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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
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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.
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.
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WAR is coming. Look busy.
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
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)
Get a life you freaking Gamer.....no no, you don't understand, I'm a Gamer, I have many lives!!
Weak weak attempt at trolling.
eqnext.wikia.com
Regal
But hey, I dunno maybe I'm not seeing something here...
- RPG Quiz - can you get all 25 right?
- FPS Quiz - how well do you know your shooters?
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.
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.
Abbatoir / Abbatoir Cinq
Adnihilo
Beorn Judge's Edge
Somnulus
Perfect Black
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Asheron's Call / Asheron's Call 2
Everquest / Everquest 2
Anarchy Online
Shadowbane
Dark Age of Camelot
Star Wars Galaxies
Matrix Online
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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.
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.
Explorer: 87%, Socializer: 60%, Achiever: 47%, Killer: 7%