What's really not entertaining is a no risk themepark.
Why don't you try your luck with with poker, ace? Risk alone doesn't make a good game and losing real life time is too much of a risk for winning something purely virtual.
Playing MMOs is losing real life time. All MMOs are timesinks but not all MMOs reward players for hardwork and player skill.
MMOs need the "Risk vs Reward" factor to make it worth my time. Why play a game I cannot fail at? How is that fun?
Sometimes you have to fail over and over to make winning worth it.
What's really not entertaining is a no risk themepark.
Why don't you try your luck with with poker, ace? Risk alone doesn't make a good game and losing real life time is too much of a risk for winning something purely virtual.
Playing MMOs is losing real life time. All MMOs are timesinks but not all MMOs reward players for hardwork and player skill.
MMOs need the "Risk vs Reward" factor to make it worth my time. Why play a game I cannot fail at? How is that fun?
Sometimes you have to fail over and over to make winning worth it.
And when its not worth it?
I skate to where the puck is going to be, not where it has been-Wayne Gretzky
Few reasons: 1. No having to sit around waiting for respawns.
2. Themepark experience tailored to me and my group.
3. No lag/graphical slowdown.
4. No overcrowding/interference.
5. No PvP.
6. No griefing.
These are all reasons to play regular multi-player games not MMO's. I think a good MMO should have a little of both.
A few instanced dungeons for the fun of a dungeon crawl with friends, but the majority of dungeons should be a seamless part of the game world.
One of the best parts of an MMO is the immersion and social potential that are unique to the genre. Instances break this potentiality into small controlled doses. The most fun an MMO can offer is unplanned action.
WildStar is like if Ratchet and Clank had a baby with Beyond Good & Evil and that baby was raised by World of Warcraft and Spore and babysat on the weekends by the aliens from Space Jam. It's an ugly bastard worth a few laughs but not much else.
Few reasons: 1. No having to sit around waiting for respawns. :No competition
2. Themepark experience tailored to me and my group.: Very un-sandboxy
3. No lag/graphical slowdown. Lazy programmers
4. No overcrowding/interference. Very single player'ish
5. No PvP. No Danger
6. No griefing. No risk
All reasons NOT to play.
EDIT: This is the perfect example of all that is currently wrong with the genre.
How do you compare grief to risk?
Not all of us are hardcore gamers that enjoy sitting at a spawn point just to get that helm that adds +50HP that EVERYONE else on the server wants. I prefer actually having a chance at getting gear I want/need. As much I don't want to say this, WoW has exciting, thrilling instances.
But my actual point being, since I am a casual gamer my preferences toward group instanced dungeons is much different than a hardcore gamer's.
What's really not entertaining is a no risk themepark.
Why don't you try your luck with with poker, ace? Risk alone doesn't make a good game and losing real life time is too much of a risk for winning something purely virtual.
Playing MMOs is losing real life time. All MMOs are timesinks but not all MMOs reward players for hardwork and player skill.
MMOs need the "Risk vs Reward" factor to make it worth my time. Why play a game I cannot fail at? How is that fun?
Sometimes you have to fail over and over to make winning worth it.
And when its not worth it?
Winning is always worth the effort (NOT TIME) EFFORT.
Few reasons: 1. No having to sit around waiting for respawns.
2. Themepark experience tailored to me and my group.
3. No lag/graphical slowdown.
4. No overcrowding/interference.
5. No PvP.
6. No griefing.
These are all reasons to play regular multi-player games not MMO's. I think a good MMO should have a little of both.
A few instanced dungeons for the fun of a dungeon crawl with friends, but the majority of dungeons should be a seamless part of the game world.
One of the best parts of an MMO is the immersion and social potential that are unique to the genre. Instances break this potentiality into small controlled doses. The most fun an MMO can offer is unplanned action.
that's all very true, however having players shoot the shit in general chat, party members who won't shut up about their lives, or go afk or leave when their part of the quest is done is also just as immersion breaking.
fighting in an encounter while some fool starts dancing right next to you is right there on the list as well.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
These are all reasons to play regular multi-player games not MMO's. I think a good MMO should have a little of both.
