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The Pub at MMORPG.COM  » Why Instances bad?

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138 posts found
  Garvon3

Novice Member

Joined: 3/17/10
Posts: 2943

4/28/10 11:16:18 PM#41
Originally posted by Hatedbyall

A cool thing I would like to see Is a random instance maker ...where it always different everytime you enter. ...so it seems like a new place evertime you enter ...we can only dream

That's already been done by Dark Age of Camelot. Years ago. And you guys still don't think MMOs have been working backwards? Just go back 5 years and you'll see gameplay and features you thought were impossible, done by MUCH smaller teams than modern MMOs, but no one does them now cause everyone is too busy trying to clone WoW, and WoW is a very VERY simple game. 

  pierth

Novice Member

Joined: 4/14/06
Posts: 1515

4/29/10 12:06:07 AM#42
Originally posted by Garvon3
Originally posted by Hatedbyall

A cool thing I would like to see Is a random instance maker ...where it always different everytime you enter. ...so it seems like a new place evertime you enter ...we can only dream

That's already been done by Dark Age of Camelot. Years ago. And you guys still don't think MMOs have been working backwards? Just go back 5 years and you'll see gameplay and features you thought were impossible, done by MUCH smaller teams than modern MMOs, but no one does them now cause everyone is too busy trying to clone WoW, and WoW is a very VERY simple game. 

Even EQ1 had a similar functionality with the Lost Dungeons of Norrath expansion (2003?).

  FC-Famine

Funcom Community Manager

Joined: 10/17/06
Posts: 278

4/29/10 5:52:41 AM#43
Originally posted by Lord.Bachus

Instances aren't bad...

 

Its just a plain shame that old fashioned open dungeons like i remember from EQ, Vanguard, DAoC and others are not created anymore..

 

They would be a great addition to many current games.

 

If only this was true in today's market. The old ways gave the power to the players to *share* the content together. Today, players don't want to wait in line for the next big camp nor be removed by force (i.e.: pvp or community). They want to have access to the content right away and in private without distruptions from the in-game community.

There is no right or wrong way here. It's a player preference, and honestly there are a lot of players who don't want their gameplay delayed or disrupted in what little time they have in-game (casual versus hardcore).

Glen ''Famine'' Swan
Senior Assistant Community Manager - Funcom

  Vargur

Novice Member

Joined: 1/15/10
Posts: 142

4/29/10 6:58:52 AM#44
Originally posted by FC-Famine
Originally posted by Lord.Bachus

Instances aren't bad...

 

Its just a plain shame that old fashioned open dungeons like i remember from EQ, Vanguard, DAoC and others are not created anymore..

 

They would be a great addition to many current games.

 

If only this was true in today's market. The old ways gave the power to the players to *share* the content together. Today, players don't want to wait in line for the next big camp nor be removed by force (i.e.: pvp or community). They want to have access to the content right away and in private without distruptions from the in-game community.

There is no right or wrong way here. It's a player preference, and honestly there are a lot of players who don't want their gameplay delayed or disrupted in what little time they have in-game (casual versus hardcore).

Given the choice between instant gratification and having to wait, no one wants to wait. The problem, as I see it, is that every game being developed caters to the CounterStrike gamers who wants action right now, and sadly developers cater to them despite them jumping from game to game in search of the next 'cool' thing, leaving communities and servers barren.

In "the Good Old Days" of DAoC, people would plan the major raids a week ahead of time. People would turn up an hour before the raid started to get organized and grouped up.
 A major raid should consist of 100+ players, not 24 which is the norm today.

Giving players what they want, rather than making them work for it, leaves players unsatisfied, and unsatisfied players move on.

  Pedrob

Novice Member

Joined: 8/01/09
Posts: 170

4/29/10 7:32:22 AM#45
Originally posted by Vargur
Originally posted by FC-Famine
Originally posted by Lord.Bachus

Instances aren't bad...

 

Its just a plain shame that old fashioned open dungeons like i remember from EQ, Vanguard, DAoC and others are not created anymore..

 

They would be a great addition to many current games.

 

If only this was true in today's market. The old ways gave the power to the players to *share* the content together. Today, players don't want to wait in line for the next big camp nor be removed by force (i.e.: pvp or community). They want to have access to the content right away and in private without distruptions from the in-game community.

There is no right or wrong way here. It's a player preference, and honestly there are a lot of players who don't want their gameplay delayed or disrupted in what little time they have in-game (casual versus hardcore).

