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One of these Ms in MMOs points us to massive.
By massive, it is meant as a massive amount of players.
So where are you all ?
Where is the massive populated launch festivities in all the cantinas over the universe ?
We have confirmed millions of players, we have FULL servers but when you join in, you barely see more then 5 players at one place.
So, where is the crowd ?
Comments
What made you believe SWTOR would be a MMO?
Currently playing: EverQuest
Waiting for Pantheon: Rise of the Fallen
are you guys complaining that you care able to do quests without a crowd.
each area has multiple instances to hold 100 players. that way your not getting 20 people questing in the same spot.
Because i can.
I'm Hopeful For Every Game, Until the Fan Boys Attack My Games. Then the Knives Come Out.
Logic every gamers worst enemy.
oh they wrote that in their game overview ^^
@Lady
ya i know, thats right, but maybe you agree to the idea, to reduce the instances in the social hub's like marketplaces or other gathering areas, so we can also "feel" something MASSIVE without groping in the pants.
I didn't mind crowded spots, sure waiting was a hassle sometimes but I prefer that because it gives me a sense of living in a world and not playing a game where everybody is in their private bubble.
Playing Skyrim?
Personally i feel the game was rushed for christmas and released premature. but thats my opinion.
im not the type who rushes to max level or anything, but everytime im about to engage a enemy somone else picks it off and takes it, starts to get a tad bit annoying to me. and the social hubs are give and take, its great to have soo many people. But the take is... well ill explain it this way Stormwind Peak hours.
Because i can.
I'm Hopeful For Every Game, Until the Fan Boys Attack My Games. Then the Knives Come Out.
Logic every gamers worst enemy.
omg that's right, i remember that from Tabula Rasa testing, you would choose an instance from one single server, complete insanity.
It's horrible, why do they do such a thing? I mean, did Ultima and EVE do that? And their technology wasn't better.
how can a game be massive without that feel of crowd from around the world?
oh yeah i forgot, you don't get to play with the world, just with america... and not whole america, just the west... and not the whole west, just north-west of it.
Long live the MMO's and their boundless worlds.
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TOR has phased instancing to handle crowds in a zone.
why would you not like crowds? Obviously i chose to play an MMO because i like feeling among a cosmos of lives.
the best blog of the net
i don't know about everyone else, but i live in australia.
i'm still waiting for it to be released.
mmo doesn't mean global to some companies, i guess. massively underwhelming, maybe?
Try do killing quests when hundred people are doing it same time. I think TOR is big step towards player friendliness. Besides chat is same for all instances. Besides who the hell wants crowds, we don't live in cities because we want to travel in crowds. Crowds are just negative aspect of living in same place.
That's because of the stupid zoning they are doing throughout the game
Lets be honest, look what crowds did to Dalaran.... it was barely usable. Instancing has some uses...
I'll take the 20 people thanks.
This is a matter of opinion. I actually love the crowding in cities. In real life, and in MMOs.
Also, seems ironic to me that some would think the key to 'player friendliness' would be to segregate everyone into their own little worlds. Heh, some of us actually prefer to be friendly with other people, not friendly because there's no one else around to be unfriendly with.
When I want a single-player story, I'll play a single-player game. When I play an MMO, I want a massively multiplayer world.
This is what the MMOs have come to. You can quote me if you want.
People want to play their game without being bothered by the other players in the game.
This is a matter of opinion. I actually love the crowding in cities. In real life, and in MMOs.
Also, seems ironic to me that some would think the key to 'player friendliness' would be to segregate everyone into their own little worlds. Heh, some of us actually prefer to be friendly with other people, not friendly because there's no one else around to be unfriendly with.
I like the social areas to be more crowded. I like the world play areas to be a lot less crowded. I think increasing the population limit in the non-quest social areas would be a great thing. I would be OK with decreasing the population limit in the questing areas a little more, but I don't think they need to.
I can not remember winning or losing a single debate on the internet.
This would be fine if this game was released in 2001. Its about time for MMO developers to create a solution to this, instead of working around it by "instancing."
Traditional MMO quest systems will send multiple players off to kill a boss. One player kills the boss and gets the loot. The rest of the players have to stand around and wait their turn for the boss to re-spawn so they can kill it and get credit for it. You don't want other players around you because they're stealing your kills and slowing your rate of achievement. MMOs are supposed to be about hundreds, if not thousands of players, playing together in a community, not putting them in the same world and then pushing them apart!
