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Final Fantasy XIV: A Realm Reborn

Final Fantasy XIV: A Realm Reborn 

General Discussion  » This game is excellent

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148 posts found
  BishopTx

Novice Member

Joined: 9/23/05
Posts: 23

6/15/13 7:42:56 PM#61

I just started playing, level 10 archer, and cant bring myself to play anymore. Most antiquated MMO in a long time. Hotbar combat system waiting for global cool downs = boring.

 

- Combat system is outdated, slow and boring. Combos neat but overall combat lacking

- No spoken dialogue and some really long winded text that is monotonous to read and boring

- Fetch quest after fetch quest - what is this 2002?

- Everything is fairy based, pixies and magic. A normal bow and arrow shot doesn't even make a bow sounds and has sparkles. Stupid.

 

I hate the game. Its from 2002. Graphically it looks really nice, but its outdated.

 

there are A LOT of better MMOS out there.....

  brieen

Novice Member

Joined: 7/24/03
Posts: 60

Try not. Do or do not, there is no try.

6/15/13 7:45:25 PM#62
Originally posted by BishopTx

I just started playing, level 10 archer, and cant bring myself to play anymore. Most antiquated MMO in a long time. Hotbar combat system waiting for global cool downs = boring.

 

- Combat system is outdated, slow and boring. Combos neat but overall combat lacking

- No spoken dialogue and some really long winded text that is monotonous to read and boring

- Fetch quest after fetch quest - what is this 2002?

- Everything is fairy based, pixies and magic. A normal bow and arrow shot doesn't even make a bow sounds and has sparkles. Stupid.

 

I hate the game. Its from 2002. Graphically it looks really nice, but its outdated.

 

there are A LOT of better MMOS out there.....

i will take your account if you dont want it :)

I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain.

Brieen - UO,DAOC,WOW,SB,EQ,EQII,EVE,LOTR,D&D,Rift,FFXI and some others I dont care to list......

  Magiknight

Advanced Member

Joined: 4/10/09
Posts: 705

6/15/13 7:49:40 PM#63
Originally posted by BishopTx

I just started playing, level 10 archer, and cant bring myself to play anymore. Most antiquated MMO in a long time. Hotbar combat system waiting for global cool downs = boring.

 

- Combat system is outdated, slow and boring. Combos neat but overall combat lacking

- No spoken dialogue and some really long winded text that is monotonous to read and boring

- Fetch quest after fetch quest - what is this 2002?

- Everything is fairy based, pixies and magic. A normal bow and arrow shot doesn't even make a bow sounds and has sparkles. Stupid.

 

I hate the game. Its from 2002. Graphically it looks really nice, but its outdated.

 

there are A LOT of better MMOS out there.....

In 2002 combat was much slower. There were no instances. There were a LOT less quests.

  BadSpock

Hard Core Member

Joined: 8/21/04
Posts: 7677

Logic be damned!

6/15/13 7:55:30 PM#64
Originally posted by Magiknight
Originally posted by BishopTx

I just started playing, level 10 archer, and cant bring myself to play anymore. Most antiquated MMO in a long time. Hotbar combat system waiting for global cool downs = boring.

 

- Combat system is outdated, slow and boring. Combos neat but overall combat lacking

- No spoken dialogue and some really long winded text that is monotonous to read and boring

- Fetch quest after fetch quest - what is this 2002?

- Everything is fairy based, pixies and magic. A normal bow and arrow shot doesn't even make a bow sounds and has sparkles. Stupid.

 

I hate the game. Its from 2002. Graphically it looks really nice, but its outdated.

 

there are A LOT of better MMOS out there.....

In 2002 combat was much slower. There were no instances. There were a LOT less quests.

Yeah, SWG came out in 2003 and WoW in 2004. Obvious troll is obvious.

Now Playing: D3:RoS, Watch Dogs
Looking Towards: Destiny

  brieen

Novice Member

Joined: 7/24/03
Posts: 60

Try not. Do or do not, there is no try.

6/15/13 7:58:48 PM#65
just PM me your beta code and we will over look this troll

I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain.

Brieen - UO,DAOC,WOW,SB,EQ,EQII,EVE,LOTR,D&D,Rift,FFXI and some others I dont care to list......

