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12/01/12 12:42:24 PM#61
Originally posted by LizardEgypt
Yup, the games of today basically hand you everything. You could argue that having to fight over a resources makes the game more interesting. Rewards have more meaning when you have to work for them. I'm sorry, but GW2 was a badly designed game. It offered no challenge and was full on easy mode. The game was very hollow and empty. [mod edit] Many of us are simply tired of having to put up with the instanced crap because others say its needed. If there is one thing that kills 'immersion', its instancing! |
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12/01/12 12:53:38 PM#62
Originally posted by DavisFlight
So, what you're saying is Adventurine is a bad developer because they weren't able to balance their game, and they refused to use instancing which made it so people who wanted to buy the game couldn't. That's my take away from your comments anyway. |
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Yamota
Elite Member
Joined: 10/05/03
There's a beast within every man that stirs when you put a sword in his hand |
12/01/12 12:57:42 PM#63
Originally posted by Gdemami I dont see any advantage for instances in an MMO. It is simpy there because some devs. cannot design the world to handle 1000+ people on the same server. It is also a cheaper solution than to have a large varied world. It is much easier to create an identical clone of the same zone than to create a new unique one. |
Originally posted by kartool ....uh... what? did you like... read...a single thing in this thread? Darkfall works fine without instances. Instances wouldn't have suddenly enabled the server to hold more people. I don't think you understand what you're talking about. |
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12/01/12 12:59:26 PM#65
I did not mind instancing early on in MMO history, I actually liked it in EQ after many guilds would fight over end game raid content and KSing would take place etc.
However, overtime I have slowly began to hate instancing. I felt like instancing at first was more of an addition to grouping, but has made its way to introducing players to new and easier ways to solo game content, and never have to communicate on the MMO.
It is nice to see instancing will not be implemented. |
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12/01/12 1:07:55 PM#66
I agree and totally respect those guys. Theme-park MMOs are single-player games with chat. |
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12/01/12 1:11:39 PM#67
Originally posted by zimike GW2 was easy mode and I am not a big fan of it myself - however consider the target audience - extreme casual gamer who plays an hour here and there over a course of a week, and then GW2 is perfect for them. not every MMORPG gamer is a veteran who likes deep and complex world and gameplay, in fact majority of playerbase likes shallow and easy games. us veteran gamers are a minority. the future of MMORPGs are console players. |
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Originally posted by Gdemami Incorrect. For an MMORPG, going without instances is what should be strived for. A properly designed MMO has no need of isntances. They offer nothing beneficial game wise to a properly designed MMO. They'll save a poorly designed MMO, sure, but not a well designed one. The cons far outweight the pros with instancing. It really is a matter of making life easier for the game designers, rather than the players. |
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Originally posted by Gdemami The issue wouldn't exist if the game was designed well. You seem to be having a severe issue with reading comprehension. The problem that instancing solves, stems from bad game design. Using instances to fix it does not remove the fact that the game was designed poorly to begin with. Instancing is a band aid that sits over the bad game design. A game designed properly will have no need of the band aid. |
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12/01/12 1:18:18 PM#70
Originally posted by DMKano
Your right. Casual gamers do seem to be more abundant now than ever. My work buds talked me into buying GW2 and I fell for it like a sucker. After two weeks into the game, all my buds quit the game and most of them are casual. However, most wouldn't playe a hardcore MMO like Darkfall ether. I'm too not certain console games are going to take over yet. Just like instanced vs persistent worlds! The war is not over! |
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12/01/12 1:20:12 PM#71
In terms of instancing AV gets it. I don't think they "get" the economy,crafting and restrictions to characters which adds diversity.
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12/01/12 1:25:31 PM#72
Originally posted by DMKano I agree with what you say minus the red part. Many people feel themepark games are for casual players. Its actualy the opposite. Sandboxes are for casual gamers and themeparks are for more active gamers. Reason being, in a themepark you must ride the roller coaster and follow a set path, meaning you have to do "this" in order to do "that". In a sandbox you can take your time, go where you want, if things get hectic just stop and try an entirely different aspect of the mmo. But yes, mmo's of today are what console games use to be of yesterday. Its sick. Even newer console rpgs offer more content and features than your normal new age mmo :( |
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Originally posted by Badaboom Parts of AV get it. It's been clear that the AV staff is divided on the issue. Many of them advocate local banking and heavier crafting, others push for faster PvP gameplay and see the rest as too slow/discouraging, and make people not want to dive into PVP. |
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12/01/12 1:33:03 PM#74
Originally posted by DavisFlight Its a sandbox, it should have it all and be balanced. TO ignore one aspect for another just harms your game. You need pve, pvp, crafting, housing, exploration, large world, social aspects, and much more for a good sandbox. Seems dark fall is ignoring a few of these and will make another mistake. Full loot pvp could be negotiated to a stiff death penalty and a reward for the victor to help promote the pvp aspect. Pve should be a concern also to help get the population up. In most sandboxes pve is player created and should have the features and skills to make that happen. Personaly i hate all pvp or all pve games. Need a good balance. Far too many games go one way or the other and suffer for it. If darkfall had more pve and more crafting i would be more inclined to play a longer time. If its all about pvp and none of the above, its a bad sandbox. |
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12/01/12 1:34:37 PM#75
So you make a set of axioms what MMOs should be or not and how they should be or not and then when something does not fit in, it is a bad design.
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12/01/12 1:37:05 PM#76
Originally posted by Gdemami Gdemami, remember what we talked about :) play nice! |
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12/01/12 1:44:11 PM#77
EQ suffered without instances (in terms of camping rare spawns, not general leveling.EQ flourished without instances, finding good gear was hard, and you had to be prepared to fight for it, everyone wasn't running around with the same easily obtained gear. Although i agree, instancing has no place in MMOs, the whole ideal of playing an online game is being in an online world, instancing just limits player interaction, along with stupid things like matchmaking ques, reduces the need for guilds/clans when you can just que up with randoms, and go on your little risk free adventure, call me too hardcore, but thats just way to carebear. |
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Originally posted by Seronys The leveling portion, as I said, was great without instances. But waiting in a virtual line for a spawn is not a game mechanic many people want to see return. Fighting the monsters should be enough challenge to get gear. There's no challenge to waiting in line, that's just "who has more time to waste" |
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Originally posted by Gdemami Yeah because I'm sure a genre that is built around MASSIVELY MULTIPLAYER should constantly be striving to cut off players from one another and put them in small non massively multiplayer dungeons? If you're making an MMO, anything that gets rid of the MM should be avoided if possible. That's just simple logic. |
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12/01/12 1:49:18 PM#80
Originally posted by DavisFlight Exactly. Anyone trying to take the Massive out of MMO is in the wrong genre. Awaiting - Darkfall: Unholy Wars |
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