Yes from what i hear think eq2. Ok that said did the devs not see how EQ2 pvp servers are like(crap). For being a so called pvp game why in the hell did they come to the conclusion that zoning all over is a good set up for pvp. I personally don t know if they actually planned a more pve game but claimed it s a pvp game at heart. Not sure but it has a terrible design for pvp IMO.
To lazy to quote you, but the reason it was called a next gen game was becuz the graphics are amazing, there is a total new style of combat, and there are other features that newer games that are already out do not have. If it has more features and whatnot, its not of the same generation. its like comparing Nintendo mario to SNES mario. sure the concept was the same, and the gameplay is quite similar, but there is more to it then just that.
The main problem with this in my opinion is on the PvP side.
If player A gets the edge on me and kills me i want the chance to return the favor, but in this set up i may not be able to because i can spawn in a different Instance and never see this person again.
Not saying this will be the case forever as with EQ2 the extra instances only lasted a few months, after that is is RARE that you see a zone with more than one instance.
48x48 is related to how many people can contest for a Keep. Not how many people a zone can hold.
AmazingAveryAge of Conan AdvocateMemberUncommonPosts: 7,188
I dont understand what the issue is with Zones.. I mean lots of games have them. You cannot have AoC's beauty with seamless world as the tech is not there yet. I mean warhammer scenarios are instanced just in the same friggen way, people zone in, limitations in zone, people zone out.
I dont like the sound of this 'instancing'.... Exactly why does it have to be set up this way?
Because unlike WoW, the graphics in this game are a million times better with billions of more polygons to digest on your video card.
It's just a better looking game designed with high end computers in mind. Once you visit Tortage, the noobie zone...you will understand...the amount of detail is astounding
It is mind boggling, the amout of detail in Tortage
Who really gives a damn if AoC is instanced? All that matters is if the game is fun, which I believe it is...so far. In case you say it matters to you; let me stop you ahead of time, because I could care less what your hang ups are.
MMORPG's w/ Max level characters: DAoC, SWG, & WoW
Currently Playing: WAR Preferred Playstyle: Roleplay/adventurous, in a sandbox game.
I dont like the sound of this 'instancing'.... Exactly why does it have to be set up this way?
Because unlike WoW, the graphics in this game are a million times better with billions of more polygons to digest on your video card.
It's just a better looking game designed with high end computers in mind. Once you visit Tortage, the noobie zone...you will understand...the amount of detail is astounding
It is mind boggling, the amout of detail in Tortage
Well I never played WOW so I dont know about its graphics.
LOTRO has some pretty nice graphics and they dont have instances like this...
Not that I doubt you at all but I would love to see a dev quote/interview where it says this was done because of the graphics.
If so, does this mean that all 'next gen' MMORPGs will follow the same setup?
I play Lord of the Rings and the detail in LOTR cannot compare to the level of detail in Age of Conan...not even close...hence that is why LOTR runs so much better on my system
Don't get me wrong, i absolutely love this detail in AoC, just means i need a better computer, which i will get soon
AoC has it's problems and with this kind of detail to environment and cities..get used to instancing, in fact fall in love with it or you will aboslutely hate it
I play Lord of the Rings and the detail in LOTR cannot compare to the level of detail in Age of Conan...not even close...hence that is why LOTR runs so much better on my system Don't get me wrong, i absolutely love this detail in AoC, just means i need a better computer, which i will get soon AoC has it's problems and with this kind of detail to environment and cities..get used to instancing, in fact fall in love with it or you will aboslutely hate it
Here is the thing I dont get (note I am not making a comment on AOC directly, more so the purpose of instancing), regardless of what version of the instance you are in... for say a town... that town... and all of its detail still has to be rendered to the client.. So that does not change with instance vs a more open world....
What does change is the number of people in an instance can be controlled... While that will improve a clients performance because there are potentially less people to see and therefore less polys to draw, it seems to me that the bigger advantage is on the SERVER side. It is a way for AOC to balance the load.