  Murugan

Novice Member

Joined: 4/18/08
Posts: 1567

6/15/13 7:59:36 PM#66
Originally posted by mrcalhou
I played it by a friend's house and wasn't that impressed with the combat. I guess I'm too used to playing Monster Hunter and such where I can actively dodge out of attack range. I was running away from a dodo to see if the game still used standard MMO combat, and sure enough, I was getting hit by it even though I was no where near it.

That's strange I found it easy to dodge dodo's special attack, as I did most low level mobs specials (in fact I look forward to higher level stuff which should be tougher to dodge, like Coincounter was in AV in 1.21).  I mean there is even a target that appears on the ground to show you how large their conal or AOE attacks are.  For Dodo you should not run away though, you should just circle to its side/behind since it's breath attack is frontal (not sure if they get their rear "breath" attack at low levels or not. 

 

You have the opportunity to react, and if you don't then really that is not the game's fault at all since there is no overall lag/animation lock/etc preventing you from dodging special attacks.

 

You just don't have a "roll around on the floor, fire safety 101" button.

http://xivpads.com/?1595680
http://guildwork.com/users/murugan

  Kilrain

Apprentice Member

Joined: 12/25/03
Posts: 473

6/15/13 8:01:11 PM#67

I did not intend to spark any arguments with my question, so I apologize for that, but all of the information that flowed because of them was actually quite good. The game sounds better than the typical theme park guided rail game so that's a big plus. Another thing that concerns me, while not serious, is instances. I think having them is a big negative when it comes to MMO's (personal opinion here) because they take away from interaction in a big way. To what extent does ARR use instances, assuming that it does? Are all zones instanced or just dungeons? I don't know about anyone else, but I enjoy "fighting" for spawns and getting the last blow on that super rare mob. A rare spawn should be a rare spawn, a rare drop should be a rare drop, and we shouldn't be separating people with artificial walls.. 

Ranting, anyway, in what manner does ARR use instances?

professional web programming and design.

  BeansnBread

Hard Core Member

Joined: 9/19/06
Posts: 5540

6/15/13 8:07:45 PM#68
Originally posted by Kilrain

I did not intend to spark any arguments with my question, so I apologize for that, but all of the information that flowed because of them was actually quite good. The game sounds better than the typical theme park guided rail game so that's a big plus. Another thing that concerns me, while not serious, is instances. I think having them is a big negative when it comes to MMO's (personal opinion here) because they take away from interaction in a big way. To what extent does ARR use instances, assuming that it does? Are all zones instanced or just dungeons? I don't know about anyone else, but I enjoy "fighting" for spawns and getting the last blow on that super rare mob. A rare spawn should be a rare spawn, a rare drop should be a rare drop, and we shouldn't be separating people with artificial walls.. 

Ranting, anyway, in what manner does ARR use instances?

It uses instancing for a lot of the story quests. I don't know if you played GW2, but it reminds me a lot of that for the story quests specifically. I'll go and check if there are channels in the zones, but I don't remember there being any.

SWTOR is the greatest mmo ever!

  Jexel

Novice Member

Joined: 6/15/12
Posts: 4

6/15/13 8:07:46 PM#69
Well i think this game is pretty great. combat to me is fun and a step up from some other themeparks. and the sub model is also a plus.
  Murugan

Novice Member

Joined: 4/18/08
Posts: 1567

6/15/13 8:08:28 PM#70
Originally posted by Kilrain

I did not intend to spark any arguments with my question, so I apologize for that, but all of the information that flowed because of them was actually quite good. The game sounds better than the typical theme park guided rail game so that's a big plus. Another thing that concerns me, while not serious, is instances. I think having them is a big negative when it comes to MMO's (personal opinion here) because they take away from interaction in a big way. To what extent does ARR use instances, assuming that it does? Are all zones instanced or just dungeons? I don't know about anyone else, but I enjoy "fighting" for spawns and getting the last blow on that super rare mob. A rare spawn should be a rare spawn, a rare drop should be a rare drop, and we shouldn't be separating people with artificial walls.. 

Ranting, anyway, in what manner does ARR use instances?

