Trending Games | ArcheAge | Elder Scrolls Online | Star Wars: The Old Republic | World of Warcraft

  Network:  FPSguru RTSguru
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Members:2,922,637 Users Online:0
Games:760  Posts:6,315,484
Recent forum postsRSS
Active threads
Cloud view
List all forums
General Forums
Developers Corner General Discussion
Popular Game Forums
Click a status to find game forum
Game Forums
Click a letter to find game forum
A-C
2029 Online 2112: Revolution 2Moons 4Story 8BitMMO 9 Dragons A Mystical Land A Tale in the Desert III A3 ACE Online ARGO Online Aberoth Absolute Force Online Absolute Terror Achaea Adellion Aerrevan Aetolia, the Midnight Age Age of Armor Age of Conan Age of Empires Online Age of Mourning Age of Wulin Age of Wushu Aida Arenas Aika Aion Albion Online Alganon All Points Bulletin (APB) Allods Online Altis Gates Amazing World Anarchy Online Ancients of Fasaria Andromeda 5 Angels Online Angry Birds Epic Anime Ninja Anime Pirates Anime Trumps Anmynor Anno Online Applo Arcane Hearts Arcane Legends ArchLord ArcheAge Archeblade Archlord X Ascend: Hand of Kul Asda 2 Asda Story Ashen Empires Asheron's Call Asheron's Call 2 Astera Online Astonia III Astro Empires Astro Lords: Oort CLoud Asura Force Atlantica Online Atriarch Aura Kingdom Aurora Blade Auto Assault Avatar Star Battle Dawn Battle Dawn Galaxies Battle for Graxia Battle of 3 Kingdoms Battle of the Immortals Battlecruiser Online Battlestar Galactica Online Battlestar Reloaded Beyond Protocol Black Aftermath Black Desert Black Gold Black Prophecy Black Prophecy Tactics: Nexus Conflict Blacklight Retribution Blade & Soul Blade Hunter Blade Wars Blazing Throne Bless Blitz 1941 Blood and Jade Bloodlines Champions Boot Hill Heroes Borderlands 2 Borderlands: The Pre-Sequel Bound by Flame Bounty Bay Online Brain Storm Bravada Bravely Default Bravely Second Brawl Busters. Brick-Force Bright Shadow Bullet Run Business Tycoon Online CTRacer Cabal Online Caesary Call of Camelot Call of Gods Call of Thrones Camelot Unchained Canaan Online Cardmon Hero Cartoon Universe CasinoRPG Cast & Conquer Castle Empire Castlot Celtic Heroes Champions Online Champions of Regnum Chaos Online Child of Light Chrono Tales Citadel of Sorcery CitiesXL Citizen Zero City of Decay City of Heroes City of Steam City of Transformers City of Villains Civilization Online Clan Lord Clash of Clans Cloud Nine Club Penguin Colony of War Command & Conquer: Tiberium Alliances Company of Heroes Online Conquer Online Conquer Online 3 Continent of the Ninth (C9) Core Blaze Core Exiles Corum Online Craft of Gods Crimecraft Crimelife 2 Cronous Crota II Crusaders of Solaris Cultures Online Cyber Monster 2 Cyberpunk 2077 Céiron Wars
D-F
D&D Online DC Universe DK Online DOTA DOTA 2 DUST 514 DV8: Exile Dalethaan Dance Groove Online Dark Age of Camelot Dark Ages Dark Legends Dark Orbit Dark Relic: Prelude Dark Solstice Dark Souls 2 Dark and Light DarkEden Online DarkSpace Darkblood Online Darkest Dungeon Darkfall Darkfall: Unholy Wars Darkwind: War on Wheels Das Tal Dawn of Fantasy Dawntide DayZ Dead Earth Dead Frontier Dead Island Dead Island 2 Dead Island: Riptide Deco Online Deep Down Deepworld Defiance Deicide Online Dekaron Demons at the Horizon Desert Operations Destiny Diablo 3 Diamonin Digimon Battle Dino Storm Disciple Divergence Divina Divine Souls Divinity: Original Sin Dofus Dominus Online Dragon Age: Inquisition Dragon Ball Online Dragon Born Online Dragon Crusade Dragon Empires Dragon Eternity Dragon Fin Soup Dragon Nest Dragon Oath Dragon Pals Dragon Raja Dragon's Call Dragon's Call II Dragon's Prophet DragonSky DragonSoul Dragona Dragonica Dragons and Titans Drakengard 3 Dream of Mirror Online Dreamland Online Dreamlords: The Reawakening Drift City Duels Dungeon Blitz Dungeon Fighter Online Dungeon Overlord Dungeon Party Dungeon Rampage Dungeon Runners Dungeon of the Endless Dynastica Dynasty Warriors Online Dynasty of the Magi EIN (Epicus Incognitus) EVE Online Earth Eternal Earth and Beyond Earthrise Eclipse War Ecol Tactics Online Eden Eternal Edge of Space Einherjar - The Viking's Blood Elder Scrolls Online Eldevin Elf Online Elite: Dangerous Embers of Caerus Emil Chronicle Online Empire Empire & State Empire Craft Empire Universe 3 EmpireQuest Empires of Galldon End of Nations Endless Ages Endless Blue Moon Online Endless Online Entropia Universe EpicDuel Erebus: Travia Reborn Eredan Eternal Blade Eternal Lands Eternal Saga Ether Fields Ether Saga Online Eudemons Online EuroGangster EverEmber Online EverQuest Next EverQuest Online Adventures Evernight Everquest Everquest II Evony Exarch Exorace F.E.A.R. Online Face of Mankind Fairyland Online Fall of Rome Fallen Earth Fallen Sword Fallout 4 Fallout Online Family Guy Online Fantage Fantasy Earth Zero Fantasy Realm Online Fantasy Tales Online Fantasy Worlds: Rhynn Faunasphere Faxion Online Fearless Fantasy Ferentus Ferion Fiesta Online Final Fantasy Type-0 HD Final Fantasy XI Final Fantasy XIV Final Fantasy XIV: A Realm Reborn Firefall Fists of Fu Florensia Flyff Football Manager Live Football Superstars Force of Arms Forge Forsaken Uprising Forsaken World Fortnite Fortuna Forum for Discussion of Everlight Freaky Creatures Free Realms Freesky Online Freeworld Fung Wan Online Furcadia Fury Fusion Fall