A few instanced dungeons for the fun of a dungeon crawl with friends, but the majority of dungeons should be a seamless part of the game world.
One of the best parts of an MMO is the immersion and social potential that are unique to the genre. Instances break this potentiality into small controlled doses. The most fun an MMO can offer is unplanned action.
I don't disagree that an MMO should have both instanced and non-instanced content.
But I do disagree that dungeons should be "open".
It's the essence of a themepark game; you can wander around the park with your friends meeting people and socialising but when you decide to go on a ride (i.e. an instance) it delivers a consistent and controlled experience.
Probably just boils down to the old themepark (instanced dungeons) vs sandbox (open dungeons) preference.
Playing: EVE, Final Fantasy 13, Uncharted 2, Need for Speed: Shift
"I want to play with the people I choose, not be subject to the asshattery of every retard on the server who has nothing better to do than annoy other people."
^^THIS is the WIN statement in favor of instanced content.
Instances-1
Asshats-0
Fixed
And repaired.....
I fail to see why wanting to NOT be annoyed by some other Asshat and their stupidity makes me a Carebear but...pfft whatever champ, you da' man
People who only seem to derive pleasure from ruining the gaming time and fun of others never cease to amaze me as a subset of culture. They are the REAL problem with MMOs overall and, oddly enough, are the exact reason the Genre is heading in the precise direction they rail against on a daily basis.
Anyone and everyone can feel free to disagree with any or all of my opinions and observations whenever I rarely post them; it doesn't bother me one bit. Just know that I'll likely never respond to YOUR disagreement or personal attack, because I know better than to argue with idiots, especially upon internet Forums. See what I did there? -- Dinidain
I get a feeling that people show how good open world dungeons are by saying something bad about instancing. Can someone please list the good stuff with open world dungeons?
I hope I get other answers than "it's so hardcore".
Having 100 people standing around waiting for their turn to kill the boss is not fun, not challenging and not a game I will play.
In the non-instanced dungeons all you need is time and numbers. You dont need skill, cooperation or strategy to get anything done.
If people are going to say that only "carebears" like instanced dungeons then I'll say that only no life zombies with no skill like non-instanced dungeons.
I personally like instancing because it allows you to get away from Joe Random the rude ignorant sociopath. Oh, and spawn camping is kind of the opposite of fun.
I don't personally think that a game should be completely instanced (looking at you, Guild Wars), but a good balance of both is nice, IMO.
|The problem with the youth of today is that one is no longer part of it. -Salvador Dali|
Originally posted by Dinidain I fail to see why wanting to NOT be annoyed by some other Asshat and their stupidity makes me a Carebear but...pfft whatever champ, you da' man People who only seem to derive pleasure from ruining the gaming time and fun of others never cease to amaze me as a subset of culture. They are the REAL problem with MMOs overall and, oddly enough, are the exact reason the Genre is heading in the precise direction they rail against on a daily basis.
I'm not trying to insult you or belittle you in any way but I'm honestly curious about something; if you don't want to have any contact with the general population in a mmorpg then what appeal do mmorpgs have for you.
I'll concede that non-instanced content has always had it's problems. But the biggest problem with it is that after the first generation of games nobody tried to improve it and solves some of the problems. Instead they just started getting rid of it by replacing more and more of the open, shared world with private instances.
Having 100 people standing around waiting for their turn to kill the boss is not fun, not challenging and not a game I will play. In the non-instanced dungeons all you need is time and numbers. You dont need skill, cooperation or strategy to get anything done. If people are going to say that only "carebears" like instanced dungeons then I'll say that only no life zombies with no skill like non-instanced dungeons.
How about the fun of fighting the other guilds for control of the dungeon. THAT is fun.
Winning is always worth the effort (NOT TIME) EFFORT.
