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The Pub at MMORPG.COM  » What are your thoughts on instant porting to instances?

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99 posts found

Elite Member

Joined: 9/06/08
Posts: 719

2/22/14 8:51:36 AM#61

Instant porting to instances is one of worst thing ever happened to this genre, especially if it's done in a game menu. It might work in an action game but not in an mmorpg.

Queueing belongs to lobby games and they are not mmorpgs.


Apprentice Member

Joined: 6/20/10
Posts: 1225

2/22/14 9:25:33 AM#62

I am not fond of it either because it is asocial, especially combined with an LFG tool that is game-wide. If you come across people you really enjoyed playing with but are from a different server, you will most likely never see them again. You can't blacklist stupid players and force them to be nicer. It negates class abilities that could port people from A to B. But also, it is just a little TOO convenient. In other words, people have gone from one extreme, to another, and then back again.

People used to complain that they would have to wait, sometimes for a long time, to form a group for a tank or for a healer. So some things were thrown in to streamline the process: making more hybrid characters that are viable to spread out core abilities, making it easier to get to the dungeon, etc. However, it is so easy now to get to the dungeon (since you get there instantly) now all you do is wait around in a city for your queue to pop. How is that any different from waiting around for a healer/tank to become available like in the old games? I don't know about you guys, but I feel that waiting around in a city, lobby, whatever is extremely boring. I would rather go down a well-trodden path with my group to get to the dungeon, and perhaps aggro mobs or PvP along the way.

Playing MUDs and MMOs since 1994.


Hard Core Member

Joined: 4/20/12
Posts: 1082

2/22/14 9:51:05 AM#63

If all you want is a combat lobby, then they're great.  I personally like to explore dungeons in context of the world and lore -- I want to know where they are and why I am going there.  What I really hate are the random dungeon runs, where you queue up and are planted in a random dungeon with a bunch of random people -- I see games actually rewarding random dungeons over doing regular ones (looking at you, WoW) -- that's extreme Disneylandification.

I understand why people like them -- they are strapped for time, etc. etc. and it is possible to simply avoid them and find a good guild or friends to group with people of like mind. 

What I advocate is a middle ground, an LFG tool that understands location.  It would help you find groups in the vicinity/location of the dungeon you are near in the world.  Once that's done, let the party group and talk to each other and do the actual travel to the dungeon.  On top of that add selections that allow you to pick the type of run you want -- gear hunt, roleplay, casual, speed run, etc.


Advanced Member

Joined: 5/18/08
Posts: 2098

2/22/14 11:13:35 AM#64

If you force me to play a game with instances I'd say I like it. Instances are a pox on the genre though. Forming the dungeons into content meant for a full group and only a full group is just bad for the game. In the old days you could take a friend and go tool around in a dungeon and just avoid the nastier spots. You could form a group organically because you didn't need a full balanced group to do the entrance mobs in the dungeon. Heck you could even solo a few spots in each dungeon while you wait for friends to log on. GW2 as an example has basically ruined dungeons completely for me, they are no fun at all. WoW at least had the normal dungeon mobs toned down where a group of 2 or 3 can progress somewhat at level even if it isn't efficient.

In games where they don't balance the game around a full group you can spend time in a dungeon while waiting to form a group and not be bored, you can still accomplish things. When you take the instance path you pretty much bog the game down into must be in full group to have fun in which case forming that full group and getting to the dungeon in the most efficient way possible becomes important.

Novice Member

Joined: 8/26/06
Posts: 783

2/22/14 11:35:19 AM#65

I vote against instant dungeon portings.

But does it matter? They'll keep on doing this anyway.


Advanced Member

Joined: 2/23/05
Posts: 179

2/22/14 11:39:59 AM#66
I like it. Before WoW implemented it I remember wasting time trying to get a group together. Then trying to get to the damn dungeon only to have some ass hat leave right as everyone was making to the entrance. Now maybe if they had an Auto group thing and did not teleport you had to run that would be ok (provide a Warlock summon type ability was available.)

