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I'm Sorry

mxmissilemxmissile Member UncommonPosts: 275

Not *10* minutes into the game there is a campfest, people *already* camping spawns.  WTF is up with that?  Cant designers build a work around for this issue?  There should be zero excuse for design flaws like this. 

This just in, Sporting Goods stores accross america's sales just doubled in camp supplies!

Have fun kids, dont forget to dress warm and bring plenty of firewood!   Nice to have that 6+ gigs of HD space available again.

/me goes back to NWN2

Comments

  • premiereboripremierebori Member Posts: 249
    Yah, the first thing I did is get the hell out of the newbie area. But all newbie areas are like that.
  • freethinkerfreethinker Member UncommonPosts: 775
    10 minutes huh???  well, glad to see you gave it a fair try before deciding it wasn't the game for you.

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  • TedDansonTedDanson Member Posts: 513

    This is EXACTLY what I was talking about in another thread. Flashbacks to EQ days with people camping for HOURS to get the tap on a spawn......

    Instances are really the way to go these days, and they do not take away from the massive in MMORPG at all because you still deal with people everywhere else, but when it's time to run a dungeon you don't want to take everyone in the world with you.

  • HengistHengist Member RarePosts: 1,316

    So, it goes to Beta 5, some 15k new people are downloading, and rushing to start new toons, but the game sucks because newbie areas are full of people?

    Poor design?

    That's pretty amusing, where do you suggest the level 1's go, to the level 40 areas? Even if they instanced, then it would be the lvl 5 or lvl 10 areas that would be packed. This is what pretty much happens in EVERY MMORPG at release, because the worlds are new.

    Thankfully, you'll be in NWN2, which is probably a good thing for everyone.

  • DrunkenPreyDrunkenPrey Member Posts: 122
    I'm suprised anybody even noticed. the respawn rate is so high for most of the mobs my biggest problem was not getting backstabbed by reds.

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  • swede2swede2 Member Posts: 975
    Originally posted by Baikal


    So, it goes to Beta 5, some 15k new people are downloading, and rushing to start new toons, but the game sucks because newbie areas are full of people?
    Poor design?
    That's pretty amusing, where do you suggest the level 1's go, to the level 40 areas? Even if they instanced, then it would be the lvl 5 or lvl 10 areas that would be packed. This is what pretty much happens in EVERY MMORPG at release, because the worlds are new.
    Thankfully, you'll be in NWN2, which is probably a good thing for everyone.



    QFT exactly what i was thinking . I was finding it a little frustrating till i stopped and thought about it for a sec. WoW starting area's would be the same way if there was 40-50 level 1 toons all starting at the same time

    OP takes foot out of mouth runs and hides lol

  • fulmanfufulmanfu Member Posts: 1,523

    some people want everything to go exactly how they plan, and have it be handed to them on a silver spoon. open beta just started, tons of new people, and the noob areas are packed? zomg! never would have guessed that.


    try going to a new server in wow the minute it opens and kill sarkoth(w/e) you have to wait your turn or be quick and be a dick(usualy the latter in wow)

  • ghost047ghost047 Member UncommonPosts: 597
    Originally posted by mxmissile



     Nice to have that 6+ gigs of HD space available again.
    Did you really installed the game and played? You would know that you have 17+ gigs of HD available again.

    Get a life you freaking Gamer.....no no, you don't understand, I'm a Gamer, I have many lives!!

  • bulldoggogbulldoggog Member Posts: 2
    Wow didnt have that Problem
  • swede2swede2 Member Posts: 975
    Pretty sure most of us have played WoW and if 40 - 50 players all started in Northshire at the same time you would find it the same way
  • matraquematraque Member Posts: 1,431
    Originally posted by mxmissile


    Not *10* minutes into the game there is a campfest, people *already* camping spawns.  WTF is up with that?  Cant designers build a work around for this issue?  There should be zero excuse for design flaws like this. 
    This just in, Sporting Goods stores accross america's sales just doubled in camp supplies!
    Have fun kids, dont forget to dress warm and bring plenty of firewood!   Nice to have that 6+ gigs of HD space available again.
    /me goes back to NWN2
    LMOA.  It's open beta dumbass... everyone is newb.



    Weak weak attempt at trolling.

    eqnext.wikia.com

  • Regal_SDRegal_SD Member Posts: 83
    As much as I don't like this game, at least give it more then 10 minutes.  Dont worry about camping spawns at level 2.  Just go kill shit.  The quests are retarded and lack lore anyways.  You need at least a few hours and several levels before you are staring at a Supermodel with no brains and no personality. 