In many games effort = time. And when the winning(or succeeding) is not worth the effort... you quit. It stops being fun.
I like challenge. Risk doesn't add to the challenge. It just makes failure that more painful. High risk in these games can reach masochistic levels. Only gamblers like high risk. Deep down, you want to lose. If you can't lose there's nothing in it for you.
I skate to where the puck is going to be, not where it has been-Wayne Gretzky
"I want to play with the people I choose, not be subject to the asshattery of every retard on the server who has nothing better to do than annoy other people."
^^THIS is the WIN statement in favor of instanced content.
Instances-1
Asshats-0
Fixed
And repaired.....
I fail to see why wanting to NOT be annoyed by some other Asshat and their stupidity makes me a Carebear but...pfft whatever champ, you da' man
People who only seem to derive pleasure from ruining the gaming time and fun of others never cease to amaze me as a subset of culture. They are the REAL problem with MMOs overall and, oddly enough, are the exact reason the Genre is heading in the precise direction they rail against on a daily basis.
With the type of MMO that you play, you feel nothing. The type that I play I experience disappointment and joy. You truly cannot experience one without the other.
Having 100 people standing around waiting for their turn to kill the boss is not fun, not challenging and not a game I will play. In the non-instanced dungeons all you need is time and numbers. You dont need skill, cooperation or strategy to get anything done. If people are going to say that only "carebears" like instanced dungeons then I'll say that only no life zombies with no skill like non-instanced dungeons.
How about the fun of fighting the other guilds for control of the dungeon. THAT is fun.
That can be fun but it's also different type of gameplay.
I do recall a time in L2 where we gathered at the boss and the enemy gathered at the boss and we started fighting each other. The only thing I could think was that it was utter bs because the boss, a towering monstrosity that could render many dead with a swipe of it's hands should have been attacking all of us instead of waiting to see who was victorious.
Talk about ruining immersion.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
Instancing is the anti-socal thing to do. People can play the way they want, when they want and how they want without the disturbance of younglings running around creating chaos. I don't love instancing but I don't dislike it either.
A lot of players today do not want to play MMOs of yesteryear, they want a single-player game with a chat room. These players cannot stand for anyone else to have an impact on their world. Instancing allows them to escape into their own little world where only they make the decisions.
Just look at the games that involve heavy instancing and will see some of the worst communities of any online game.
Instancing is a direct contradiction to persistent world. It may be good for games that want to lead you through a story line; LotRO and maybe the new Star Wars game. However, for people who want to really immerse themselves into a virtual world, its a stupid facade intended to segregate people on the basis that group/player A wants to be completely free of any outside influence from group/player(s) X for reason(s) Y.
I didn't play EVE long, but my greatest memory was when an obviously superior player attacked me and ransomed 500,000 credits or he would destroy my ship (which was worth quite a bit more). I paid and he left, he even sent me messages telling me how to avoid pirates. These are real aspects of a real world (except the messaging), therefore they should be implemented into a world that devs claim is real and persistent.
So devs, quit tossing words around like sandbox and persistent if your dungeon can't be occupied by a group of players calling themselves "Brigands" intent on defending their turf. Whole guilds in UO occupied dungeons and forts, lived and died in them, and held them for years sometimes - That is a persistent world.
This isn't your play style? You belong in a story book MMO where your are safe to instance all you want, which is fine, that's your play style.
I hate it, well that seems a bit extreme but I really dont like it. For those of you who played EQ back then, imagine if Karnor's Castle was instance. That would have been a terrible zone. Why dont we see non-instanced dungeons anymore? I understand that instancing has its uses for CERTAIN things. Like if your doing a quest and there is a timeline and what not, that makes sense. I mean look at these games today. I hate going into a dungeon and only having my party there.
Now the flamers will say that instances help us from not having to camp spawns and instead we all get our of zone and the mob is already spawned for us! bah to that. I think that is dungeons/castles whatever were made with "named" mobs all over that had decent respawn rates with not to many place holders, then it would work.
please explain the popularity AMONG players for instancing. I know that devs love it because it uses up less bandwidth on thier servers or w/e
Thanks!