G-L
GalaXseeds Galactic Command Online Game of Thrones: Seven Kingdoms Gameglobe Gate To Heavens Gates of Andaron Gatheryn Gauntlet Gekkeiju Online Ghost Online Ghost Recon Online Gladiatus Glitch Global Agenda Global Soccer Gloria Victis Glory of Gods GoGoRacer Goal Line Blitz Gods and Heroes GodsWar Online Golemizer Golf Star GoonZu Online Graal Kingdoms Granado Espada Online Grand Chase Grand Fantasia Grepolis Grimlands Guild Wars Guild Wars 2 Guild Wars Factions Guild Wars Nightfall H1Z1 Habbo Hotel Hailan Rising HaloSphere2 Haven & Hearth Hawken Heart Forth Alicia Hearthstone: Heroes of Warcraft Helbreath Hellgate Hellgate: London Hello Kitty Online Hero Online Hero Zero Hero's Journey Hero: 108 Online HeroSmash Heroes & Generals Heroes & Legends: Conquerors of Kolhar Heroes in the Sky Heroes of Atlan Heroes of Bestia Heroes of Gaia Heroes of Might and Magic Online Heroes of Thessalonica Heroes of Three Kingdoms Heroes of the Storm Hex Holic Online Hostile Space Hunter Blade Huxley Icewind Dale: Enhanced Edition Illutia Illyriad Immortals USA Imperator Imperian Inferno Legend Infestation: Survivor Stories Infinite Crisis Infinity Infinity Iris Online Iron Grip: Marauders Irth Worlds Island Forge Islands of War Istaria: Chronicles of the Gifted Jade Dynasty Jagged Alliance Online Juggernaut Jumpgate Jumpgate Evolution KAL Online Kakele Online Kaos War Karos Online Kartuga Kicks Online King of Kings 3 Kingdom Heroes Kingdom Under Fire II Kingdom of Drakkar Kingory Kings Era Kings and Legends Kings of the Realm KingsRoad Kitsu Saga Kiwarriors Knight Age Knight Online Knights of Dream City Kothuria Kung Foo! Kunlun Online Kyn L.A.W. LEGO Universe La Tale Land of Chaos Online Landmark Lands of Hope: Redemption LastChaos League of Angels League of Legends - Clash of Fates Legend of Edda: Vengeance Legend of Golden Plume Legend of Grimrock 2 Legend of Katha Legend of Mir 2 Legend of Mir 3 Legendary Champions Lego Minifigures Online Lichdom: Battlemage Life is Feudal Light of Nova Lime Odyssey Line of Defense Lineage Lineage Eternal: Twilight Resistance Lineage II Linkrealms Loong Online Lord of the Rings Online Lords Online Lords of the Fallen Lost Saga Lucent Heart Lunia Lusternia: Age of Ascension Luvinia World
M-Q
MU Online Mabinogi Maestia: Rise of Keledus MagiKnights Magic Barrage Magic World Online Manga Fighter MapleStory Martial Heroes Marvel Heroes Marvel Super Hero Squad Online Marvel: Avengers Alliance Mass Effect 4 MechWarrior Online Megaten Meridian 59 : Evolution Merlin MetalMercs Metaplace Metin 2 MicroVolts Middle-earth: Shadow of Mordor Midkemia Online Might & Magic Heroes: Kingdoms Might & Magic X: Legacy MilMo Minecraft Mini Fighter Minions of Mirth Ministry of War Monato Esprit Monkey King Online Monkey Quest Monster & Me Monster Madness Online MonsterMMORPG Moonlight Online: Tales of Eternal Blood Moonrise Mordavia Mortal Online Mourning My Lands Myst Online: URU Live Myth Angels Online Myth War Myth War 2 Mythborne Mytheon Mythic Saga Mythos N.E.O Online NIDA Online Nadirim Naviage: The Power of Capital Navy Field Need for Speed World Nemexia Neo's Land NeoSteam Neocron Nether Neverwinter Nexus: The Kingdom Of The Winds NinjaTrick NosTale Novus Aeterno Oberin Odin Quest Odyssey RPG Ogre Island Omerta 3 Online Boxing Manager Onverse Oort Online Order & Chaos Online Order of Magic Original Blood Origins Return Origins of Malu Orion's Belt Otherland Forums OverSoul Overkings Overwatch Oz Online Oz World Pandora Saga Pantheon: Rise of the Fallen Panzar Parabellum Parallel Kingdom Parfait Station Path of Exile Pathfinder Online Perfect World Perpetuum Online Persona V Phantasy Star Online 2 Phantasy Star Universe Phoenix Dynasty Online Phylon Pi Story Picaroon Pillars of Eternity Pirate Galaxy Pirate Storm Pirate101 PirateKing Online Pirates of the Burning Sea Pirates of the Caribbean Online Pixie Hollow Planeshift Planet Arkadia Planet Calypso PlanetSide 2 Planetside Planets³ Playboy Manager Pocket Legends Pockie Ninja Pockie Pirates Pockie Saints Pokémon X and Y PoxNora Prime World Prime: Battle for Dominus Priston Tale Priston Tale II Prius Online Prodigy Project Blackout Project Gorgon Project Powder Project Titan Forums Project Wiki Project Zomboid Puzzle Pirates Quest for Infamy Quickhit Football