Well I'm a fan of the game, so take this with that in mind.  But I too hated instances and "open content" (not claimed), but a well done instance is in my opinion not a bad thing.  It does allow them more freedom to design fun encounters, and I think the team did a good job in the past and shows promise of doing a much better job in ARR in encounter design.

 

There is no fighting for spawns, something I used to do a TON in XI.  All open world content (not counting normal world mobs) is either spawned by you, or a part of the FATE system (like Rift/GW2 etc.).  There is no claim wars in FFXIV, at least not at this time and I have never seen them say they want to bring it back (even though there is a significant number of XI vets who have wanted it back).

 

Claim wars are just not very popular anymore, and due to the abuse by bots and hacking in the past I honestly never expect to see them in a big way in a AAA mmo again.  It is what it is, blame the cheaters (btw I never cheated and I STILL outclaimed many people who did so I'm not just jealous, playing XI I had black belt, and just about every king item I wanted my HNMLS had a long monopoly on our server... though some of them I found out did cheat which lead to me eventually quitting the game)

http://xivpads.com/?1595680
http://guildwork.com/users/murugan

  brieen

Novice Member

Joined: 7/24/03
Posts: 60

Try not. Do or do not, there is no try.

6/15/13 8:09:08 PM#71
Originally posted by Jexel
Well i think this game is pretty great. combat to me is fun and a step up from some other themeparks. and the sub model is also a plus.

I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain.

Brieen - UO,DAOC,WOW,SB,EQ,EQII,EVE,LOTR,D&D,Rift,FFXI and some others I dont care to list......

  Kilrain

Apprentice Member

Joined: 12/25/03
Posts: 473

6/15/13 8:10:51 PM#72
Thanks for the info, everyone. Maybe I'll see you in game.

professional web programming and design.

  simsalabim77

Apprentice Member

Joined: 4/27/13
Posts: 608

6/15/13 8:11:04 PM#73
Originally posted by Murugan
Originally posted by mrcalhou
I played it by a friend's house and wasn't that impressed with the combat. I guess I'm too used to playing Monster Hunter and such where I can actively dodge out of attack range. I was running away from a dodo to see if the game still used standard MMO combat, and sure enough, I was getting hit by it even though I was no where near it.

That's strange I found it easy to dodge dodo's special attack, as I did most low level mobs specials (in fact I look forward to higher level stuff which should be tougher to dodge, like Coincounter was in AV in 1.21).  I mean there is even a target that appears on the ground to show you how large their conal or AOE attacks are.  For Dodo you should not run away though, you should just circle to its side/behind since it's breath attack is frontal (not sure if they get their rear "breath" attack at low levels or not. 

 

You have the opportunity to react, and if you don't then really that is not the game's fault at all since there is no overall lag/animation lock/etc preventing you from dodging special attacks.

 

You just don't have a "roll around on the floor, fire safety 101" button.

 

I doubt he's talking about strafing out of the way of a frontal cone attack. He's talking about an active dodge feature that gives invulnerability frames so you can dodge any type of attack i.e. if a mob has a basic ranged attack and I use active dodge at the right time, I can totally avoid it. In FFXIV, that's not possible. I don't think a game can add an active dodge/action combat type system to the game without completely designing the game around it. 

I don't really care for tab-target, lock on type combat in MMO's anymore as it bores me to tears, but XIV was never going to have that type of combat, so it's not unexpected. 

  Murugan

Novice Member

Joined: 4/18/08
Posts: 1567

6/15/13 8:15:42 PM#74
Originally posted by simsalabim77
Originally posted by Murugan
Originally posted by mrcalhou
I played it by a friend's house and wasn't that impressed with the combat. I guess I'm too used to playing Monster Hunter and such where I can actively dodge out of attack range. I was running away from a dodo to see if the game still used standard MMO combat, and sure enough, I was getting hit by it even though I was no where near it.

That's strange I found it easy to dodge dodo's special attack, as I did most low level mobs specials (in fact I look forward to higher level stuff which should be tougher to dodge, like Coincounter was in AV in 1.21).  I mean there is even a target that appears on the ground to show you how large their conal or AOE attacks are.  For Dodo you should not run away though, you should just circle to its side/behind since it's breath attack is frontal (not sure if they get their rear "breath" attack at low levels or not. 

