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Originally posted by Gdemami Except that the quoted article says "NA launch" not "NA publisher" NA Launch. What are they launching, if not a NA client? |
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Originally posted by asmkm22 Maybe in EQ, but not in any other MMO I can think of. If its properly designed, this issue does not exist. But, designing is hard, hence why instances are a tool to make dev's lives easier. They don't benefit the player. Because, while they make sure that no one is ever camping content, it ruins a ton of other things vital to MMOs. |
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Originally posted by Gdemami They can, and have been, many many times, in many MMOs. And yes, you can outright say it is bad design, because games that have good design don't have these problems. Problems are not good things. |
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Originally posted by asmkm22 The difficult bit is designing it so that players NEVER HAVE TO FIGHT FOR CONTENT, WITHOUT USING INSTANCES. |
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12/03/12 8:57:38 PM#205
I agree with you. Nice to see a dev go this route
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12/03/12 9:04:03 PM#206
Originally posted by DavisFlight There aren't exactly many ways to do it here. You can use instances, let everyone zerg the content a-la GW2, or you can try and make the game world so incredibly huge that player density will never be a problem (and make sure that all zones are equal enough so that players aren't all just camping the same mobs in the same zone). It's one thing for dev like Aventurine to talk the talk, but they've never actually had to deal with game worlds that were popular enough to make instancing an issue. They're niche, and at the end of the day, if they truly knew what they were doing, they would have had a game that was more successful that Darkfall. That doesn't mean instances are the answer for them. Just that trying to discredit them they way he did (and the way the fanbois are doing) sounds a lot like a poor person acting like the troubles of wealthy person of somehow less real or relevant. |
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Originally posted by asmkm22 Jeesh... |
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12/04/12 5:24:11 AM#208
Originally posted by DavisFlight There's a big difference between 10k players in a large world, and 10k players in a small world. It seems people are quick to forget that when the game first launched, we actually had queues to spawn at the stone. We were fighting over each others just to kill and loot those little goblins. It was chaotic, fun to some extent, but chaotic. At least fun until some clown decides to jump in front of you to have you hit him (exploiting alignment) and then every other greedy players jumps to kill you for the loot without penality, but I digress. Instancing is a wonderful design choice for PvE games. One that allows all players access to content they would've had to otherwise wait to access. This is not because of a bad design, but because PvE games generally have to deal with a much higher population and higher population density in certain areas. Areas are also built to hold a certain amount of population to better balance server load without affecting overall performance. Of course for games like DarkFall which are PvP-oriented games, it makes a lot less sense to instance the game because it would reduce the amount of PvP encounter. On the other hand, large scale battles (and by large scale battle I don't mean the 20v21 "zerg" the community has grown used to, but the 100v100+ we had at launch) can have a pretty heavy strain on the server. There are pros and cons to everything, and instancing is merely a design choice part of the larger design of an MMORPG. There is no "single best solution and everything else is a bad solution."
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12/04/12 6:27:12 AM#209
I hope future titles shirk the instancing trend that has been been the bane of MMO's. It's annoying, extremely annoying to play a game where you're sent to your own little world, thus disconnected from all the other inhabitants of that world except your own little party.
AV have made many mistakes, but they have always stood by their guns in making a real challenging player experience and that can only come from an open world. UW may be a bit less brutal than DF1 in some area's, but it should still be a hair raising experience that forces a player to think to overcome, something i've not experienced in a game since Ultima and really the only reason i've put up with AV's shortcomings in the past, most likely the future too, is because I love their idea of open world, skill based gameplay.
So long live crazy devs like AV, without these nutters the mmo genre would be a big blob of carebear pink. |
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12/04/12 6:36:20 AM#210
Originally posted by DavisFlight so, i guess darkfall has no dungeons then? ^^
uh and btw, catacombs has instances. nice refering of daoc. completely wrong tho, sorry ^^
ps: you actually think blizz didnt grow since they released wow? now that's cute. "I'll never grow up, never grow up, never grow up! Not me!" |
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12/04/12 6:42:16 AM#211
Originally posted by Schockey Woa! This is E X A C T L Y how I feel and why I also just walked away from a game last month. I just have zero desire to wait outside a door for help with a world/level that has absolutely nothing to do with my current adventure. |
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12/04/12 6:59:25 AM#212
Thane
Daoc did function perfectly well without instances Catacombs came later and made the game worse. |
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12/04/12 7:12:44 AM#213
Originally posted by Fearum If you thought DF was a turd, then DF:UW is just a turd with glitter on it. The core gameplay hasn't changed. |
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12/04/12 7:19:42 AM#214
Originally posted by ShakyMo i know, i played daoc. still catacombs had instances, and catacombs was a part of daoc.
just stating facts here.
uh and btw, it worked because of a mature community. nowadays this is just a historical legend.
in daoc people knew, when i was fighting a mob spawn, this was my spawn. they wouldn't just jump into it and steel the mobs. if people did so, it could actually be reported (and got through).
nowadays. mobsteeling is concidered "cool".
seriously, you wanna throw those players in a non instanced world? gl with that "I'll never grow up, never grow up, never grow up! Not me!" |
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12/04/12 7:25:44 AM#215
People are also missing the idea, that an instance dungeon, is all for YOUR group. Not for others but for your group. All the drops, all the mobs, all the bosses. That is why in GW2, they instanced the dungeons. Wouldn't you hate going into an open dungeon hoping to get a drop from a particular boss and the boss is dead already and the spawn rate is slow - so your group has to camp there and wait.
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12/04/12 8:05:09 AM#216
Originally posted by Thane You seem to think that mob stealing is a new phenomenon, but it has been going since MMO's were born, the only difference in the early games players could react by either giving up the spawn, or attacking the player muscling in and that's what DF delivers, which is what many of us enjoy. Having the ability to police in this way is a far better approach than telling the teacher someone stole your toy. I never played daoc and find it shocking that a gm would actually take someone serious if they reported such a thing, but then daoc had safe zones i believe where you couldn't deal with it yourself, which of course is why open pvp works in an open world. |
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Originally posted by botrytis No, because I never played a game where the devs were dumb enough to design a dungeon that way. Why put a boss with a low respawn? Why put a single boss at all? Instanced dungeons aren't like public dungeons in many ways. Besides, a lot of the fun of public dungeons was having other people around to help, or help you. |
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Originally posted by Thane If killstealing is such an epidemic, then how come there is no killstealing OUTSIDE of dungeons, in the public world? Killstealing is the weakest argument for instancing. It only ever happened to me once in DAoC, and it happened in teh open world, not in a dungeon. I reported the guy and it never happened again. |
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Originally posted by evilastro The core gameplay is what was redesigned... |
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12/04/12 1:22:37 PM#220
Originally posted by DavisFlight Yeah, I miss camps.
I miss having to form groups to try to spawn bosses, in hopes of picking up an item. The joy of playing a game to earn gear. I love having to roll for gear, and possibly losing, makes the gear seem valuable to me. Opposed to just receiving the same gear everybody has for killing ten mobs or farming a dungeon boss that spawns 100% of the time. |
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