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4/29/10 3:53:02 PM#61
Originally posted by stayontarget It's no better then farming the same mobs over and over in the open world for a loot drop. It's a problem of itemization and not really one of instances. |
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4/29/10 3:54:55 PM#62
Originally posted by FC-Famine I think that is the main problem we have today. Everyone wants to make a game for the large group and thumb their nose at the smaller group. While all these game companies are fighting each other over the instant gratification, non-community customer base, they all ignore the rest of us. Hopefully one day a company will design a quality MMO for all of us who appreciate a sense of accomplishment and don't mind interacting with others. www.agonysend.org |
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4/29/10 4:27:38 PM#63
Instancing of dungeons is a necessary evil in MMOs. It's the only way to provide a decent environment for a dungeon craw without having to deal with the problem of griefing of other players. Here's some of the problems of open world end game content: Unless you are in a high-end guild you can forget about even seeing most of the bosses. You have to deal with waiting for re-pop timers that are anywhere from 3 hours to 7+ days. You have to compete with botters/cheaters/exploiters. You have to deal with people trying to mpk (monster player kill) you in order to claim the boss. After all this even if the boss drops 3 things 100% of the time, most of the guild will be left with nothing to show for it for months at a time. do to only getting claim a few times.
A lot of people on these forums who are looking back at EQ1 or FFXI and remember camping some rare boss and getting the drop are forgetting the times they camped something for months and got nothing to show for it do to not getting claim or the drop. There also was/is many people who did 'end game' for a year+ and only got a few minor trinkets do to not getting in the handful of guilds that have practically full control over all the bosses. I'm not saying their times was completely wasted as most people I knew played to socialize with the friends they made in game, just saying its kinda poor design when your game is a better chatroom then a game.
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4/29/10 4:38:23 PM#64
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4/29/10 4:48:15 PM#65
One thing I want to see in a game like WoW where instancing is used as a main theme; Random generated dungeons. Sure they can keep the normal instances the way they are, but at the same time give players a random dungeon generator that can build an instance based on a groups preferences (sorta like AO's mission terminals). Seeing as in WoW most people only really care about the badges (points soon) and XP it would be a way to break the monotony of running the same 4 or 5 dungeons over and over. |
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4/29/10 5:43:50 PM#66
Originally posted by Naxxa Dark Age of Camelot had absolutely none of those problems and it didn't have instances. It's all about good game design. Instances are the lazy way out. As for the last bit, you STILL have to do raids a million times in WoW to get everyone everything they need.
And as said before, other games already have randomly generated Dungeons. WoW doesn't because WoW is a very simple and nearly featureless game compared to old MMOs. |
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4/29/10 5:47:16 PM#67
I dont mind Instancing if its used sparingly. Like only for dungeons or something like that. When most of the game is instanced, thats when it bothers me. Like STO. 95 percent of that game is instanced. I cant stand that much instancing. |
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4/29/10 5:54:26 PM#68
Originally posted by Cacaphony Well why should you have to settle for instanced dungeons? For many, they know no other way, but let me tell you, there is almost nothing more enjoyable in an MMO then traveling deep into a dungeon, and tossing together a party of scared adventurers, picking them up along the way, and then becoming conquerors of said dungeon. Some of those random friendships I STILL have from 8 years ago. |
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4/29/10 5:57:56 PM#69
This is a huge reason as to why I cant stand STO. Im hoping and hoping that games coming out will avoid this... but if they dont then i guess im out of luck. |
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4/29/10 7:38:39 PM#70
Originally posted by Garvon3 I know what you are talking about and i like it too. Personally i prefer a middle of the road approach though. Have a couple of instanced dungeons but have as much or more shared. Another approach could be to have half the dungons non-instanced and on the rest have the option to either create an instance or go on the shared instance. The game should have anyway bosses + encounters on the outer shared world anyway, not just normal mobs. |
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4/29/10 7:42:54 PM#71
Originally posted by Cacaphony True enough I suppose. I generally hunt for the tiny tiny bit of games that still are uninstanced, but yeah, you have to make concessions or just give up on "MMOs". At least there's still Vangu-er oh wait. Well, at least there's Darkfall :/ but I wish a DAoC style MMO would get made without instances. |
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4/29/10 7:46:46 PM#72
Instancing is pretty much a neccessity. It reduces server loads, and does a great job of reducing griefing of certain types (like kill-stealing). But there will always and ever be a love of the great open outdoors. I tried EQ2 for a while. While the instancing wasn't the only reason I quit, it was definitely a significant factor. |
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4/29/10 7:49:27 PM#73
I think why most people hate instancing vs a completly open world is because then they can't pk and grief people as much lol. Argue that all you want but you know there are plenty of people out there that play mmo's for the soul purpose of ruining others enjoyment, and instancing ruins theirs. (oh is seems the person above me thought the same, it must be true then :P ) |
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4/29/10 7:50:37 PM#74
Originally posted by Eindrachen Are there really this many people who think there's no other way? Did all of you play poorly designed MMOs? :/ |
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4/29/10 11:14:11 PM#75
Originally posted by Garvon3 Yeah .. all of us played EQ. Seriously, either a) you have a boss that is not popular (with no good loot) and no one cares to fight him, or b) the boss is popular and you need to take a number to wait in line. And don't give me the crap about having enough content to satisfy everyone. No developers in the world can create enough bosses to 2000 people on a server don't have to fight over them. |
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4/30/10 12:03:48 AM#76
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4/30/10 6:13:20 AM#77
Originally posted by Murashu That's basically the same point I just made under a different wrapping. You will never be able to please everyone. You have to cater to someone and there will always be a group of people who feel left out. There is just no way around it no matter if you're developing a TV or a massively multiplayer online game. It's just the nature of the business. I would love nothing more than my car to have the ability to fly me to work, but I also understand that I'm the minority and would not see this feature added to my car anytime soon. I don't blame the car company for appealing to their primary customer demands, but I do wish they would add it too! Glen ''Famine'' Swan |
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4/30/10 6:26:38 AM#78
Who is 'rest of us'? It is not all that black & white and even when you focus at smaller community, it is not homogeneous and there will always be a group of people feeling unhappy about the game. Many design choices are antinomic and trying to please everyone is a way to failure. |
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4/30/10 11:35:27 AM#79
Originally posted by biofellis Won't work. Just a model of a boss is not an encounter. If you want to duplicate all the fun interaction (like how to fight him), you need to have the same script, same environment, and so on. You may as well have instances. Plus, you cannot control how many are fighting the boss at once and make tuning difficulty of the encounter impossible. |
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4/30/10 1:09:13 PM#80
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