Is this instancing only in the new player zone? LOTRO had something similar to this in the new player zone for load purposes?
So far noone has seen (or bothered to report) multiple instances of zone areas outside Tortage. The game has the ability to instance the zones outside Tortage as well, but since noone has seen multiple instances of zones outside the Tortage islands and starter cities, I'm led to believe that the zone-instancing limit is so high that you won't notice it at all once you get off the main land.
And when the crazyness of the first days settles down, I'm sure the zone-instancing of Tortage will drop to minimum as well.
Comparing individual mechanics like instancing from one game to another isn’t really fair. A game is much more than just one mechanic.
Instead of splitting the population into instances they could have split them onto different servers. With instances you get more people on each server.
Most people who play and experience the fantastic graphics and fun gameplay don’t care that there are instances.
Judge a game by your overall actual experience of playing it, not just one game mechanic.
So f*cking what. Still the best MMORPG I have played to date. Comparing individual mechanics like instancing from one game to another isn’t really fair. A game is much more than just one mechanic.
Instead of splitting the population into instances they could have split them onto different servers. With instances you get more people on each server.
Most people who play and experience the fantastic graphics and fun gameplay don’t care that there are instances.
Judge a game by your overall actual experience of playing it, not just one game mechanic.
That's you're opinion. To me it feels just like all the MMOs released in the past 4 years or so, nothing exciting at all. And if you don't judge a game on its mechanics what WILL you judge it on? The gameplay is quite shallow in boring to me, not fun. The graphics are pretty, sure. People saying this instancing stuff is necessary, I don't think it is. Dark Age of Camelot had top notch graphics for a while and it didn't have instancing. The only other game with instancing like this that I can think of is City of Heroes, but that entire game is instanced, so it fit the style. AoC is not doing so well
So f*cking what. Still the best MMORPG I have played to date. Comparing individual mechanics like instancing from one game to another isn’t really fair. A game is much more than just one mechanic.
Instead of splitting the population into instances they could have split them onto different servers. With instances you get more people on each server.
Most people who play and experience the fantastic graphics and fun gameplay don’t care that there are instances.
Judge a game by your overall actual experience of playing it, not just one game mechanic.
I heard somewhere that this is only temporary. Same as the sieges, they will start at 48vs48, then expand.
I think this was done to make a softer launch
They won't increase the number of players per instance.
With time the players will spread around more and you'll see less copies of the same zone but the basic structure will remain the same.
Oh, you know this for certain? Are you a FunCom dev? No? Then GTFO.
Nope, I'm using basic logic.
Just stop and think about it for a second.
It is obvious that the system's weak spot is having too many people at the same place. This won't change with time - if the server structure/ client/ zone size isn't up to more than 50 people in one zone (or 96 for sieges) then that is it. It doesn't matter if there are 10 instances of the same zone at the beginning or 10 instances of different zones later when people are spread around.
Since the game is designed from ground up with that in mind, it is equally obvious that they have ALREADY placed the highest possible player count with the technology they are using. It would be pretty pointless if they purposefully made zones take less players than they could - they would gain absolutely nothing with it.
Funcom might increase the player limit eventually IF they get more powerful server hardware AND clientside PCs get much more powerful.... and you can see that this isn't going to happen very soon.
On the other hand I might be talking out of my a**. We'll see how it works out, however from the way the game is setup imo these player limits are here to stay. It might really turn out to be quite unnoticeable as some posters testify, or it might be a true terror with the game opening a fixed number of instances regardless of how many players are actually there and randomly distributing them wherever it pleases, as I heard from other posters.
Anyone cares to share what it's like post 20? Does it open a new instance only after a zone fills up or is there a preset number of instances per zone?
Is this really an issue? Once people spread out more I doubt you will even ever find the same zone having to be copied. It's not like you're seeing less people compared to a "seamless" world like WoW. I've seen WoW plenty of times to say everytime I've watched someone play it seems like they're just out there by themselves, no more or no less then what you see in Conan (unless they're in cities). I guess I don't see the issue. When was the last time you were in an area with 100+ people in the same spot (or why would you even want to be?).