 

You have the opportunity to react, and if you don't then really that is not the game's fault at all since there is no overall lag/animation lock/etc preventing you from dodging special attacks.

 

You just don't have a "roll around on the floor, fire safety 101" button.

 

I doubt he's talking about strafing out of the way of a frontal cone attack. He's talking about an active dodge feature that gives invulnerability frames so you can dodge any type of attack i.e. if a mob has a basic ranged attack and I use active dodge at the right time, I can totally avoid it. In FFXIV, that's not possible. I don't think a game can add an active dodge/action combat type system to the game without completely designing the game around it. 

I don't really care for tab-target, lock on type combat in MMO's anymore as it bores me to tears, but XIV was never going to have that type of combat, so it's not unexpected. 

It is an RPG, what is the point of dodging every attack isn't all combat just the same boring routine then? 

 

Roll on the ground, swing your sword, roll ont he ground again, swing your sword, ROLL ON THE GROUND, swing your sword.  I played Witcher, it is fun for a while, it is terrible for an MMO/long play sessions even of a SPRPG in my opinion.  Dark Souls too, it was punishing which was nice, but so are a lot of classic RPG's and they don't have near the amount of spastic moments that make me want to cry that my "hero" is such a damn pussy.

http://xivpads.com/?1595680
http://guildwork.com/users/murugan

  simsalabim77

Apprentice Member

Joined: 4/27/13
Posts: 608

6/15/13 8:19:55 PM#75
Originally posted by Murugan
Originally posted by simsalabim77
Originally posted by Murugan
Originally posted by mrcalhou
I played it by a friend's house and wasn't that impressed with the combat. I guess I'm too used to playing Monster Hunter and such where I can actively dodge out of attack range. I was running away from a dodo to see if the game still used standard MMO combat, and sure enough, I was getting hit by it even though I was no where near it.

That's strange I found it easy to dodge dodo's special attack, as I did most low level mobs specials (in fact I look forward to higher level stuff which should be tougher to dodge, like Coincounter was in AV in 1.21).  I mean there is even a target that appears on the ground to show you how large their conal or AOE attacks are.  For Dodo you should not run away though, you should just circle to its side/behind since it's breath attack is frontal (not sure if they get their rear "breath" attack at low levels or not. 

 

You have the opportunity to react, and if you don't then really that is not the game's fault at all since there is no overall lag/animation lock/etc preventing you from dodging special attacks.

 

You just don't have a "roll around on the floor, fire safety 101" button.

 

I doubt he's talking about strafing out of the way of a frontal cone attack. He's talking about an active dodge feature that gives invulnerability frames so you can dodge any type of attack i.e. if a mob has a basic ranged attack and I use active dodge at the right time, I can totally avoid it. In FFXIV, that's not possible. I don't think a game can add an active dodge/action combat type system to the game without completely designing the game around it. 

I don't really care for tab-target, lock on type combat in MMO's anymore as it bores me to tears, but XIV was never going to have that type of combat, so it's not unexpected. 

It is an RPG, what is the point of dodging every attack isn't all combat just the same boring routine then? 

 

Roll on the ground, swing your sword, roll ont he ground again, swing your sword, ROLL ON THE GROUND, swing your sword.  I played Witcher, it is fun for a while, it is terrible for an MMO/long play sessions even of a SPRPG in my opinion.  Dark Souls too, it was punishing which was nice, but so are a lot of classic RPG's and they don't have near the amount of spastic moments that make me want to cry that my "hero" is such a damn pussy.

 

I think you're misunderstanding. Active dodging is always tied to a limited resource, and enemies typically have attacks that can do significant damage if not outright kill you if you fail to dodge at the right time. 

  Murugan

Novice Member

Joined: 4/18/08
Posts: 1567

6/15/13 8:24:08 PM#76
Originally posted by simsalabim77
Originally posted by Murugan
Originally posted by simsalabim77
Originally posted by Murugan
Originally posted by mrcalhou
I played it by a friend's house and wasn't that impressed with the combat. I guess I'm too used to playing Monster Hunter and such where I can actively dodge out of attack range. I was running away from a dodo to see if the game still used standard MMO combat, and sure enough, I was getting hit by it even though I was no where near it.

