Trending Games | World of Warcraft | Overwatch | Anthem | Monster Hunter World

    Facebook Twitter YouTube Twitch.tv YouTube.Gaming Discord
Register
Quick Game Jump
Members:3,824,082 Users Online:0
Games:971 

Newsroom

Newsroom

Filter Week Filter Game
RSS

Cryptic Blog PvP Instance Considerations

Posted Nov 13, 2007 by Keith Cross

Cryptic Blog PvP Instance Considerations

In the most recent blog post on the Cryptic Studios Blog they take an in-depth look at the advantages and drawbacks of instancing in PvP.

Most MMORPG players are familiar with the concept of instancing - you (possibly on a team) enter a zone/dungeon and a separate instance of that zone or dungeon is created that only you and your team have access to. Zones where multiple groups of people can encounter each other are generally referred to as persistent zones.

Traditionally, there have been two dominant design motivations for instancing:

First, the game server architecture in some cases makes it problematic to support an unlimited number of people in the same zone, and instancing is a way of managing this by limiting the number of people in a particular location.

Secondly, in the early days of MMORPGs one of the ongoing problems was players camping valuable spawns or drops, effectively locking other players out of content.

As PvP design began to be approached more methodically, it became clear that instancing might serve a third purpose by ensuring that two sides were at least somewhat balanced against one another in terms of level band or numbers in an attempt to maintain a fair fight.

Read the full blog here.

 advertisement 

Special Offer