The event system in Guild Wars 2 is designed to specifically address this problem. All players that fully participate in an event are rewarded for doing so; everyone who helps kill a monster or blow up an enemy catapult will get credit for doing so. There is no kill stealing and no quest camping. Everyone works together towards the common goal of the event and everyone is rewarded for doing so. To help ensure there is always enough for everyone to do, our events dynamically scale, so the more players who show up and participate in the event, the more enemies show up to fight them. If a bunch of players leave the event, it will dynamically scale back down so it can be completed by the people who are still there playing it. This careful balance created by our dynamic scaling system helps ensure you have the best and most rewarding play experience.
Events are designed to help bring the community together and to give everyone a shared sense of responsibility and camaraderie in the game world. Even if you're not grouped up with someone, you'll only be rewarded for having more players come help you with an event! In Guild Wars 2, when you see another player you'll actually be excited to see them, where in traditional MMOs you generally think, "Oh great, here comes a guy to steal my kills." Through our internal game testing so far, it's been remarkable to see how well this idea has functioned in practice. Our entire studio has experienced countless moments where we've been drawn together to parts of a map to do events and felt a strong bond with other players; a truly dynamically created sense of community born out of the event system.
What absurdity. If people don't want to play with others, why are you playing an MMORPG?
There are other suitable genres for these types of games AND you don't have to pay a monthly fee for them.
Completely asinine. They are hosting single player games on their own servers so that we have to pay them monthly fees.
this phasing trend is silly.
hate to bring it up, but gw1 is often knocked for not being a true mmo as it's all instancing. yet, these days everyone seems to be moving in this direction. i think it's a backwards step and makes for deceptive ghost towns.
though, being in australia and not wanted in the game (*sad*), i guess they really do want you to feel alone in the star wars universe?
the cynic in me says they wanted to emulate the feel of the last days of the last star wars mmo... :P
This would be fine if this game was released in 2001. Its about time for MMO developers to create a solution to this, instead of working around it by "instancing."
Traditional MMO quest systems will send multiple players off to kill a boss. One player kills the boss and gets the loot. The rest of the players have to stand around and wait their turn for the boss to re-spawn so they can kill it and get credit for it. You don't want other players around you because they're stealing your kills and slowing your rate of achievement. MMOs are supposed to be about hundreds, if not thousands of players, playing together in a community, not putting them in the same world and then pushing them apart!
The event system in Guild Wars 2 is designed to specifically address this problem. All players that fully participate in an event are rewarded for doing so; everyone who helps kill a monster or blow up an enemy catapult will get credit for doing so. There is no kill stealing and no quest camping. Everyone works together towards the common goal of the event and everyone is rewarded for doing so. To help ensure there is always enough for everyone to do, our events dynamically scale, so the more players who show up and participate in the event, the more enemies show up to fight them. If a bunch of players leave the event, it will dynamically scale back down so it can be completed by the people who are still there playing it. This careful balance created by our dynamic scaling system helps ensure you have the best and most rewarding play experience.
Events are designed to help bring the community together and to give everyone a shared sense of responsibility and camaraderie in the game world. Even if you're not grouped up with someone, you'll only be rewarded for having more players come help you with an event! In Guild Wars 2, when you see another player you'll actually be excited to see them, where in traditional MMOs you generally think, "Oh great, here comes a guy to steal my kills." Through our internal game testing so far, it's been remarkable to see how well this idea has functioned in practice. Our entire studio has experienced countless moments where we've been drawn together to parts of a map to do events and felt a strong bond with other players; a truly dynamically created sense of community born out of the event system.
rift did it well also with there open group system... all I can think of is they are trying to hide how horribly un optimized there engine is by greatly limiting amount of people in an areahttp://www.mmorpg.com/discussion2.cfm/thread/339443/Video-FollowUp-Guide-For-Enhancing-Graphics-and-Performance-in-SWTORSorry-still-Nvidia-Only.html
Wait... so you think GW2 is being original?
I'll more than likely buy the game, mind you, but giving all that credit is insane.
Storyline and missions fall under questing, by the way.
Gamer by nature,
poet by heart.