That's strange I found it easy to dodge dodo's special attack, as I did most low level mobs specials (in fact I look forward to higher level stuff which should be tougher to dodge, like Coincounter was in AV in 1.21).  I mean there is even a target that appears on the ground to show you how large their conal or AOE attacks are.  For Dodo you should not run away though, you should just circle to its side/behind since it's breath attack is frontal (not sure if they get their rear "breath" attack at low levels or not. 

 

You have the opportunity to react, and if you don't then really that is not the game's fault at all since there is no overall lag/animation lock/etc preventing you from dodging special attacks.

 

You just don't have a "roll around on the floor, fire safety 101" button.

 

I doubt he's talking about strafing out of the way of a frontal cone attack. He's talking about an active dodge feature that gives invulnerability frames so you can dodge any type of attack i.e. if a mob has a basic ranged attack and I use active dodge at the right time, I can totally avoid it. In FFXIV, that's not possible. I don't think a game can add an active dodge/action combat type system to the game without completely designing the game around it. 

I don't really care for tab-target, lock on type combat in MMO's anymore as it bores me to tears, but XIV was never going to have that type of combat, so it's not unexpected. 

It is an RPG, what is the point of dodging every attack isn't all combat just the same boring routine then? 

 

Roll on the ground, swing your sword, roll ont he ground again, swing your sword, ROLL ON THE GROUND, swing your sword.  I played Witcher, it is fun for a while, it is terrible for an MMO/long play sessions even of a SPRPG in my opinion.  Dark Souls too, it was punishing which was nice, but so are a lot of classic RPG's and they don't have near the amount of spastic moments that make me want to cry that my "hero" is such a damn pussy.

 

I think you're misunderstanding. Active dodging is always tied to a limited resource, and enemies typically have attacks that can do significant damage if not outright kill you if you fail to dodge at the right time. 

So do mobs in FFXIV and other MMORPG's so how is that new?  To me it is not worth giving up the rich complexity which stat/RPG abilities can give.  I've responded about this in another thread, I'm well aware of action combat and active dodging.  I've played TERA/GW2 (which was much worse) etc., as well as better single player action games which use this combat.  It is ONLY about mastering the system and then applying it to fights which are predictable.  In an RPG however there is just more depth, that is my opinion.  I get the "challenge" i'm not bad at First Person Shooters or action games, I just prefer the depth of an RPG when I'm playing an MMORPG.

 

I need that depth to warrant me paying a monthly subscription to play in this universe they created.  First person shooters and action games are not worth subscribing to unless they are drastically changing combat in their updates by adding whole new systems etc.  Because otherwise it is routine and once I get good enough at it I have nothing to look forward to (except PvP).

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  Wizardry

Elite Member

Joined: 8/27/04
Posts: 6544

Perhaps tomorrow will be better.

6/15/13 8:30:45 PM#77

I don't think you played much of either if you think OTHER games were more innovative because FF is the game that is more innovative.

As for FFXIV i said all along it is a great game,just not the game i wanted to see.FFXI imo is a better game but FFXIV definitely looks better and does have a lot going for it when comparing it to other games.

The only thing the FF series has never catered to is pvp and imo that is the smartest thing a developer could do.PVP inside of rpg's is never done even half as good as i expect it to be done,so imo a waste of time.Also when you cater to pvp you always ruin some of the PVE aspect as neither support the dynamics of each.

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  simsalabim77

Apprentice Member

Joined: 4/27/13
Posts: 608

6/15/13 8:32:04 PM#78
Originally posted by Murugan

So do mobs in FFXIV and other MMORPG's so how is that new?  To me it is not worth giving up the rich complexity which stat/RPG abilities can give.  I've responded about this in another thread, I'm well aware of action combat and active dodging.  I've played TERA/GW2 (which was much worse) etc., as well as better single player action games which use this combat.  It is ONLY about mastering the system and then applying it to fights which are predictable.  In an RPG however there is just more depth, that is my opinion.  I get the "challenge" i'm not bad at First Person Shooters or action games, I just prefer the depth of an RPG when I'm playing an MMORPG.