    Regal

  • FrozenBaconFrozenBacon Member Posts: 6
    Originally posted by TedDanson


    This is EXACTLY what I was talking about in another thread. Flashbacks to EQ days with people camping for HOURS to get the tap on a spawn......
    Instances are really the way to go these days, and they do not take away from the massive in MMORPG at all because you still deal with people everywhere else, but when it's time to run a dungeon you don't want to take everyone in the world with you.
    Yea, I dont understand why people dont want instances either. I love interacting with other people, but when Im doing a dungeon I dont want to have to compete with other players for a spawn. Waiting for a certian boss to spawn is for more immersion breaking then me running into an instance. not using instances is kind of a step backwards here.



    But hey, I dunno maybe I'm not seeing something here...
  • LynxJSALynxJSA Member RarePosts: 3,334
    Originally posted by Baikal

    That's pretty amusing, where do you suggest the level 1's go, to the level 40 areas? Even if they instanced, then it would be the lvl 5 or lvl 10 areas that would be packed. This is what pretty much happens in EVERY MMORPG at release, because the worlds are new.
    One idea is to have the system instance on demand. If the server decides that a zone is overloaded itcreates another instance of it. At that point, players could click a drop down on, say, the map (provided they aren't an aggressor and other checks to prevent exploitation) and they can pick another instance to head to.


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  • ChikacaChikaca Member Posts: 62
    It's the lack of innovation. It's the same in all other areas of the game as well.



    There were lots of solutions to this problem suggested in earlier beta stages went to deaf ears.



    For example if they had made the nameds more random that they wouldn't spawn always in the same location and on a set timer people couldn't camp the spawns, but they came up with some lame excuses not to break the mold.
  • SomnulusSomnulus Member Posts: 354

    The best way to deal with named NPC camping would be to have a random NPC generator. It generates a different NPC for each player on a count. Perhaps a bank of thirty or forty random NPCs with completely random geographical spawn areas.

    In that way, when you were told to go find the traitor X and bring his/her head back, you would have a fairly unique NPC that would spawn in a different geographical area than it did for every other player. Especially in a world as large as Vanguard's.

    Now, one area I can see where this has been an issue has been the "Kill X of X" missions. The spawn rates when I first entered Vanguard were pretty low, so there was a lot of competition there.

    The way to solve that is to simply get rid of those "quests". They aren't particularly interesting, they don't further the storyline in any meaningful way and they normally just end up frustrating and/or boring your playerbase.

    For example; rather than having a pure "Kill X of X" mission, set up a quest where an area of the game world is going to be overrun by an enemy population. The quest NPC gives X number of players (roughly equating to how many players it would take to reasonably stop the invasion) to that location. If only one new player asks for a quest, they receive the invasion but the numbers and enemy types are adjusted for them.

    If any other players jump in to help (or kill steal), the game gauges the number of PC opponents and increases the mob sizes so that the players who originally had the quest still get their kills.

    In that way, the original quest players get a dynamic storyline and don't really have to fear camping and everyone involved gets a little action.

    Next generation MMOs really have to find ways to innovate. That includes finding ways to personalize the game so that the players actually care about the world and the characters in it.

    They need to take some tips from their older computer and PnP RPG brethren and put a little bit more thought into their designs, rather than throwing the same game mechanics players have been seeing since UO at a much more mature audience with higher expectations.

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  • Dmodert66Dmodert66 Member Posts: 19
    Why is this even a topic?  They have ALWAYS from day 1 said NO INSTANCING.  I personally prefer camping to instances.  Some of the best times I've had in an MMO were camping rare spawns in EQ1.  As to camping as a noob, well, yah...It's going to be like that at first (first part of beta 5, and first part of retail).  It is simply going to happen when everyone starts at once and won't last long.  I just don't understand why peoeple whould download the client if they want an "instanced" game.  It's not like they hid the fact there there would not be instancing, it was always in the design plan...
  • AvraAvra Member UncommonPosts: 100

     

    actually yes it did. I was in beta, and around when the floodgates opened for launch..it was absolutely like that in the n00b areas...too many new players overwhelming the existing spawns.

    Originally posted by bulldoggog

    Wow didnt have that Problem
  • PontifusPontifus Member Posts: 34
    I'm looking forward to seeing if Sigil's solution to having no instances will actually work as expected. If people are able to gank the unique spawns on other parties' quest paths (or whatever those quest-path-things are called), then yeah, I'd say instances are preferable in many cases. At least they've given some thought to kill-stealing issues. I have high hopes, but anything could happen.



    Also, correct me if I'm wrong, but didn't Sigil say there'd be a few instances? In any case, I just don't see how raids could work using only their encounter-path system...I have this nightmare vision of like 800 people in the damn Molten Core. I'm not much of a raider anyway, but that would deter me from it entirely.

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