Traditional MMO quest systems will send multiple players off to kill a boss. One player kills the boss and gets the loot. The rest of the players have to stand around and wait their turn for the boss to re-spawn so they can kill it and get credit for it. You don't want other players around you because they're stealing your kills and slowing your rate of achievement. MMOs are supposed to be about hundreds, if not thousands of players, playing together in a community, not putting them in the same world and then pushing them apart!
The event system in Guild Wars 2 is designed to specifically address this problem. All players that fully participate in an event are rewarded for doing so; everyone who helps kill a monster or blow up an enemy catapult will get credit for doing so. There is no kill stealing and no quest camping. Everyone works together towards the common goal of the event and everyone is rewarded for doing so. To help ensure there is always enough for everyone to do, our events dynamically scale, so the more players who show up and participate in the event, the more enemies show up to fight them. If a bunch of players leave the event, it will dynamically scale back down so it can be completed by the people who are still there playing it. This careful balance created by our dynamic scaling system helps ensure you have the best and most rewarding play experience.
Events are designed to help bring the community together and to give everyone a shared sense of responsibility and camaraderie in the game world. Even if you're not grouped up with someone, you'll only be rewarded for having more players come help you with an event! In Guild Wars 2, when you see another player you'll actually be excited to see them, where in traditional MMOs you generally think, "Oh great, here comes a guy to steal my kills." Through our internal game testing so far, it's been remarkable to see how well this idea has functioned in practice. Our entire studio has experienced countless moments where we've been drawn together to parts of a map to do events and felt a strong bond with other players; a truly dynamically created sense of community born out of the event system.
I prefer SWToR's method. I don't want an extra 6 people running up to kill the same stuff I'm killing and it has nothing to do with XP or loot. I would rather see crowded cities and sparsely populated adventure areas. Seeing someone out in the world should be a rare treat, not a common occurrence.
I can not remember winning or losing a single debate on the internet.
Traditional MMO quest systems will send multiple players off to kill a boss. One player kills the boss and gets the loot. The rest of the players have to stand around and wait their turn for the boss to re-spawn so they can kill it and get credit for it. You don't want other players around you because they're stealing your kills and slowing your rate of achievement. MMOs are supposed to be about hundreds, if not thousands of players, playing together in a community, not putting them in the same world and then pushing them apart!
The event system in Guild Wars 2 is designed to specifically address this problem. All players that fully participate in an event are rewarded for doing so; everyone who helps kill a monster or blow up an enemy catapult will get credit for doing so. There is no kill stealing and no quest camping. Everyone works together towards the common goal of the event and everyone is rewarded for doing so. To help ensure there is always enough for everyone to do, our events dynamically scale, so the more players who show up and participate in the event, the more enemies show up to fight them. If a bunch of players leave the event, it will dynamically scale back down so it can be completed by the people who are still there playing it. This careful balance created by our dynamic scaling system helps ensure you have the best and most rewarding play experience.
Events are designed to help bring the community together and to give everyone a shared sense of responsibility and camaraderie in the game world. Even if you're not grouped up with someone, you'll only be rewarded for having more players come help you with an event! In Guild Wars 2, when you see another player you'll actually be excited to see them, where in traditional MMOs you generally think, "Oh great, here comes a guy to steal my kills." Through our internal game testing so far, it's been remarkable to see how well this idea has functioned in practice. Our entire studio has experienced countless moments where we've been drawn together to parts of a map to do events and felt a strong bond with other players; a truly dynamically created sense of community born out of the event system.
I prefer SWToR's method. I don't want an extra 6 people running up to kill the same stuff I'm killing and it has nothing to do with XP or loot. I would rather see crowded cities and sparsely populated adventure areas. Seeing someone out in the world should be a rare treat, not a common occurrence.
http://www.mmorpg.com/discussion2.cfm/thread/339443/Video-FollowUp-Guide-For-Enhancing-Graphics-and-Performance-in-SWTORSorry-still-Nvidia-Only.html
Ya I do think they are being original. They may not be the first to use such a system, but I think they are the first that will get it right and on a much larger scale.
Storyline and Missions are not the same as questing. True they are "quests," but not in the sense of kill x of x.
They are solo/group "quests" that are too massive in scale to work in the open world. It gives the developers more freedom to create epic quests, with lots of dynamic events that would not be possible in a open FFA area.