instancing.......
HUH?! WHAT AM I TALKING ABOUT!? what do you think having seperate servers is doing? its instancing THE ENTIRE WORLD. its instancing EVERYthing on the WORLD level. you have to coordinate playing on the same world instance as your friends. but then if you didn't work out things beforehand, you and your friends may have invested alot of time on characters which can NOT join each other AT ALL without an expensive char transfer charge (if its even available in your game). whereas with the kind of instancing that you hate (like Champions Online), its an easy/free matter of clicking a few options in your UI, and then you can be with your friends with virtually no coordination or loss of time/effort. The End |
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corpusc
Hard Core Member
Joined: 7/25/03
CHATTANOOGAN contact me if you are seriously interested in |
3/05/12 9:10:24 AM#50
Originally posted by Disastorm
you mean like a server select screen? now with those quotes next to each other, maybe you'll get it.
The End |
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3/05/12 9:51:29 AM#51
This comes down to preference really. Do you like EVE's one big server world where everyone fits? I'll assume that some people do. So, lets also assume that game developers are making a game that at end level (in a final state of the game) the land mass can keep happily occuppied 100.000 people. Now, lets assume that the game is very successful and instead of 100k people, they get 500k people. Suddenly the land mass is simply not enough. Solutions:
The pros of the first choice? No instancing.
The pros of the second choice? All the players of the game in one server/shard.
Which design would you prefer?
(GW2 has actually produced a third solution, make all servers visitable from the login screen)
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corpusc
Hard Core Member
Joined: 7/25/03
CHATTANOOGAN contact me if you are seriously interested in |
3/05/12 9:57:46 AM#52
Originally posted by arieste
thanks for getting to the heart of whats important here. and not getting lost in the irrelevant details of what the technical difference is between "server" and "instance". like is commonly happening. what matters is the experience to the player, and how the technology helps them connect with friends/others, or segregates them from each other.
for (IMO) clarity, i changed some words that are now in [brackets]. i think use of the words "phasing" and "sharding" is confusing to too many people. The End |
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3/05/12 10:27:53 AM#53
You know forums are great... I agree with above post and think the same, we want to see a good experience for all players so that as a group we can all have fun! |
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3/05/12 11:26:11 AM#54
wibble ----- |
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3/05/12 11:52:44 PM#55
Originally posted by corpusc I definitely agree with you guys. The new instancing thing can only help mmos, not hurt it. |
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3/06/12 5:42:28 AM#56
Originally posted by Disastorm Nah, how long before we are all playing on little 8v8 instances against each other, then they'll be telling us how far mmo's have come now with faultless fpspvp. People are so myopic no wonder there's such stagnation in mmo's (with the obvious exception of inventing new and interesting ways to fleece the playerbase). Half the problem imo is many people (esp newer gamers) don't really want mmo's at all they're just after faultless co-ops with tourney play. This web site doesn't help by displaying all the games in one place, the thing is I don't dislike these games, but they're not really mmo's. I know there are technical restrictions ofc but it should be a case of pushing that envelpe as far as it can go and the cutting edge pushing it further each time creating larger persistant worlds to explore with more people around. Imagine SWG planets now, you used wander about and come across a campsite now and then where you could rest up, with 100 people per instance either sqeezed into a little play area or over a larger zone you either don't need to explore or would never come across them. But whatever as I get older I'm not sure if I'm getting more cynical or seeing things more simply for what they are, fucked, things seem to be going backwards. ----- |
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corpusc
Hard Core Member
Joined: 7/25/03
CHATTANOOGAN contact me if you are seriously interested in |
3/06/12 4:18:47 PM#57
Originally posted by mrw0lf
you're just having a negative reaction to the word "instance", which i am sympathetic to, since i am %98 opposed to private/small-scale instances. i think instancing how its done in most MMOs has been the death of the genre.
but if you had read the content of this discussion you are quoting, you'd we are talking about PUBLIC LARGE SCALE instances, versus instancing an entire world, like EQ1 and Vanguard does. we're not talking about 8v8 or anyting like that.
its the ONE appropriate use (out of the various ways uses of instances people have seen) of instancing that DOES NOT stop them from being populated virtual worlds. does NOT stop them from being true MMOs. The End |
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3/13/12 7:14:21 PM#58
Originally posted by Disastorm Why would it be great? It would be too crowded. Each server has a optimal population. Too many and it will feel crowded, too few and it will feel empty.
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