SWOOGIE MCDOOGIE
I agree with you. The problem is the "Oblivion" crowd has discovered MMO's and think they should play out like a "linear, single-player, stage-play", just like their RPG.
Exactly. If it isn't coined already, I want to coin Story Book MMO. As open ended and persistent Oblivion was, it was a story book! I don't want my persistent massive multiplayer community game to be a story book.
Originally posted by Ruyn Originally posted by Ilvaldyr Few reasons: 1. No having to sit around waiting for respawns. :No competition 2. Themepark experience tailored to me and my group.: Very un-sandboxy 3. No lag/graphical slowdown. Lazy programmers 4. No overcrowding/interference. Very single player'ish 5. No PvP. No Danger 6. No griefing. No risk
All reasons NOT to play. EDIT: This is the perfect example of all that is currently wrong with the genre.
Okay, I like non-instanced dungeons too, but instanced dungeons do have a place in theme park MMOs. In fact, they are nearly a necessity.
I think your problem is that you think because this person wants to play their MMO in a fashion different from you they are "wrong." I think that makes you wrong. That is why we have more than one kind of game. Some people like WoW and Aion and LOTRO...etc. Some people like EQ and other games with non-instanced dungeons but still a relatively coherent story in the world happening. Some people like games like Ryzome where there is a story happening, but it feels like a world going through time, not so much a story being [i]told[/t].
I greatly prefer sandbox-type games. That does not make theme parks bad. They are fun in their place and they are good for their players.
Who the hell do you think you are to tell other people what is right and what is wrong for their gameplay experience. Some people like Tetris, some people like Pong. Is one right and one wrong?
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it." Jeff Strain, co-founder of ArenaNet, 2007
I hate it, well that seems a bit extreme but I really dont like it. For those of you who played EQ back then, imagine if Karnor's Castle was instance. That would have been a terrible zone. Why dont we see non-instanced dungeons anymore? I understand that instancing has its uses for CERTAIN things. Like if your doing a quest and there is a timeline and what not, that makes sense. I mean look at these games today. I hate going into a dungeon and only having my party there.
Now the flamers will say that instances help us from not having to camp spawns and instead we all get our of zone and the mob is already spawned for us! bah to that. I think that is dungeons/castles whatever were made with "named" mobs all over that had decent respawn rates with not to many place holders, then it would work.
please explain the popularity AMONG players for instancing. I know that devs love it because it uses up less bandwidth on thier servers or w/e
Thanks!
SWOOGIE MCDOOGIE
i am glad instance is now a standard of how dungeon is done and the old ways won't came back.
1) camping is BAD .. I quit EQ because of the seriously NON-FUN camping. If I want to take a number, wait 30 min for 1 min worth of fun, I would go to disneyland.
2) You can't control the difficulty of the dungeon without instancing. Think about what happen if 30 players go fight a boss designed for 5 man. And automatic scaling won't work if you want interesting scripting events and that is crucial for good boss fights.
3) If you have 100 people in the dungeon, it ceases to be a dangerous and adventurous place, it becomes a dungeon looking bar. That is exacly what happened in EQ. There is no danger, there is no sense of adventure.
I am very glad that no developer is going to listen to people like OP. If you don't like instancing, you don't have to play MMOs.
Having 100 people standing around waiting for their turn to kill the boss is not fun, not challenging and not a game I will play. In the non-instanced dungeons all you need is time and numbers. You dont need skill, cooperation or strategy to get anything done. If people are going to say that only "carebears" like instanced dungeons then I'll say that only no life zombies with no skill like non-instanced dungeons.
How about the fun of fighting the other guilds for control of the dungeon. THAT is fun.
NOt for a PvE game. If i want PvP, i will go to battlegrounds. I don't want PvP in my PvE game.