---------- "Anyone posting on this forum is not an average user, and there for any opinions about the game are going to be overly critical compared to an average users opinions." - Me
"Hello person posting on a site specifically for MMO's in a thread on a sub forum specifically for a particular game talking about meta features and making comparisons to other titles in the genre, and their meta features.
So f*cking what. Still the best MMORPG I have played to date. Comparing individual mechanics like instancing from one game to another isn’t really fair. A game is much more than just one mechanic.
Instead of splitting the population into instances they could have split them onto different servers. With instances you get more people on each server.
Most people who play and experience the fantastic graphics and fun gameplay don’t care that there are instances.
Judge a game by your overall actual experience of playing it, not just one game mechanic.
That's you're opinion. To me it feels just like all the MMOs released in the past 4 years or so, nothing exciting at all. And if you don't judge a game on its mechanics what WILL you judge it on? The gameplay is quite shallow in boring to me, not fun. The graphics are pretty, sure. People saying this instancing stuff is necessary, I don't think it is. Dark Age of Camelot had top notch graphics for a while and it didn't have instancing. The only other game with instancing like this that I can think of is City of Heroes, but that entire game is instanced, so it fit the style. AoC is not doing so well
It's obvious by your posts you don't care for AoC at all (before and after it launched) so why bother posting here? I don't get it...?
Originally posted by Zorndorf "Tunel zoning" doesn't even exist. And where is the tunnel when you fly ALL over TBC/Outland free and can land anywhere you want whithout EVER seeing a loading screen ? Outland is about as big as Conan total and you fly ALL over it and you have fully control where you go and land ANYWHERE So much for 'tunneling". Apparently you only played basic Wow and never set foot in TBC (let alone had a personal flying mount) Welcome to state of the art MMO's. Where a 2D tree doesn't block your path LOL.
Word.
Outland is a great example of a truly open and seemless world.
Heck, I fly directly from Hellfire Peninsula to Netherstorm because it's faster then using the NPC flight routes lol. It's probably one of the greatest experiences in WoW, finally getting your flying mount and having the whole of Outland completely open to exploration.
Originally posted by Zorndorf "Tunel zoning" doesn't even exist. And where is the tunnel when you fly ALL over TBC/Outland free and can land anywhere you want whithout EVER seeing a loading screen ? Outland is about as big as Conan total and you fly ALL over it and you have fully control where you go and land ANYWHERE So much for 'tunneling". Apparently you only played basic Wow and never set foot in TBC (let alone had a personal flying mount) Welcome to state of the art MMO's. Where a 2D tree doesn't block your path LOL.
Word.
Outland is a great example of a truly open and seemless world.
Heck, I fly directly from Hellfire Peninsula to Netherstorm because it's faster then using the NPC flight routes lol. It's probably one of the greatest experiences in WoW, finally getting your flying mount and having the whole of Outland completely open to exploration.
Please read my reply to that post and learn something new. Tunnel zoning is a programming technique that makes apparently seamless large worlds possible.
Comments
Oh, almost forgot to add, in EQ2 you could SELECT the instanced zone you want to play in VS AoC's random instance.
You felt the need to inform us of these facts..... Seriously everyone knows what it is. Basically think eq2 and move on.
---
Ethion
Yes from what i hear think eq2. Ok that said did the devs not see how EQ2 pvp servers are like(crap). For being a so called pvp game why in the hell did they come to the conclusion that zoning all over is a good set up for pvp. I personally don t know if they actually planned a more pve game but claimed it s a pvp game at heart. Not sure but it has a terrible design for pvp IMO.
To lazy to quote you, but the reason it was called a next gen game was becuz the graphics are amazing, there is a total new style of combat, and there are other features that newer games that are already out do not have. If it has more features and whatnot, its not of the same generation. its like comparing Nintendo mario to SNES mario. sure the concept was the same, and the gameplay is quite similar, but there is more to it then just that.