Given the choice between instant gratification and having to wait, no one wants to wait. The problem, as I see it, is that every game being developed caters to the CounterStrike gamers who wants action right now, and sadly developers cater to them despite them jumping from game to game in search of the next 'cool' thing, leaving communities and servers barren.

In "the Good Old Days" of DAoC, people would plan the major raids a week ahead of time. People would turn up an hour before the raid started to get organized and grouped up.
 A major raid should consist of 100+ players, not 24 which is the norm today.

Giving players what they want, rather than making them work for it, leaves players unsatisfied, and unsatisfied players move on.

 

I agree, also the fix to the "waiting" game when it comes to quests, is doing what LOTRO did with quest items, always glowing to everyone who has the quest, never disappears, just stops glowing when you pick it up, and for mobs, the spawn was pretty fast, tho one key element is missing is that before players would respect order of arrival, that doesn't exist anymore.

Back to the topic, as for instances they are good as a small part of the pie, a secondary way to level, not the main, and as stated by Vargur, instances should not be "the" raid method, in a MMO you are supposed to massively mass up numbers to raid something incredibly difficult.

Problem with instancing is when it's used to be half or most of the game's gameplay mechanic, and when it's used for raids as it creates a sense of "elitism" since only 16, 24 or 32 players can go in, instead of the 80+ that want to do it together.

It's understandable when players want to solo some days, but when developers push this to be a every day thing, it kills the whole concept of a MMO.

  Ikisis

Apprentice Member

Joined: 1/23/09
Posts: 291

4/29/10 7:37:22 AM#46
Originally posted by SEANMCAD

Why? I do not undertand. I am not supporting them becuase I dont understand what the issue is at this time.

To me instances kill immersive game play, Personally i like seamless games where a alternate dimention of the same location isnt made after you get 100 people on that 1 instance. (thats not really Massive game play either because 100 people can be done or over done on games like MAG and other FPS games.

Thats my 2 cent's Immersive killing and just dosnt add up to being massive with only 100 people per zone.


Full Loot PvP http://lifeisfeudal.com/ Next Generation Sandbox MMORPG

  fyerwall

Apprentice Member

Joined: 6/01/04
Posts: 3197

4/29/10 7:49:21 AM#47
Originally posted by Pedrob
Originally posted by Vargur
Originally posted by FC-Famine
Originally posted by Lord.Bachus

Instances aren't bad...

 

Its just a plain shame that old fashioned open dungeons like i remember from EQ, Vanguard, DAoC and others are not created anymore..

 

They would be a great addition to many current games.

 

If only this was true in today's market. The old ways gave the power to the players to *share* the content together. Today, players don't want to wait in line for the next big camp nor be removed by force (i.e.: pvp or community). They want to have access to the content right away and in private without distruptions from the in-game community.

There is no right or wrong way here. It's a player preference, and honestly there are a lot of players who don't want their gameplay delayed or disrupted in what little time they have in-game (casual versus hardcore).

Given the choice between instant gratification and having to wait, no one wants to wait. The problem, as I see it, is that every game being developed caters to the CounterStrike gamers who wants action right now, and sadly developers cater to them despite them jumping from game to game in search of the next 'cool' thing, leaving communities and servers barren.

In "the Good Old Days" of DAoC, people would plan the major raids a week ahead of time. People would turn up an hour before the raid started to get organized and grouped up.
 A major raid should consist of 100+ players, not 24 which is the norm today.

Giving players what they want, rather than making them work for it, leaves players unsatisfied, and unsatisfied players move on.

 

I agree, also the fix to the "waiting" game when it comes to quests, is doing what LOTRO did with quest items, always glowing to everyone who has the quest, never disappears, just stops glowing when you pick it up, and for mobs, the spawn was pretty fast, tho one key element is missing is that before players would respect order of arrival, that doesn't exist anymore.

Back to the topic, as for instances they are good as a small part of the pie, a secondary way to level, not the main, and as stated by Vargur, instances should not be "the" raid method, in a MMO you are supposed to massively mass up numbers to raid something incredibly difficult.

Problem with instancing is when it's used to be half or most of the game's gameplay mechanic, and when it's used for raids as it creates a sense of "elitism" since only 16, 24 or 32 players can go in, instead of the 80+ that want to do it together.

It's understandable when players want to solo some days, but when developers push this to be a every day thing, it kills the whole concept of a MMO.