Having 100 people standing around waiting for their turn to kill the boss is not fun, not challenging and not a game I will play. In the non-instanced dungeons all you need is time and numbers. You dont need skill, cooperation or strategy to get anything done. If people are going to say that only "carebears" like instanced dungeons then I'll say that only no life zombies with no skill like non-instanced dungeons.
How about the fun of fighting the other guilds for control of the dungeon. THAT is fun.
NOt for a PvE game. If i want PvP, i will go to battlegrounds. I don't want PvP in my PvE game.
Comments
What's really not entertaining is a no risk themepark.
Why don't you try your luck with with poker, ace? Risk alone doesn't make a good game and losing real life time is too much of a risk for winning something purely virtual.
Playing MMOs is losing real life time. All MMOs are timesinks but not all MMOs reward players for hardwork and player skill.
MMOs need the "Risk vs Reward" factor to make it worth my time. Why play a game I cannot fail at? How is that fun?
Sometimes you have to fail over and over to make winning worth it.
Sooner or Later
What's really not entertaining is a no risk themepark.
Why don't you try your luck with with poker, ace? Risk alone doesn't make a good game and losing real life time is too much of a risk for winning something purely virtual.
Playing MMOs is losing real life time. All MMOs are timesinks but not all MMOs reward players for hardwork and player skill.
MMOs need the "Risk vs Reward" factor to make it worth my time. Why play a game I cannot fail at? How is that fun?
Sometimes you have to fail over and over to make winning worth it.
And when its not worth it?
I skate to where the puck is going to be, not where it has been -Wayne Gretzky
These are all reasons to play regular multi-player games not MMO's. I think a good MMO should have a little of both.
A few instanced dungeons for the fun of a dungeon crawl with friends, but the majority of dungeons should be a seamless part of the game world.
One of the best parts of an MMO is the immersion and social potential that are unique to the genre. Instances break this potentiality into small controlled doses. The most fun an MMO can offer is unplanned action.
WildStar is like if Ratchet and Clank had a baby with Beyond Good & Evil and that baby was raised by World of Warcraft and Spore and babysat on the weekends by the aliens from Space Jam. It's an ugly bastard worth a few laughs but not much else.
All reasons NOT to play.
EDIT: This is the perfect example of all that is currently wrong with the genre.
How do you compare grief to risk?
Not all of us are hardcore gamers that enjoy sitting at a spawn point just to get that helm that adds +50HP that EVERYONE else on the server wants. I prefer actually having a chance at getting gear I want/need. As much I don't want to say this, WoW has exciting, thrilling instances.
But my actual point being, since I am a casual gamer my preferences toward group instanced dungeons is much different than a hardcore gamer's.
What's really not entertaining is a no risk themepark.
Why don't you try your luck with with poker, ace? Risk alone doesn't make a good game and losing real life time is too much of a risk for winning something purely virtual.
Playing MMOs is losing real life time. All MMOs are timesinks but not all MMOs reward players for hardwork and player skill.
MMOs need the "Risk vs Reward" factor to make it worth my time. Why play a game I cannot fail at? How is that fun?
Sometimes you have to fail over and over to make winning worth it.
And when its not worth it?
Winning is always worth the effort (NOT TIME) EFFORT.
Sooner or Later
These are all reasons to play regular multi-player games not MMO's. I think a good MMO should have a little of both.
A few instanced dungeons for the fun of a dungeon crawl with friends, but the majority of dungeons should be a seamless part of the game world.
One of the best parts of an MMO is the immersion and social potential that are unique to the genre. Instances break this potentiality into small controlled doses. The most fun an MMO can offer is unplanned action.
that's all very true, however having players shoot the shit in general chat, party members who won't shut up about their lives, or go afk or leave when their part of the quest is done is also just as immersion breaking.
fighting in an encounter while some fool starts dancing right next to you is right there on the list as well.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
I don't disagree that an MMO should have both instanced and non-instanced content.
But I do disagree that dungeons should be "open".