R-S
R2 Online RAN Online RF Online ROSE Online Rage of 3 Kingdoms Ragnarok Online Ragnarok Online II RaiderZ Rail Nation Rakion Rappelz RappelzSEA Ravenmarch Realm Fighter Realm of Sierra Realm of the Mad God Realm of the Titans Realms Online Rebel Galaxy Reclamation Red Stone Red War: Edem's Curse Regnum Online Remnant Knights Renaissance Repulse Requiem: Memento Mori Rift RiotZone Rise Rise of Dragonian Era Rise of Empire Rise of the Tycoon Risen 3: Titan Lords Rising of King Risk Your Life Rivality Rockfree Rohan: Blood Feud Role Play Worlds Roll n Rock Roma Victor Romadoria Rosh Online Roto X Rubies of Eventide Ruin Online Rumble Fighter Runes of Magic Runescape Rust Rusty Hearts Ryzom S4 League SAGA SD Gundam Capsule Fighter Online SMITE SUN Sacred 3 Sagramore Salem SaySayGirls Scarlet Blade Scions of Fate Seal Online: Evolution Second Chance Heroes Second Life Secret of the Solstice Seed Serenia Fantasy Seven Seas Saga Seven Souls Online Sevencore Shadow Realms Shadow of Legend Shadowbane Shadowgate Shadowrun Online Shaiya Shards Online Shattered Galaxy Sho Online Shot Online Shroud of the Avatar SideQuest Siege on Stars Sigonyth: Desert Eternity Silkroad Online Skyblade Skyforge SmashMuck Champions Smoo Online Soldier Front Soul Master Soul Order Online Soul of Guardian South Park: The Stick of Truth Space Heroes Universe Sparta: War of Empires Spellcasters Sphere Spiral Knights Spirit Tales Splash Fighters Squad Wars Star Citizen Star Conflict Star Sonata 2 Star Stable Star Supremacy Star Trek Online Star Trek: Infinite Space Star Wars Galaxies Star Wars: Clone Wars Adventures Star Wars: The Old Republic StarQuest Online Starbound Stargate Worlds Starlight Story Starpires State of Decay SteelWar Online Stone Age 2 Stormfall: Age of War Stormthrone Storybricks Stronghold Kingdoms Styx: Master of Shadows Sudden Attack Supremacy 1914 Supreme Destiny Sword Girls Sword of Destiny: Rise of Aions SwordX Swords of Heavens Swordsman
T-Z
TERA TS Online TUG Tabula Rasa Tactica Online Tales Runner Tales of Fantasy Tales of Pirates Tales of Pirates II Tales of Solaris Talisman Online Tamer Saga Tank Ace Tantra Online Tatsumaki: Land at War Terra Militaris TerraWorld Online Terraria Thang Online The 4th Coming The Agency The Aurora World The Banner Saga The Black Watchmen The Chronicle The Chronicles of Spellborn The Crew The Division The Epic Might The Hammers End The Incredible Adventures of Van Helsing The Incredible Adventures of Van Helsing 2 The Legend of Ares The Lost Titans The Matrix Online The Mighty Quest for Epic Loot The Missing Ink The Mummy Online The Myth of Soma The Pride of Taern The Realm Online The Repopulation The Secret World The Sims Online The Strategems The West The Witcher 3: Wild Hunt Theralon There Therian Saga Thrones of Chaos Tibia Tibia Micro Edition Tiger Knight Titan Siege Titans of Time Toontown Online Top Speed Topia Online Torchlight Torment: Tides of Numenera Total Domination Transformers Universe Transistor Transverse Traveller AR Travia Online Travian Triad Wars Trials of Ascension Tribal Hero Tribal Wars Tribes Universe Trickster Online Trove Troy Online True Fantasy Live Online Turf Battles Twelve Sky Twelve Sky 2 Twilight War Tynon U.B. Funkeys UFO Online URDEAD Online Ultima Forever: Quest for the Avatar Ultima Online Ultima X: Odyssey Ultimate Naruto Ultimate Soccer Boss Uncharted Waters Online Undercover 2: Merc Wars Underlight Unification Wars Universe Online Utopia Valkyrie Sky Vampire Lord Online Vanguard: Saga of Heroes Vanquish Space Vector City Racers Vendetta Online Victory - Age of Racing Vindictus Virtonomics Vis Gladius Visions of Zosimos VoidExpanse Voyage Century Online W.E.L.L. Online WAR (Warhammer Online) WAR2 Glory WYD Global Wakfu War Thunder War of 2012 War of Angels War of Legends War of Mercenaries War of Thrones War of the Immortals WarFlow Waren Story Warflare Wargame1942 Warhammer 40,000: Eternal Crusade Warhammer 40K: Dark Millennium Online Warhammer Online: Wrath of Heroes Warkeepers Warrior Epic Wartune Wasteland 2 WebLords Wild West Online WildStar Wind of Luck WindSlayer 2 Wings of Destiny Wish Wizard101 Wizardry Online Wizards and Champions Wonder King Wonderland Online World Golf Tour World of Battles World of Darkness World of Heroes World of Kung Fu World of Pirates World of Speed World of Tanks World of Tanks Generals World of Warcraft World of Warplanes World of Warriors World of Warships World of the Living Dead WorldAlpha Wurm Online Xenoblade Chronicles: X Xenocell Xiah Xsyon Xulu YS Online Yitien ZU Online Zentia Zero Online Zero Online: The Andromeda Crisis Zodiac Online Zombies Ate My Pizza eRepublik