 Instances are fine when used in small doses. Problem today is instancing is making up a majority of the game, essentially making most of the actual game world unneeded. Whats worse is instanced content used to be a place where really challenging content was provided, but even that is changing to be easier and easier, making instance grinding the more preferable form of progression.

When I log into WoW I can open up my guild tab and see that out of the 72 people online, 57 of them are in an instance, 9 are sitting in Dalaran/SW and the other 6 are pvping. And this is players of all levels between early teens and lvl 80. A quick run around Dalaran and the place is full of people just sitting/standing/dancing in the same spot either AFK or waiting for a dungeon. If I were to attempt to level an alt I could easily complete quests without having to worry about other players taking the mobs I need. The world just feels vacant. Sure I may see one or two other people run by, but its not the same as seeing the 20+ people running past you like you did a while back.

There are 3 types of people in the world.
1.) Those who make things happen
2.) Those who watch things happen
3.) And those who wonder "What the %#*& just happened?!"


  J_Hurry

Apprentice Member

Joined: 8/16/05
Posts: 234

4/29/10 7:52:07 AM#48
Originally posted by Axehilt

Some people want Worlds, not Games.  For these players, instancing is contrary to the primary reason they enjoy MMORPGs.

For you (the OP) and me (and most gamers really), we value gameplay above all.  So we see all of the significant gameplay gains resulting from intsancing and consider it perfectly acceptable.

I value gameplay just as much as the next "hardcore gamer" yet I still prefer a world over a game. When I want to play a game, I go play TF 2.

Don't care what the pros of instancing are.  As far as I'm concerned, there aren't any. The second I enter an instance is the second I'm no longer immersed in a massive virtual world.

  MMO_Doubter

Advanced Member

Joined: 7/28/09
Posts: 5133

4/29/10 8:06:25 AM#49
Originally posted by Garvon3

 

I HATE finding a cave and not being able to go into it cause I don't have a quest (LotRO) or entering a cave and NOBODY being in it, unless I invite them in. WTF? 

I HATE going into a cave to kill a boss, and finding him dead with three groups waiting for his respawn.

I HATE going to an area to farm mats and getting one piece an hour, because others are there farming the same stuff.

Instancing can certainly be over done, but no instancing is worse, in my book.

"" Voice acting isn't an RPG element....it's just a production value." - grumpymel2

  astoria

Novice Member

Joined: 11/26/08
Posts: 1685

4/29/10 8:18:59 AM#50


Originally posted by FC-Famine


Originally posted by Lord.Bachus
Instances aren't bad...
 
Its just a plain shame that old fashioned open dungeons like i remember from EQ, Vanguard, DAoC and others are not created anymore..
 
They would be a great addition to many current games.


 
If only this was true in today's market. The old ways gave the power to the players to *share* the content together. Today, players don't want to wait in line for the next big camp nor be removed by force (i.e.: pvp or community). They want to have access to the content right away and in private without distruptions from the in-game community.
There is no right or wrong way here. It's a player preference, and honestly there are a lot of players who don't want their gameplay delayed or disrupted in what little time they have in-game (casual versus hardcore).

I agree with Famine. I am one of those people that don't have time to wait for open-world respawns. As to immersion, the fact that 2 other people are waiting in line to kill the same boss (who is also immortal) pulls me out of my role play more than any instancing.

Also, I really have never understood the more general 'loading screens hurt immersion' argument. Teleport-resurrecting when I die, being able to shoot fire out of my face, and being able to bunny hop in full plate already require me to suspend some notions of reality. A loading screen just gives me a second to get a sip of my coffee.

"Never met a pack of humans that were any different. Look at the idiots that get elected every couple of years. You really consider those guys more mature than us? The only difference between us and them is, when they gank some noobs and take their stuff, the noobs actually die." - Madimorga

  fyerwall

Apprentice Member

Joined: 6/01/04
Posts: 3197

4/29/10 8:22:26 AM#51
Originally posted by MMO_Doubter
Originally posted by Garvon3

 

I HATE finding a cave and not being able to go into it cause I don't have a quest (LotRO) or entering a cave and NOBODY being in it, unless I invite them in. WTF? 

I HATE going into a cave to kill a boss, and finding him dead with three groups waiting for his respawn.

I HATE going to an area to farm mats and getting one piece an hour, because others are there farming the same stuff.

Instancing can certainly be over done, but no instancing is worse, in my book.