It's the essence of a themepark game; you can wander around the park with your friends meeting people and socialising but when you decide to go on a ride (i.e. an instance) it delivers a consistent and controlled experience.
Probably just boils down to the old themepark (instanced dungeons) vs sandbox (open dungeons) preference.
Playing: EVE, Final Fantasy 13, Uncharted 2, Need for Speed: Shift
^^THIS is the WIN statement in favor of instanced content.
Instances-1
Asshats-0
Fixed
And repaired.....
I fail to see why wanting to NOT be annoyed by some other Asshat and their stupidity makes me a Carebear but...pfft whatever champ, you da' man
People who only seem to derive pleasure from ruining the gaming time and fun of others never cease to amaze me as a subset of culture. They are the REAL problem with MMOs overall and, oddly enough, are the exact reason the Genre is heading in the precise direction they rail against on a daily basis.
Anyone and everyone can feel free to disagree with any or all of my opinions and observations whenever I rarely post them; it doesn't bother me one bit. Just know that I'll likely never respond to YOUR disagreement or personal attack, because I know better than to argue with idiots, especially upon internet Forums. See what I did there? -- Dinidain
I get a feeling that people show how good open world dungeons are by saying something bad about instancing. Can someone please list the good stuff with open world dungeons?
I hope I get other answers than "it's so hardcore".
Having 100 people standing around waiting for their turn to kill the boss is not fun, not challenging and not a game I will play.
In the non-instanced dungeons all you need is time and numbers. You dont need skill, cooperation or strategy to get anything done.
If people are going to say that only "carebears" like instanced dungeons then I'll say that only no life zombies with no skill like non-instanced dungeons.
I personally like instancing because it allows you to get away from Joe Random the rude ignorant sociopath. Oh, and spawn camping is kind of the opposite of fun.
I don't personally think that a game should be completely instanced (looking at you, Guild Wars), but a good balance of both is nice, IMO.
|The problem with the youth of today is that one is no longer part of it. -Salvador Dali|
I'm not trying to insult you or belittle you in any way but I'm honestly curious about something; if you don't want to have any contact with the general population in a mmorpg then what appeal do mmorpgs have for you.
I'll concede that non-instanced content has always had it's problems. But the biggest problem with it is that after the first generation of games nobody tried to improve it and solves some of the problems. Instead they just started getting rid of it by replacing more and more of the open, shared world with private instances.
How about the fun of fighting the other guilds for control of the dungeon. THAT is fun.
Winning is always worth the effort (NOT TIME) EFFORT.
In many games effort = time. And when the winning(or succeeding) is not worth the effort... you quit. It stops being fun.
I like challenge. Risk doesn't add to the challenge. It just makes failure that more painful. High risk in these games can reach masochistic levels. Only gamblers like high risk. Deep down, you want to lose. If you can't lose there's nothing in it for you.
I skate to where the puck is going to be, not where it has been -Wayne Gretzky
^^THIS is the WIN statement in favor of instanced content.
Instances-1
Asshats-0
Fixed
And repaired.....
I fail to see why wanting to NOT be annoyed by some other Asshat and their stupidity makes me a Carebear but...pfft whatever champ, you da' man
People who only seem to derive pleasure from ruining the gaming time and fun of others never cease to amaze me as a subset of culture. They are the REAL problem with MMOs overall and, oddly enough, are the exact reason the Genre is heading in the precise direction they rail against on a daily basis.
With the type of MMO that you play, you feel nothing. The type that I play I experience disappointment and joy. You truly cannot experience one without the other.
How about the fun of fighting the other guilds for control of the dungeon. THAT is fun.
That can be fun but it's also different type of gameplay.
I do recall a time in L2 where we gathered at the boss and the enemy gathered at the boss and we started fighting each other. The only thing I could think was that it was utter bs because the boss, a towering monstrosity that could render many dead with a swipe of it's hands should have been attacking all of us instead of waiting to see who was victorious.