MMORPG.com Discussion Forums

General Discussion

General Discussion 

The Pub at MMORPG.COM  » I think instancing could really make a mmo awesome if done right.

5 Pages 1 2 3 4 5 » Search
90 posts found
  Slheyas

Novice Member

Joined: 4/04/08
Posts: 84

 
OP  9/16/12 8:48:56 PM#1

I'm thinking here of instances with a variable cap.

 

Cities would have no cap obviously, so all the people in them can actually interract with one another.

Areas close to cities would have a pretty high cap, say 100 so it's pretty lively but never crowded as hell.

Really remote areas in the middle of nowhere in a hostile environment would have a cap as slow as the maximum number of people in a party is with some flexibility, so if the max party size is 5 and the area cap is 5 the party could still enter if the number of player in the instance was 4, the absolute cap would be then 9, so it's possible for everybody to meet at least one other soul in an area.

 

Obviously you would share instances with people you don't know, unlike say, the original Guild Wars.

 

I really think it would help with immersion, and as far as I know it's possible to create instances without loading screens (SWTOR did it IIRC) so you wouldn't even have to deal with tons of loading screens.

 

Thoughts? I think this idea is never going to make it in any mmo ever (unless I get rich and decide to make one) but hey.

  VirusDancer

Novice Member

Joined: 11/18/04
Posts: 3684

Heroes are about character - not gear.

9/16/12 8:50:10 PM#2
Er....several games already do this.

I miss the MMORPG genre. Will a developer ever make one again?

Explorer: 87%, Killer: 67%, Achiever: 27%, Socializer: 20%

  Slheyas

Novice Member

Joined: 4/04/08
Posts: 84

 
OP  9/16/12 8:51:37 PM#3
Really? I know of channels and layers but I'm pretty sure the caps on those is only dictated by the player capacity of the zone and not its features that make it hospitable or not.
  TobiasGrey

Apprentice Member

Joined: 9/12/12
Posts: 170

9/16/12 8:53:24 PM#4
Originally posted by Slheyas

I'm thinking here of instances with a variable cap.

 

Cities would have no cap obviously, so all the people in them can actually interract with one another.

Areas close to cities would have a pretty high cap, say 100 so it's pretty lively but never crowded as hell.

Really remote areas in the middle of nowhere in a hostile environment would have a cap as slow as the maximum number of people in a party is with some flexibility, so if the max party size is 5 and the area cap is 5 the party could still enter if the number of player in the instance was 4, the absolute cap would be then 9, so it's possible for everybody to meet at least one other soul in an area.

 

Obviously you would share instances with people you don't know, unlike say, the original Guild Wars.