 Aye, its a double edged sword.

Thing is, why can't they offer both styles of content? I mean have the classic contested dungeons for those who want the large scale encounters as well as having instances. They don't even have to be equal in implementation. You could add maybe 1 or 2 new contested dungeons for every 5 or 6 instances.

I guess the main complaint would be loot. Would the large scale contested content offer better loot than the instanced content? If yes, people would complain how its not fair because they can't compete with those large scale guilds, yet should be entitled to the same loot drops. If the instanced content offered the same or better loot than the contested stuff, people wouldn't bother with the contested stuff as there really isn't a reason to waste time on it.

To me loot never really mattered to me. I could care less if I never got that uber weapon or plate chest of godliness. It's one of the reasons end game content in games like WoW bore me. I will do them maybe once just to have done it, but I have no desire to farm it till I go blind. Then again I was the person in EQ who had more fun tossing really nice high level weapons on low level skeletons in Qeynos and watching newbs get all giddy when they killed them and got something uber for thier level. I mean yeah, I raided, but most times doing stupid crap like that was a lot more fun to me :P

There are 3 types of people in the world.
1.) Those who make things happen
2.) Those who watch things happen
3.) And those who wonder "What the %#*& just happened?!"


  User Deleted
4/29/10 8:27:15 AM#52


Originally posted by Vargur

Given the choice between instant gratification and having to wait, no one wants to wait. The problem, as I see it, is that every game being developed caters to the CounterStrike gamers who wants action right now, and sadly developers cater to them despite them jumping from game to game in search of the next 'cool' thing, leaving communities and servers barren.
In "the Good Old Days" of DAoC, people would plan the major raids a week ahead of time. People would turn up an hour before the raid started to get organized and grouped up.
 A major raid should consist of 100+ players, not 24 which is the norm today.
Giving players what they want, rather than making them work for it, leaves players unsatisfied, and unsatisfied players move on.

There were parts of the good ole days of DAOC which weren't so fun as well and I think an hour of preparation before a raid is a bit inconsiderate on people's time. 30 minutes sure, but sometimes it would take an hour or even longer to even get a raid together and going. How about the leveling system, sit in a corner of a zone/dungeon and farm the same 2-3 group of mobs nearest to you nonstop and hope no other group steals from you.

I wouldn't say instancnig is entirely bad since it disallows people from doing that albeit now when it does come to outdoor quests/encoutners etc., players are more adamant about stealnig each others mobs rather than grouping up even on slay quests and perhaps instancnig helped reinforce that attitude. It's definitely a double-edged sword, but we cannot deny its usefulness.

  MMO_Doubter

Advanced Member

Joined: 7/28/09
Posts: 5133

4/29/10 8:50:25 AM#53
Originally posted by fyerwall

 Aye, its a double edged sword.

Thing is, why can't they offer both styles of content? I mean have the classic contested dungeons for those who want the large scale encounters as well as having instances. They don't even have to be equal in implementation. You could add maybe 1 or 2 new contested dungeons for every 5 or 6 instances.

I guess the main complaint would be loot. Would the large scale contested content offer better loot than the instanced content? If yes, people would complain how its not fair because they can't compete with those large scale guilds, yet should be entitled to the same loot drops. If the instanced content offered the same or better loot than the contested stuff, people wouldn't bother with the contested stuff as there really isn't a reason to waste time on it.

To me loot never really mattered to me. I could care less if I never got that uber weapon or plate chest of godliness. It's one of the reasons end game content in games like WoW bore me. I will do them maybe once just to have done it, but I have no desire to farm it till I go blind. Then again I was the person in EQ who had more fun tossing really nice high level weapons on low level skeletons in Qeynos and watching newbs get all giddy when they killed them and got something uber for thier level. I mean yeah, I raided, but most times doing stupid crap like that was a lot more fun to me :P

I never played EQ, but I agree whole-heartedly with the rest of your post.

Gear grinds bore the hell out of me. It`s lots of fun to work with friends  figure out and eventually beat a dungeon. My guild had a hell of a time beating Moroes in Karazhan (due to a lack of priests and paladins). Lots of wipes, much frustration, some laying of blame and drama, but I loved that time. We got better, and got closer and closer to beating him. Once we got him on farm status and cleared the rest of the dungeon, I lost a lot of interest.