Ea is like a poo fingered midas ~ShakyMo


Advanced Member

Joined: 1/23/10
Posts: 184

2/22/14 12:46:55 PM#67

I have never seen it done since but there was a time when locations and POIs were a part of economy. In UO we had rune stones and they were blank until a player with the proper skill would mark a location on the rune stone. Then players would cast a very basic recall spell on that stone a teleport to that location.


I have always felt that was the best system as one could sell full rune books filled with various locations and players could set ther own spots. It worked really well for everyone but it also encouraged exploration for those who wanted it and insta travel for thos who didnt and trade yes trade for those who wanted that as well.  Good stuff!


Novice Member

Joined: 12/10/08
Posts: 3109

2/22/14 2:36:02 PM#68

Although I am very interested in the geometry of worlds, I actually have no strong preference for one method of moving around over another ... UO, WoW, DDO, EvE ... they all made sense to me within the context of the games.



Elite Member

Joined: 12/21/07
Posts: 20659

2/22/14 4:29:45 PM#69
Originally posted by deniter


Queueing belongs to lobby games and they are not mmorpgs.

Simple .. just rename the genre  ... problem solved.



Elite Member

Joined: 12/21/07
Posts: 20659

2/22/14 4:30:55 PM#70
Originally posted by

I vote against instant dungeon portings.

But does it matter? They'll keep on doing this anyway.

Because more people like it than those who don't. It is really about preferences of the majority.

Personally i won't play a game without instant porting .. but hey ... i did not demand devs to cater to my preferences. If they do, who am i to argue? I will just enjoy it.



Advanced Member

Joined: 5/17/06
Posts: 6187

2/22/14 4:48:28 PM#71
When your entire outside world is just an excuse to grind mobs/quests, it really doesn't matter does it?

Novice Member

Joined: 2/27/08
Posts: 3697

2/22/14 6:02:43 PM#72
Originally posted by

I vote against instant dungeon portings.

But does it matter? They'll keep on doing this anyway.

They'll keep doing it because the overwhelming majority of players want it.  However, if you don't like it, the solution is easy, just don't use it.  Feel free to walk everywhere.  Is there a real problem here?

Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, Aion, Allods, lots more
Relatively Recently (Re)Played: HL2 (all), Halo (PC, all), Batman:AA; AC, ME, BS, DA, FO3, DS, Doom (all), LFD1&2, KOTOR, Portal 1&2, Blink, Elder Scrolls (all), lots more
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Hope: None


Elite Member

Joined: 12/08/06
Posts: 316

2/22/14 6:37:34 PM#73

Nah they should have only included the current LFG system on pve servers or rp servers not on the pvp one. 

They should even only tweak pvp servers for pvp content wise when it comes to stats on gear or on players.

They should do the same for pve servers. Raiders should not have anything to say when it comes to stats fo rgear or players on pvp servers and same applies the other way around.

LFG system should only be teleporting players at start of a map and not inside dungeons on pvp servers. Current system is designed for pve servers not pvp servers. But again you have all the raiders on pvp servers talking like they know more then the pvp players what a joke.


Novice Member

Joined: 11/20/03
Posts: 303

2/22/14 6:58:42 PM#74
The more accessible and stimulating mmorpg's become the more people play them. Gone are the days of hardcore gamers doing corpse runs, running for 15 mins through aggro zones to meet up with a group who is waiting for them guiding them through the process. Nope it's fast food nowadays. In and out, feel good at first, but stomach ache later.

Main Game: Eldevin (Plat0nic)
2nd Game: Path of Exile (Platonic Hate)

Novice Member

Joined: 8/26/06
Posts: 783

2/22/14 8:58:38 PM#75
Originally posted by Cephus404
Originally posted by

I vote against instant dungeon portings.

But does it matter? They'll keep on doing this anyway.

They'll keep doing it because the overwhelming majority of players want it.  However, if you don't like it, the solution is easy, just don't use it.  Feel free to walk everywhere.  Is there a real problem here?

I understand what you mean, but it simply doesn't work that way.

You can ignore features and mechanics in a single player game. But it won't work in MMOs for many reasons.