 

I really think it would help with immersion, and as far as I know it's possible to create instances without loading screens (SWTOR did it IIRC) so you wouldn't even have to deal with tons of loading screens.

 

Thoughts? I think this idea is never going to make it in any mmo ever (unless I get rich and decide to make one) but hey.

Or developers could just design a game well so that the population is spread out where it should be and instances are never needed.

A lack of freedom is NEVER immersive. "Hey, I'm standing right next to you." "No you're not, I can't see you!"

There are always better ways of doing things than using instancing. Instancing is the first resort of a lazy, hack job ofa developer.

  Slheyas

Novice Member

Joined: 4/04/08
Posts: 84

 
OP  9/16/12 9:01:18 PM#5

I really don't see how it would be possible otherwise though, especially in the case of desolate areas that should be all but completely empty, how do you prevent people from going there en masse? Make it completely devoid of anything of interest? Make it unbelievable hard to get to (locking out contents because of player skill isn't a good idea)?

 

I really don't see a solution.

  Schattenphoenix

Novice Member

Joined: 9/16/12
Posts: 3

9/16/12 9:03:32 PM#6

I liked Ragnarok Online...

No instancing and you would always meet people around the world, even at places where you would think noone goes...

People just explored!

  Slheyas

Novice Member

Joined: 4/04/08
Posts: 84

 
OP  9/16/12 9:07:47 PM#7

I love Ragnarok Online to death too!

 

In fact if I could take two existing mmos and blend them together I'd take everything from GW2 and mix it with the stat and gear system of RO.

  SirBalin

Warmonger

Joined: 11/22/06
Posts: 1108

9/16/12 9:10:01 PM#8
Originally posted by Slheyas

I'm thinking here of instances with a variable cap.

 

Cities would have no cap obviously, so all the people in them can actually interract with one another.

Areas close to cities would have a pretty high cap, say 100 so it's pretty lively but never crowded as hell.

Really remote areas in the middle of nowhere in a hostile environment would have a cap as slow as the maximum number of people in a party is with some flexibility, so if the max party size is 5 and the area cap is 5 the party could still enter if the number of player in the instance was 4, the absolute cap would be then 9, so it's possible for everybody to meet at least one other soul in an area.

 

Obviously you would share instances with people you don't know, unlike say, the original Guild Wars.

 

I really think it would help with immersion, and as far as I know it's possible to create instances without loading screens (SWTOR did it IIRC) so you wouldn't even have to deal with tons of loading screens.

 

Thoughts? I think this idea is never going to make it in any mmo ever (unless I get rich and decide to make one) but hey.

Instancing is fine for pve games if they are meant to be rpg's not mmorpgs....def not for pvp

 

Incognito
www.incognito-gaming.us
"You're either with us or against us"

  SaintPhilip

Novice Member

Joined: 3/22/12
Posts: 729

9/16/12 9:11:24 PM#9
Originally posted by TobiasGrey
Originally posted by Slheyas

I'm thinking here of instances with a variable cap.

 

Cities would have no cap obviously, so all the people in them can actually interract with one another.

Areas close to cities would have a pretty high cap, say 100 so it's pretty lively but never crowded as hell.

Really remote areas in the middle of nowhere in a hostile environment would have a cap as slow as the maximum number of people in a party is with some flexibility, so if the max party size is 5 and the area cap is 5 the party could still enter if the number of player in the instance was 4, the absolute cap would be then 9, so it's possible for everybody to meet at least one other soul in an area.

 

Obviously you would share instances with people you don't know, unlike say, the original Guild Wars.

 

I really think it would help with immersion, and as far as I know it's possible to create instances without loading screens (SWTOR did it IIRC) so you wouldn't even have to deal with tons of loading screens.

 

Thoughts? I think this idea is never going to make it in any mmo ever (unless I get rich and decide to make one) but hey.

Or developers could just design a game well so that the population is spread out where it should be and instances are never needed.

A lack of freedom is NEVER immersive. "Hey, I'm standing right next to you." "No you're not, I can't see you!"

There are always better ways of doing things than using instancing. Instancing is the first resort of a lazy, hack job ofa developer.

I disagree. Although I am not keen on the Ops suggestion.

Instancing has its place- And can add to a game. I am not a fan of "private" or "overflow" instances but rather more innovative ways to use instances. 

One cool idea (at least I like it) is to use instancing to add a bit of variety. A developer could make 20-30  variations of 1 area and based on things done in the game (or randomness if desired) these could "switch"- These would not be private instances but changes in the world for everyone but done via instancing. 

Another example would be a dungeon comprised of several "instances" which randomy change- This would make "memorizing" the dungeon and zerging through it far less problamitic than it currently is- And these wouldnt be "randomly" generated but handcrafted areas with randomly appearing traps in an everchanging and dynamic area.

This would allow far more complexity in games while using less resourses to achive this.

 

  gigat

Hard Core Member

Joined: 6/24/10
Posts: 609

9/16/12 9:12:22 PM#10
Originally posted by Slheyas

I really don't see how it would be possible otherwise though, especially in the case of desolate areas that should be all but completely empty, how do you prevent people from going there en masse? Make it completely devoid of anything of interest? Make it unbelievable hard to get to (locking out contents because of player skill isn't a good idea)?