Gear is a means to an end, not the other way around. I didn`t read loot tables, rarely read strats for bosses (preferred to figure them out on my own), and only really farmed for one item - the turtle form for the Mage polymorph spell. That was it.

A list of what dungeons I have cleared means far more to me than what tier gear I am wearing.

"" Voice acting isn't an RPG element....it's just a production value." - grumpymel2

  uquipu

Spotlight Poster

Joined: 11/14/09
Posts: 1538

4/29/10 9:09:40 AM#54


Originally posted by fyerwall

 Aye, its a double edged sword.
Thing is, why can't they offer both styles of content? I mean have the classic contested dungeons for those who want the large scale encounters as well as having instances. They don't even have to be equal in implementation. You could add maybe 1 or 2 new contested dungeons for every 5 or 6 instances.


Original WoW had several non-instanced dungeons. The troll one in the Hinterlands where the end boss is High Priestess Hex and the Scarlet Crusade fortress in Eastern Plaguelands. These non-instanced dungeons required groups. They had elite mobs, rare spawns, bosses, the works.

Problem is, nobody used these non-instanced dungeons.

The player base voted with their feet and instanced dungeons won. I think people want to be the hero of the story and thats why instancing works. You get to be the hero.

In non-instanced dungeons, it's more like Wal-Mart on Christams Eve, everyone fighting to get the last tickle me elmo.

WoW still puts in a few non-instanced dungeons in, not as much. Ice Crown Citidel has a bunch of elite mobs and a few bosses and these are outside the instances.

Well shave my back and call me an elf! -- Oghren

  fyerwall

Apprentice Member

Joined: 6/01/04
Posts: 3197

4/29/10 9:13:25 AM#55
Originally posted by uquipu

 


Originally posted by fyerwall

 Aye, its a double edged sword.
Thing is, why can't they offer both styles of content? I mean have the classic contested dungeons for those who want the large scale encounters as well as having instances. They don't even have to be equal in implementation. You could add maybe 1 or 2 new contested dungeons for every 5 or 6 instances.

 

 


 

Original WoW had several non-instanced dungeons. The troll one in the Hinterlands where the end boss is High Priestess Hex and the Scarlet Crusade fortress in Eastern Plaguelands. These non-instanced dungeons required groups. They had elite mobs, rare spawns, bosses, the works.

Problem is, nobody used these non-instanced dungeons.

The player base voted with their feet and instanced dungeons won. I think people want to be the hero of the story and thats why instancing works. You get to be the hero.

In non-instanced dungeons, it's more like Wal-Mart on Christams Eve, everyone fighting to get the last tickle me elmo.

WoW still puts in a few non-instanced dungeons in, not as much. Ice Crown Citidel has a bunch of elite mobs and a few bosses and these are outside the instances.

 

 True, but again I think it all came down to the 'Why should we bother?' train of thought with players. Someone explored these open dungeons and discovered that there really wasn't anything of value in there. Word got out that they weren't worth the effort so people avoided them in favor of just hitting up the instances where the loot was better.

It all comes down to the easier path to better loot.

There are 3 types of people in the world.
1.) Those who make things happen
2.) Those who watch things happen
3.) And those who wonder "What the %#*& just happened?!"


  FC-Famine

Funcom Community Manager

Joined: 10/17/06
Posts: 278

4/29/10 10:41:38 AM#56
Originally posted by Vargur
Originally posted by FC-Famine
Originally posted by Lord.Bachus

Instances aren't bad...

 

Its just a plain shame that old fashioned open dungeons like i remember from EQ, Vanguard, DAoC and others are not created anymore..

 

They would be a great addition to many current games.

 

If only this was true in today's market. The old ways gave the power to the players to *share* the content together. Today, players don't want to wait in line for the next big camp nor be removed by force (i.e.: pvp or community). They want to have access to the content right away and in private without distruptions from the in-game community.

There is no right or wrong way here. It's a player preference, and honestly there are a lot of players who don't want their gameplay delayed or disrupted in what little time they have in-game (casual versus hardcore).

Given the choice between instant gratification and having to wait, no one wants to wait. The problem, as I see it, is that every game being developed caters to the CounterStrike gamers who wants action right now, and sadly developers cater to them despite them jumping from game to game in search of the next 'cool' thing, leaving communities and servers barren.

In "the Good Old Days" of DAoC, people would plan the major raids a week ahead of time. People would turn up an hour before the raid started to get organized and grouped up.
 A major raid should consist of 100+ players, not 24 which is the norm today.