Hard Core Member

Joined: 10/11/11
Posts: 257

2/28/14 2:47:43 PM#76

I miss the social interaction, but waiting on people to fly across half an hour of terrain or more is boring, for those who actually showed up and were there, it is just watching tv or playing other games time. 

Much like, I miss the lack of out of combat mana regen/health on Everquest, used to take like half an hour to regen mana, and the entire raid had to sit and wait. That wasn't really fun for anyone, but meditating sure did cause conversations for the time you had to spend sitting and waiting! 

Blizzard took away "Have Group will Travel", however did that support social communities? No! They use warlocks to summon, or people make the entire raid wait for them to get there! There aren't really any fun conversations like their used to be, because they took away challenge and made games a hotbar rotation of spam key clicking. You can't have a conversation, when people are busy mashing buttons, you have to slow down combat, and make spells / abilities on a long cast timer/few abilities mostly auto attack like Everquest 1. 

That is why people talked on Everquest 1, there wasn't any spell haste focus, there wasn't any mana regen (clarity 1 and 2 sucked, there was no in combat mana regen flowing thought for the most part, and there were no AA's at the start), and there were pure melees (rogue, monk, warrior) who didn't do much of anything 'cept a few abilities and auto attack! 

Raid bosses always get perma camped by the same raiding guild, they are pointless, unless you put a lock-out timer and force that guild to quit killing them, the same guild killed Avatars for over 6 months on Everquest 2, no other guild had a change to learn the encounter, because after they wiped it was fair game for the other guild to take it. How is designing raid content for only 1 guild worth developer time and resources? It isn't. They are better off designing instances that thousands of guilds can enjoy, instead of only 1 guild,. 

However, there should be elite group mobs and content that can't be soloed, just not raid bosses. Elite bosss rare names that were epic x 2 used to hang out in Thundering Steppes on Everquest 2. People had to group up and make raids for that water bubble rare and this other rare with a lot of adds that would path around near the entrance to ruins of varsoon. 

What kills overland grouping/rare name epics however, is the mentor system. It is so overpowering that a max level can show up and solo it . Even if they had rare spawn names a level 95/100 could solo it, so what is the fun in that? Mentoring down only does so much, they still tend to be 20 times stronger than an actual low level is. 


Advanced Member

Joined: 6/11/08
Posts: 10953

I think with my heart and move with my head.-Kongos

2/28/14 2:50:44 PM#77

I would much rather have it than not have it.  I'm not going to spend the ten minutes it takes to get from wherever I am to an instance making friends.  I'm going to be spending it running through the game world ignoring everything I possibly can to get there.


I can not remember winning or losing a single debate on the internet.


Advanced Member

Joined: 4/10/09
Posts: 762

2/28/14 2:54:26 PM#78
Insta porting has it's place, but not in MMOs.

Advanced Member

Joined: 11/03/13
Posts: 1008

2/28/14 2:56:31 PM#79

If a game is poorly designed enough to need instances in the first place, whatever. The game world and social atmosphere of the game is already compromised, adding a dungeon finder won't hurt it further.


Games like WoW, from top to bottom, are anti social MMOs. They encourage soloing and greed at every turn and its all ddesigned so you never really need another player. So, porting to instances doesn't really hurt the community there, cause there is none.


Now if it was added to a social game like DAoC of old, with its uninstanced dungeons and encouraged grouping, that would be a different story.


Advanced Member

Joined: 4/12/12
Posts: 55

2/28/14 3:06:33 PM#80

If you have a life / family your time is limited to play.  I goto work around 5-6am get home around 3pm.  After work I eat dinner, spend time with the family etc etc.  I usually dont play till they goto sleep which is usually around 9-10.  It leaves me limited time to play unless I want to be a zombie the next day.  There is no way I want to spend 30mins - 1 hour just trying to get to a dungeon and hoping I can find a group which will take who knows how long. 

I like doing achievements / exploring but I can do that on my own and in my spare time here and there.  If I want to log on and unlock some way points or do some crafting or whatever I can do that for 15 mins here and there.  If i want to do a dungeon I want to be able to log on do the dungeon, and that would probably be it for the day.

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