 

I really don't see a solution.

I am perplexed..  I'm confused by the part in green.  What do you mean?  Can you explain this better, or provide an example of how this has or has not impacted current MMOs?

"Lose the helmet sis, we can't prove that you're retarded." - Dennis Reynolds

  ShakyMo

Apprentice Member

Joined: 11/21/11
Posts: 7246

9/16/12 9:12:51 PM#11
I would like a new mmo with no instancing at all.
  Slheyas

Novice Member

Joined: 4/04/08
Posts: 84

 
OP  9/16/12 9:21:20 PM#12
Originally posted by gigat
Originally posted by Slheyas

I really don't see how it would be possible otherwise though, especially in the case of desolate areas that should be all but completely empty, how do you prevent people from going there en masse? Make it completely devoid of anything of interest? Make it unbelievable hard to get to (locking out contents because of player skill isn't a good idea)?

 

I really don't see a solution.

I am perplexed..  I'm confused by the part in green.  What do you mean?  Can you explain this better, or provide an example of how this has or has not impacted current MMOs?

 

Okay, imagine an mmo with an area that is a huge desert, think of it like Death Valley in California, nothing but barren wasteland for as far as the eye can see, a story quest though happens to send you in this area, as well as some other generic quests. What happens then is that tons of players go in that desert devoid of human life to accomplish their quests. The area then becomes extremely lively even though everything about it screams death and inhospitable.

 

And well, it doesn't make sense.

  TobiasGrey

Apprentice Member

Joined: 9/12/12
Posts: 170

9/16/12 9:28:36 PM#13
Originally posted by Slheyas
Originally posted by gigat
Originally posted by Slheyas

I really don't see how it would be possible otherwise though, especially in the case of desolate areas that should be all but completely empty, how do you prevent people from going there en masse? Make it completely devoid of anything of interest? Make it unbelievable hard to get to (locking out contents because of player skill isn't a good idea)?

 

I really don't see a solution.

I am perplexed..  I'm confused by the part in green.  What do you mean?  Can you explain this better, or provide an example of how this has or has not impacted current MMOs?

 

Okay, imagine an mmo with an area that is a huge desert, think of it like Death Valley in California, nothing but barren wasteland for as far as the eye can see, a story quest though happens to send you in this area, as well as some other generic quests. What happens then is that tons of players go in that desert devoid of human life to accomplish their quests. The area then becomes extremely lively even though everything about it screams death and inhospitable.

 

And well, it doesn't make sense.

Very easy. Make those areas really hard to be in. Like a real dessert. Virtual worlds are relfections of real worlds. It goes to show how shallow themeparks are and how poor writing is in most MMOs... if you want an area to be desolate don't SAY its desolate, MAKE it desolate. Make it hard to get to, make it empty, make it harsh once you're there. "But then why go there" you say? Well, areas are usually desolate because people don't WANT to go there. Maybe only the best of the best go there. Maybe only bored explorers go there.

There are far better more interesting ways to do this than instancing, always the tool of the lazy developer.

  TobiasGrey

Apprentice Member

Joined: 9/12/12
Posts: 170

9/16/12 9:29:43 PM#14
Originally posted by ShakyMo
I would like a new mmo with no instancing at all.

Planetside 2 and Darkfall 2.0 bud! Vanguard just went FTP too, not a loading screen at ALL.

  Slheyas

Novice Member

Joined: 4/04/08
Posts: 84

 
OP  9/16/12 9:31:46 PM#15
Originally posted by TobiasGrey
Originally posted by Slheyas
Originally posted by gigat
Originally posted by Slheyas

I really don't see how it would be possible otherwise though, especially in the case of desolate areas that should be all but completely empty, how do you prevent people from going there en masse? Make it completely devoid of anything of interest? Make it unbelievable hard to get to (locking out contents because of player skill isn't a good idea)?

 

I really don't see a solution.

I am perplexed..  I'm confused by the part in green.  What do you mean?  Can you explain this better, or provide an example of how this has or has not impacted current MMOs?

 

Okay, imagine an mmo with an area that is a huge desert, think of it like Death Valley in California, nothing but barren wasteland for as far as the eye can see, a story quest though happens to send you in this area, as well as some other generic quests. What happens then is that tons of players go in that desert devoid of human life to accomplish their quests. The area then becomes extremely lively even though everything about it screams death and inhospitable.

 

And well, it doesn't make sense.

Very easy. Make those areas really hard to be in. Like a real dessert. Virtual worlds are relfections of real worlds. It goes to show how shallow themeparks are and how poor writing is in most MMOs... if you want an area to be desolate don't SAY its desolate, MAKE it desolate. Make it hard to get to, make it empty, make it harsh once you're there. "But then why go there" you say? Well, areas are usually desolate because people don't WANT to go there. Maybe only the best of the best go there. Maybe only bored explorers go there.