Giving players what they want, rather than making them work for it, leaves players unsatisfied, and unsatisfied players move on.

 

This is not a problem though. We have to cater to someone. What makes one side any different than the other side in that retrospect? If we cater to you, then the other side would make the exact same post you're making exclaiming, "Here is the problem!"

Now before someone wise chimes in and says, "Well the difference is in the numbers!" Then you will have to see some truth there. If a good bulk of players don't like to wait and don't want to share then yes, it makes sense to cater to those players. Otherwise, we would cater to a smaller minority where a larger group is exclaiming, "You JUST DONT GET IT!" 

On the other hand, it's possible to have both, but sometimes not so easy to have both. Regardless, it's not really a problem to the bigger picture, only to the individual. This is a massively multiplayer game and we have to cater to as many people as possible, not to just one person -- but many.

It's a pickle of a debate, I like both systems honestly, but that's only because I understand it from both sides of the fence.

Glen ''Famine'' Swan
Senior Assistant Community Manager - Funcom

  Garvon3

Novice Member

Joined: 3/17/10
Posts: 2943

4/29/10 10:49:17 AM#57
Originally posted by MMO_Doubter
Originally posted by Garvon3

 

I HATE finding a cave and not being able to go into it cause I don't have a quest (LotRO) or entering a cave and NOBODY being in it, unless I invite them in. WTF? 

I HATE going into a cave to kill a boss, and finding him dead with three groups waiting for his respawn.

I HATE going to an area to farm mats and getting one piece an hour, because others are there farming the same stuff.

Instancing can certainly be over done, but no instancing is worse, in my book.

It's a simple issues of good game design. 

Why would there be three groups waiting to kill a boss at any given point? That means that something isn't balanced properly, if everyone is going to one place for one thing. In DAoC, since the game had quests, but it wasn't the main form of advancement, you wouldn't have people camping boss mobs, because while bosses sometimes occasionally dropped unique loot, more often than not, there were various mobs throughout the dungeon that would drop the dungeon specific loot. In 5 years of playing DAoC I never once encountered people camping a boss mob. Boss mobs were killed for fun, for bragging rights, or occasionally for a quest. But since the level design was solid, it spread groups out throughout a dungeon. 

As for gathering mats? Again, NEVER been a problem. Just makes sure there's enough mats. You don't need to instance anything for that.  But this takes some forethought and effort, much easier to cram it all in an instance. 

  nariusseldon

Elite Member

Joined: 12/21/07
Posts: 19811

4/29/10 12:01:22 PM#58

Given the choice between instant gratification and having to wait, no one wants to wait. The problem, as I see it, is that every game being developed caters to the CounterStrike gamers who wants action right now, and sadly developers cater to them despite them jumping from game to game in search of the next 'cool' thing, leaving communities and servers barren.

Well, waiting is NOT playing a game. Can you blame people NOT wanting to wait? I mean sitting there getting a number in line and chat for 30 min is no fun then jumping into action and fight the boss.

In "the Good Old Days" of DAoC, people would plan the major raids a week ahead of time. People would turn up an hour before the raid started to get organized and grouped up.
 A major raid should consist of 100+ players, not 24 which is the norm today.

A game is a game, not a commitment to work. Everything you said seems like too much work to me. There is a reason why WOW cut 40 people raid down to 25 and also actively promote 10-man

Coordinating 100+ player becomes a full time chore. The only way it should be done is like WG where people can just show up.

Giving players what they want, rather than making them work for it, leaves players unsatisfied, and unsatisfied players move on.

Not if you have a good game. People stuck with WOW for years .. and that is WAY longer than any other type of games. A SP game typically hook people for 2-3 weeks (15-20 hrs play?). A few months hooked on a MMO is already a long time.

  Adamantine

Advanced Member

Joined: 1/07/08
Posts: 3321

War is not the ultima ratio, but the ultima irratio - Willy Brandt

4/29/10 3:32:33 PM#59

I'm definitely the "no instances, thanks a lot" type of player.

I want the illusion of being in a world with other players.

If that results in certain lack of luxuries at some points, well thats perfectly cool by me.

  stayontarget

Guide

Joined: 10/04/08
Posts: 6129

Girlfriends come and go but Epic battles are Soulbound

4/29/10 3:35:24 PM#60

Running instance over and over again just so you can get that item you think you need....Thats just not my style man.

Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries...

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