 

I need that depth to warrant me paying a monthly subscription to play in this universe they created.

 

I don't think there's very much complexity in invisible dice rolls compared to game mechanics that revolve around player skill. Besides, why can't an action game be complex and have depth? I'm just not sure I understand what you mean by depth. If you're talking about depth of combat and think that action games don't offer as much as a standard RPG, then we'll just have to agree to disagree on that point. If you're talking about depth in a general game mechanics sense, then I will disagree because a combat system alone does not have anything to do with the overall depth of a game. 

  Murugan

Novice Member

Joined: 4/18/08
Posts: 1567

6/15/13 8:43:42 PM#79
Originally posted by simsalabim77
Originally posted by Murugan

So do mobs in FFXIV and other MMORPG's so how is that new?  To me it is not worth giving up the rich complexity which stat/RPG abilities can give.  I've responded about this in another thread, I'm well aware of action combat and active dodging.  I've played TERA/GW2 (which was much worse) etc., as well as better single player action games which use this combat.  It is ONLY about mastering the system and then applying it to fights which are predictable.  In an RPG however there is just more depth, that is my opinion.  I get the "challenge" i'm not bad at First Person Shooters or action games, I just prefer the depth of an RPG when I'm playing an MMORPG.

 

I need that depth to warrant me paying a monthly subscription to play in this universe they created.

 

I don't think there's very much complexity in invisible dice rolls compared to game mechanics that revolve around player skill. Besides, why can't an action game be complex and have depth? I'm just not sure I understand what you mean by depth. If you're talking about depth of combat and think that action games don't offer as much as a standard RPG, then we'll just have to agree to disagree on that point. If you're talking about depth in a general game mechanics sense, then I will disagree because a combat system alone does not have anything to do with the overall depth of a game. 

Life is probability first of all, and this isn't dungeons and dragons we are not simply performing Attack.  RPG have a myriad of abilities with varying effects, it is about using them appropriately.  And RPG players are so good at coming up with new ways to use them that we consistently innovate combat in our MMO's and actually keep the developers on their toes designing new content to challenge us.

 

Hack and slash is just the combat, much like in real life a person learning to shoot a gun, or swing a melee weapon, and move out of the way of attacks (but strangely not how to take a punch which is something most in "melee" combat learn).  Except it is a poor simulation of real combat, oh wow I can control the direction of my swing, or whatever.  It is a novelty but that is it, you master it and you are done.  For an action MMO to be worth a subscription you would have to innovate the combat system regularly, and then adapt your encounters to utilize the new systems so that people have to deliberate how to adapt.  To simply learn reaction to stimulus in a video game whether it is a shooter or "action" combat" is a pretty short curve because the mechanics themselves are simple. 

 

The less linear/short term challenge in action games does come from PvP I guess, but here you are again just matching your "skill" at aiming and pressing usually 1 button maybe a couple 1/10ths of a second faster to determine the victor in this "ultiamte challenge".  I get it, it's kinda fun as a different type of game.  It's not worth a subscription to me though because ultimate mouse wars is not my "fantasy" I want to spend tens-hundreds possibly of hours a month in.  That "fantasy" is getting together with a group of friends and killing a challenging encounter using impossible feats to match impossible feats.

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  Magiknight

Advanced Member

Joined: 4/10/09
Posts: 705

6/15/13 8:57:38 PM#80
Originally posted by Kilrain

I did not intend to spark any arguments with my question, so I apologize for that, but all of the information that flowed because of them was actually quite good. The game sounds better than the typical theme park guided rail game so that's a big plus. Another thing that concerns me, while not serious, is instances. I think having them is a big negative when it comes to MMO's (personal opinion here) because they take away from interaction in a big way. To what extent does ARR use instances, assuming that it does? Are all zones instanced or just dungeons? I don't know about anyone else, but I enjoy "fighting" for spawns and getting the last blow on that super rare mob. A rare spawn should be a rare spawn, a rare drop should be a rare drop, and we shouldn't be separating people with artificial walls.. 

Ranting, anyway, in what manner does ARR use instances?

All of the dungeons are instanced too.

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