There are far better more interesting ways to do this than instancing, always the tool of the lazy developer.

While I absolutely love this idea it would probably be hated by players. Nobody likes having content unaccessible to them because they're too unskilled.

 

If the complaints about explorable mode dungeons in GW2 are an indication making whole areas too hard to bad players would be met with a massive amount of whining, unless those areas have nothing worthwhile in them.

  TobiasGrey

Apprentice Member

Joined: 9/12/12
Posts: 170

9/16/12 9:32:48 PM#16
Originally posted by SaintPhilip
Originally posted by TobiasGrey
Originally posted by Slheyas

I'm thinking here of instances with a variable cap.

 

Cities would have no cap obviously, so all the people in them can actually interract with one another.

Areas close to cities would have a pretty high cap, say 100 so it's pretty lively but never crowded as hell.

Really remote areas in the middle of nowhere in a hostile environment would have a cap as slow as the maximum number of people in a party is with some flexibility, so if the max party size is 5 and the area cap is 5 the party could still enter if the number of player in the instance was 4, the absolute cap would be then 9, so it's possible for everybody to meet at least one other soul in an area.

 

Obviously you would share instances with people you don't know, unlike say, the original Guild Wars.

 

I really think it would help with immersion, and as far as I know it's possible to create instances without loading screens (SWTOR did it IIRC) so you wouldn't even have to deal with tons of loading screens.

 

Thoughts? I think this idea is never going to make it in any mmo ever (unless I get rich and decide to make one) but hey.

Or developers could just design a game well so that the population is spread out where it should be and instances are never needed.

A lack of freedom is NEVER immersive. "Hey, I'm standing right next to you." "No you're not, I can't see you!"

There are always better ways of doing things than using instancing. Instancing is the first resort of a lazy, hack job ofa developer.

I disagree. Although I am not keen on the Ops suggestion.

Instancing has its place- And can add to a game I keep hearing this "if done right instancing is great" I then ask... well which game did instancing right. The response is always "well, this game almost did it right but uh... went too far." And that's the point, instancing always goes too far, because its a crutch. . I am not a fan of "private" or "overflow" instances but rather more innovative ways to use instances. 

One cool idea (at least I like it) is to use instancing to add a bit of variety. A developer could make 20-30  variations of 1 area and based on things done in the game (or randomness if desired) these could "switch"- These would not be private instances but changes in the world for everyone but done via instancing.  GW2 does this without instancing.

Another example would be a dungeon comprised of several "instances" which randomy change- This would make "memorizing" the dungeon and zerging through it far less problamitic than it currently is That doesn't make any sense in a virtual world unless you created a core lore mechanic about some sort of chaos portal, and you can do that without instancing, just randomize the public dungeon.- And these wouldnt be "randomly" generated but handcrafted areas with randomly appearing traps in an everchanging and dynamic area.

This would allow far more complexity in games while using less resourses to achive this.

 

Not following you.

  SaintPhilip

Novice Member

Joined: 3/22/12
Posts: 729

9/16/12 9:41:14 PM#17
Originally posted by TobiasGrey
Originally posted by SaintPhilip
Originally posted by TobiasGrey
Originally posted by Slheyas

I'm thinking here of instances with a variable cap.

 

Cities would have no cap obviously, so all the people in them can actually interract with one another.

Areas close to cities would have a pretty high cap, say 100 so it's pretty lively but never crowded as hell.

Really remote areas in the middle of nowhere in a hostile environment would have a cap as slow as the maximum number of people in a party is with some flexibility, so if the max party size is 5 and the area cap is 5 the party could still enter if the number of player in the instance was 4, the absolute cap would be then 9, so it's possible for everybody to meet at least one other soul in an area.

 

Obviously you would share instances with people you don't know, unlike say, the original Guild Wars.

 

I really think it would help with immersion, and as far as I know it's possible to create instances without loading screens (SWTOR did it IIRC) so you wouldn't even have to deal with tons of loading screens.

 

Thoughts? I think this idea is never going to make it in any mmo ever (unless I get rich and decide to make one) but hey.

Or developers could just design a game well so that the population is spread out where it should be and instances are never needed.

A lack of freedom is NEVER immersive. "Hey, I'm standing right next to you." "No you're not, I can't see you!"

There are always better ways of doing things than using instancing. Instancing is the first resort of a lazy, hack job ofa developer.

I disagree. Although I am not keen on the Ops suggestion.

Instancing has its place- And can add to a game I keep hearing this "if done right instancing is great" I then ask... well which game did instancing right. The response is always "well, this game almost did it right but uh... went too far." And that's the point, instancing always goes too far, because its a crutch. . I am not a fan of "private" or "overflow" instances but rather more innovative ways to use instances. 

One cool idea (at least I like it) is to use instancing to add a bit of variety. A developer could make 20-30  variations of 1 area and based on things done in the game (or randomness if desired) these could "switch"- These would not be private instances but changes in the world for everyone but done via instancing.  GW2 does this without instancing.