The main problem with this in my opinion is on the PvP side.
If player A gets the edge on me and kills me i want the chance to return the favor, but in this set up i may not be able to because i can spawn in a different Instance and never see this person again.
Not saying this will be the case forever as with EQ2 the extra instances only lasted a few months, after that is is RARE that you see a zone with more than one instance.
48x48 is related to how many people can contest for a Keep. Not how many people a zone can hold.
I dont understand what the issue is with Zones.. I mean lots of games have them. You cannot have AoC's beauty with seamless world as the tech is not there yet. I mean warhammer scenarios are instanced just in the same friggen way, people zone in, limitations in zone, people zone out.
Hmmmm.....
I dont like the sound of this 'instancing'.... Exactly why does it have to be set up this way?
Because unlike WoW, the graphics in this game are a million times better with billions of more polygons to digest on your video card.
It's just a better looking game designed with high end computers in mind. Once you visit Tortage, the noobie zone...you will understand...the amount of detail is astounding
It is mind boggling, the amout of detail in Tortage
Agreed with OP. Game dont feel much multiplayer game. every one run around and solo quest.
Who really gives a damn if AoC is instanced? All that matters is if the game is fun, which I believe it is...so far. In case you say it matters to you; let me stop you ahead of time, because I could care less what your hang ups are.
MMORPG's w/ Max level characters: DAoC, SWG, & WoW
Currently Playing: WAR
Preferred Playstyle: Roleplay/adventurous, in a sandbox game.
Because unlike WoW, the graphics in this game are a million times better with billions of more polygons to digest on your video card.
It's just a better looking game designed with high end computers in mind. Once you visit Tortage, the noobie zone...you will understand...the amount of detail is astounding
It is mind boggling, the amout of detail in Tortage
Well I never played WOW so I dont know about its graphics.
LOTRO has some pretty nice graphics and they dont have instances like this...
Not that I doubt you at all but I would love to see a dev quote/interview where it says this was done because of the graphics.
If so, does this mean that all 'next gen' MMORPGs will follow the same setup?
I play Lord of the Rings and the detail in LOTR cannot compare to the level of detail in Age of Conan...not even close...hence that is why LOTR runs so much better on my system
Don't get me wrong, i absolutely love this detail in AoC, just means i need a better computer, which i will get soon
AoC has it's problems and with this kind of detail to environment and cities..get used to instancing, in fact fall in love with it or you will aboslutely hate it
What does change is the number of people in an instance can be controlled... While that will improve a clients performance because there are potentially less people to see and therefore less polys to draw, it seems to me that the bigger advantage is on the SERVER side. It is a way for AOC to balance the load.
Is this instancing only in the new player zone? LOTRO had something similar to this in the new player zone for load purposes?
Sorry if these are dumb questions.
So far noone has seen (or bothered to report) multiple instances of zone areas outside Tortage. The game has the ability to instance the zones outside Tortage as well, but since noone has seen multiple instances of zones outside the Tortage islands and starter cities, I'm led to believe that the zone-instancing limit is so high that you won't notice it at all once you get off the main land.
And when the crazyness of the first days settles down, I'm sure the zone-instancing of Tortage will drop to minimum as well.
So f*cking what.
Still the best MMORPG I have played to date.
Comparing individual mechanics like instancing from one game to another isn’t really fair. A game is much more than just one mechanic.
Instead of splitting the population into instances they could have split them onto different servers. With instances you get more people on each server.
Most people who play and experience the fantastic graphics and fun gameplay don’t care that there are instances.
Judge a game by your overall actual experience of playing it, not just one game mechanic.