Talk about ruining immersion.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Instancing is the anti-socal thing to do. People can play the way they want, when they want and how they want without the disturbance of younglings running around creating chaos. I don't love instancing but I don't dislike it either.
A lot of players today do not want to play MMOs of yesteryear, they want a single-player game with a chat room. These players cannot stand for anyone else to have an impact on their world. Instancing allows them to escape into their own little world where only they make the decisions.
Just look at the games that involve heavy instancing and will see some of the worst communities of any online game.
Instancing is a direct contradiction to persistent world. It may be good for games that want to lead you through a story line; LotRO and maybe the new Star Wars game. However, for people who want to really immerse themselves into a virtual world, its a stupid facade intended to segregate people on the basis that group/player A wants to be completely free of any outside influence from group/player(s) X for reason(s) Y.
I didn't play EVE long, but my greatest memory was when an obviously superior player attacked me and ransomed 500,000 credits or he would destroy my ship (which was worth quite a bit more). I paid and he left, he even sent me messages telling me how to avoid pirates. These are real aspects of a real world (except the messaging), therefore they should be implemented into a world that devs claim is real and persistent.
So devs, quit tossing words around like sandbox and persistent if your dungeon can't be occupied by a group of players calling themselves "Brigands" intent on defending their turf. Whole guilds in UO occupied dungeons and forts, lived and died in them, and held them for years sometimes - That is a persistent world.
This isn't your play style? You belong in a story book MMO where your are safe to instance all you want, which is fine, that's your play style.
Play a role! Shadowclan
I agree with you. The problem is the "Oblivion" crowd has discovered MMO's and think they should play out like a "linear, single-player, stage-play", just like their RPG.
Exactly. If it isn't coined already, I want to coin Story Book MMO. As open ended and persistent Oblivion was, it was a story book! I don't want my persistent massive multiplayer community game to be a story book.
Play a role! Shadowclan
All reasons NOT to play.
EDIT: This is the perfect example of all that is currently wrong with the genre.
Okay, I like non-instanced dungeons too, but instanced dungeons do have a place in theme park MMOs. In fact, they are nearly a necessity.
I think your problem is that you think because this person wants to play their MMO in a fashion different from you they are "wrong." I think that makes you wrong. That is why we have more than one kind of game. Some people like WoW and Aion and LOTRO...etc. Some people like EQ and other games with non-instanced dungeons but still a relatively coherent story in the world happening. Some people like games like Ryzome where there is a story happening, but it feels like a world going through time, not so much a story being [i]told[/t].
I greatly prefer sandbox-type games. That does not make theme parks bad. They are fun in their place and they are good for their players.
Who the hell do you think you are to tell other people what is right and what is wrong for their gameplay experience. Some people like Tetris, some people like Pong. Is one right and one wrong?
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it." Jeff Strain, co-founder of ArenaNet, 2007
WTF? No subscription fee?
i am glad instance is now a standard of how dungeon is done and the old ways won't came back.
1) camping is BAD .. I quit EQ because of the seriously NON-FUN camping. If I want to take a number, wait 30 min for 1 min worth of fun, I would go to disneyland.
2) You can't control the difficulty of the dungeon without instancing. Think about what happen if 30 players go fight a boss designed for 5 man. And automatic scaling won't work if you want interesting scripting events and that is crucial for good boss fights.
3) If you have 100 people in the dungeon, it ceases to be a dangerous and adventurous place, it becomes a dungeon looking bar. That is exacly what happened in EQ. There is no danger, there is no sense of adventure.
I am very glad that no developer is going to listen to people like OP. If you don't like instancing, you don't have to play MMOs.
How about the fun of fighting the other guilds for control of the dungeon. THAT is fun.
NOt for a PvE game. If i want PvP, i will go to battlegrounds. I don't want PvP in my PvE game.
How about the fun of fighting the other guilds for control of the dungeon. THAT is fun.
NOt for a PvE game. If i want PvP, i will go to battlegrounds. I don't want PvP in my PvE game.
Ugh. Whatever floats your boat.