Another example would be a dungeon comprised of several "instances" which randomy change- This would make "memorizing" the dungeon and zerging through it far less problamitic than it currently is That doesn't make any sense in a virtual world unless you created a core lore mechanic about some sort of chaos portal, and you can do that without instancing, just randomize the public dungeon.- And these wouldnt be "randomly" generated but handcrafted areas with randomly appearing traps in an everchanging and dynamic area.

This would allow far more complexity in games while using less resourses to achive this.

 

Not following you.

I understand- Trying to simplify something while multi-tasking does not make for a coherent post =P

First, I have never seen this done right- At all. I am being purely theoretical.

Secondly I am not at all speaking of the "changing world" in GW2 but something far greater in scope .

Last, it would be similar to randomizing the public dungeon (the lore issue aside as the same boss is killed a million times anyhow) but done in hand crafted blocks. Something about "Randomly made dungeons" make for poor dungeons. My idea is to handcraft a dungeon in "blocks" which could change. Like 10 - 20 possible tilesets (or whatever) per area, each with random trap and treasure and mob placement. This would allow for the variety of "randomness" but still have a changing but handcrafted dungeon. Could this be done without instancing?

  gigat

Hard Core Member

Joined: 6/24/10
Posts: 609

9/16/12 9:50:36 PM#18
Originally posted by Slheyas
Originally posted by gigat
Originally posted by Slheyas

I really don't see how it would be possible otherwise though, especially in the case of desolate areas that should be all but completely empty, how do you prevent people from going there en masse? Make it completely devoid of anything of interest? Make it unbelievable hard to get to (locking out contents because of player skill isn't a good idea)?

 

I really don't see a solution.

I am perplexed..  I'm confused by the part in green.  What do you mean?  Can you explain this better, or provide an example of how this has or has not impacted current MMOs?

 

Okay, imagine an mmo with an area that is a huge desert, think of it like Death Valley in California, nothing but barren wasteland for as far as the eye can see, a story quest though happens to send you in this area, as well as some other generic quests. What happens then is that tons of players go in that desert devoid of human life to accomplish their quests. The area then becomes extremely lively even though everything about it screams death and inhospitable.

 

And well, it doesn't make sense.

Ok, I see now.  You're more concerned about immersion in regards to lore or story.

 

For me, instancing breaks immersion.  I've always thought of instancing as a method developers use in order to reduce performance issues.  When you have too many people in a single region, then framerates drop and the servers might get bogged down.

 

I can understand why you would use instancing in the scenario you described (like in SWTOR).  Lately, instancing has been a great method for allowing the player to experience their own story.  If this is what you want out of an online RPG, then I can see it working.

 

I prefer a large, seamless world, where I can see and interact with everyone in the game at any time.  Instancing separates the players, and -- in most cases -- forces them to play alone.  This takes the MM out of MMORPG.

"Lose the helmet sis, we can't prove that you're retarded." - Dennis Reynolds

  aRtFuLThinG

Novice Member

Joined: 4/30/09
Posts: 1116

9/16/12 9:57:09 PM#19
Originally posted by Slheyas

While I absolutely love this idea it would probably be hated by players. Nobody likes having content unaccessible to them because they're too unskilled.

 

If the complaints about explorable mode dungeons in GW2 are an indication making whole areas too hard to bad players would be met with a massive amount of whining, unless those areas have nothing worthwhile in them.

A well designed game should require no instancing at all.

Also I think that those areas that are inaccessible to them NOT because they are unskilled per se, but because it was meant to be hard and need to be approached with a group. Many games has areas like this, and it doesn't make the areas unapproachable, it was just meant to be played with other people, which is fine, as mmos are meant to be played with other people.

I mean, even in real-life you won't explore Antarctica by yourself without absolutely any support from anyone (in terms of rations or sponsorship or emergency assistance if solo exploring) would you? That would be suicide.

Hard areas are meant to be hard. Instancing it in a game is not going to improve that at all (I think rather it makes it less attractive).

  TobiasGrey

Apprentice Member

Joined: 9/12/12
Posts: 170

9/16/12 10:23:20 PM#20
Originally posted by gigat

  Lately, instancing has been a great method for allowing the player to experience their own story.  If this is what you want out of an online RPG, then I can see it working.

 

Except this is not what MMOs are good at doing, and they will never be better at telling a personal story than a singleplayer RPG. Every MMO that has tried has failed at making a good instanced storyline, because the second you leave the instance, not a single bit of it matters, and all the material gets padded out, and the combat is limited/bad because of the online restriction.

 

The best storyline in MMOs are the ones the players help create like in UO, Darkfall, and AC. That system is the one that needs to be embraced. Turbine does monthly updates that change the game world for everyone, not advance the personal story of one player and add "content"(fetch quests). The Turbine updates allow the players of the game world to make an impact on a living space.

I have yet to see a single application of instancing that has worked well in an MMORPG.

5 Pages 1 2 3 4 5 » Search