That's you're opinion. To me it feels just like all the MMOs released in the past 4 years or so, nothing exciting at all. And if you don't judge a game on its mechanics what WILL you judge it on? The gameplay is quite shallow in boring to me, not fun. The graphics are pretty, sure. People saying this instancing stuff is necessary, I don't think it is. Dark Age of Camelot had top notch graphics for a while and it didn't have instancing. The only other game with instancing like this that I can think of is City of Heroes, but that entire game is instanced, so it fit the style. AoC is not doing so well
Darkfall Travelogues!
My point exactly.
They won't increase the number of players per instance.
With time the players will spread around more and you'll see less copies of the same zone but the basic structure will remain the same.
Oh, you know this for certain? Are you a FunCom dev? No? Then GTFO.
They won't increase the number of players per instance.
With time the players will spread around more and you'll see less copies of the same zone but the basic structure will remain the same.
Oh, you know this for certain? Are you a FunCom dev? No? Then GTFO.
Nope, I'm using basic logic.
Just stop and think about it for a second.
It is obvious that the system's weak spot is having too many people at the same place. This won't change with time - if the server structure/ client/ zone size isn't up to more than 50 people in one zone (or 96 for sieges) then that is it. It doesn't matter if there are 10 instances of the same zone at the beginning or 10 instances of different zones later when people are spread around.
Since the game is designed from ground up with that in mind, it is equally obvious that they have ALREADY placed the highest possible player count with the technology they are using. It would be pretty pointless if they purposefully made zones take less players than they could - they would gain absolutely nothing with it.
Funcom might increase the player limit eventually IF they get more powerful server hardware AND clientside PCs get much more powerful.... and you can see that this isn't going to happen very soon.
On the other hand I might be talking out of my a**. We'll see how it works out, however from the way the game is setup imo these player limits are here to stay. It might really turn out to be quite unnoticeable as some posters testify, or it might be a true terror with the game opening a fixed number of instances regardless of how many players are actually there and randomly distributing them wherever it pleases, as I heard from other posters.
Anyone cares to share what it's like post 20? Does it open a new instance only after a zone fills up or is there a preset number of instances per zone?
Is this really an issue? Once people spread out more I doubt you will even ever find the same zone having to be copied. It's not like you're seeing less people compared to a "seamless" world like WoW. I've seen WoW plenty of times to say everytime I've watched someone play it seems like they're just out there by themselves, no more or no less then what you see in Conan (unless they're in cities). I guess I don't see the issue. When was the last time you were in an area with 100+ people in the same spot (or why would you even want to be?).
No. No its not.
----------
"Anyone posting on this forum is not an average user, and there for any opinions about the game are going to be overly critical compared to an average users opinions." - Me
"No, your wrong.." - Random user #123
"Hello person posting on a site specifically for MMO's in a thread on a sub forum specifically for a particular game talking about meta features and making comparisons to other titles in the genre, and their meta features.
How are you?" -Me
That's you're opinion. To me it feels just like all the MMOs released in the past 4 years or so, nothing exciting at all. And if you don't judge a game on its mechanics what WILL you judge it on? The gameplay is quite shallow in boring to me, not fun. The graphics are pretty, sure. People saying this instancing stuff is necessary, I don't think it is. Dark Age of Camelot had top notch graphics for a while and it didn't have instancing. The only other game with instancing like this that I can think of is City of Heroes, but that entire game is instanced, so it fit the style. AoC is not doing so well
It's obvious by your posts you don't care for AoC at all (before and after it launched) so why bother posting here? I don't get it...?
Outland is a great example of a truly open and seemless world.
Heck, I fly directly from Hellfire Peninsula to Netherstorm because it's faster then using the NPC flight routes lol. It's probably one of the greatest experiences in WoW, finally getting your flying mount and having the whole of Outland completely open to exploration.
Outland is a great example of a truly open and seemless world.
Heck, I fly directly from Hellfire Peninsula to Netherstorm because it's faster then using the NPC flight routes lol. It's probably one of the greatest experiences in WoW, finally getting your flying mount and having the whole of Outland completely open to exploration.
Please read my reply to that post and learn something new. Tunnel zoning is a programming technique that makes apparently seamless large worlds possible.