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I remember when WoW came out and made instances dungeons the standard. At first I hated it, but then i actually made it to Deadmknes and m entire world changed.
i thought "hey maybe instances aren't so bad, I get a lot more varied content, no lag. Why did I hate this so much?!"
And then I played AOC and every zone and area was instanced and I thought "o god this can only get worse..."
Hell even the servers are instanced now adays?!
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My biggest fear is someone taking something I enjoy as a whole and dissecting it into unappetizing little bits...
And about servers... were they ever not instances? Could you walk from one to another? What we have now is less server segregation not more instancing... which is a very good thing.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Yeah I remember open dungeons...
People standing around every corner, instantly slaying whatever spawns on them.
That was so much fun...
Yes. At least an instance of one.
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
If you are holding out for the perfect game, the only game you play will be the waiting one.
No room for rationality here... engage in some hyperbole now before we all die.
'Sandbox MMO' is a PTSD trigger word for anyone who has the experience to know that anonymous players invariably use a 'sandbox' in the same manner a housecat does.
When your head is stuck in the sand, your ass becomes the only recognizable part of you.
No game is more fun than the one you can't play, and no game is more boring than one which you've become familiar.
How to become a millionaire:
Start with a billion dollars and make an MMO.
"camp check"
"lord, hand, magi, exe and friends"
oh, so basically the entire bottom level. hehe
yeh, there were drawbacks, especially when the same people were camping geb every night, carrying people paying them gp.
"oh, damnit, who cleared poh 1 hour after server reset when they knew on the forum we'd be here 6 hours later!"
It was what it was, though. Many things we hated and also loved. Sometimes we loved them because we hated them, that carrot that was perpetually out of reach. The haves and have-nots were defined by being "early birds", not simply because everyone paid the monthly fee so everyone was entitled.
I don't have a problem with "contested" content in games today, and I smile with others do, often particularly vocally.
I don't think it's a good thing. I'd prefer a smaller, tight-knit community to being randomly matched with one of a hundred thousand players any day. People tend to act less like asshats and more like normal human beings when they think the folks their interacting with will be around again in the future.
I don't think your second paragraph is written within the spirit of what the OP was getting at. This is not a "technical" post about how IT departments handle server loads or even how they spin up and turn down instances.
The main point about "Servers" was how through instancing regardless of how its achieved is breaking apart the community.
I don't like the small claustrophobic dungeons. EQ had them with LDON. WoW has them everywhere. Really hate them.
And I'm not claustrophobic in real life, I just don't like the feeling you're stuck in a rabbit hole. Many dungeons have this concentric design where you feel like you're running in a tunnel or drainpipe.
I don't mind instances, as long as they feel like a world, instead of a rabbit hole.
Dungeons I liked were EQ's DoN, DoD and GoD dungeons, and Rift's dungeons, at least the ones early on I tried. Also, some of Vanguard's dungeons not being instanced were really fun.
I don't like the whole world being instanced, like Vindictus does, but instanced dungeons is not something I particularly hate, as long as it's not everywhere, and as long as the world itself is not instanced. A good dungeons is fund to group in.
nah .. it is more like .. finally, MMOs work as a game .. no more camping with 50 other people.
Since you never responded to my name query, I'm naming him for you.. His name is: Fontleroy.
Interesting how what you perceive as a good thing, I view as a contributing factor to the decline of the MMORPG.
Along with dungeon instancing, no longer do you interact with your fellow realm mates (for good or ill), now you join up in a small, organized team activity that liken to "Dancing with the Stars", memorize the dance moves, get a bit lucky, and you complete your mission.
/yawn
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Yeah, it made for some of the best social interactions and really helped you figure out quickly who was a jerk or not. I agree it was fun, especially when PK was part of the program, PK'in whole parties of jerks was a blast.
Are you talking about static camping like in EQ? As the poster above said, it allowed for socialising, it also allowed for classes like CC and Pulling to exist.
Almost all recent MMO have no puller, nor a CC class, since you charge every mob, which removes a large part of the strategy involved in MMO combat.
It's a bit like hunting in real life, people used to hunt with traps, that required patience, a strategy, knowledge of animal behavior. Now hunters hunt with dogs and simply charge animals since they have rifles and easily overpower animals, there's no strategy in that, it's just mindless zerg.
How recent MMO do combat, simply charging mobs, is quite stupid, mobs are all rushed and overpowered, there's very little risk and mobs are so spread out that there's almost no danger, nor is there personal responsability nor defining classes, since there's no distinction between puller and CC etc. Everyone basically becomes a DPS class.
.
Another thing that is gone in recent MMO, is the strategy of breaking open a camp. Just like animals break open and split apart groups of prey, so did you have to break open a camp in EQ. It's another strategy element that is gone in current MMO, because you simply rush spread out mobs, you don't need a puller or CC breaking open camps, it's just zerging for everyone.
.
It's weird that some classes in current MMO are still called hunter or rogue etc, when they're simply all berzerker type rush classes with spam attacks. They're all classes that charge mobs and do DPS. They have all lost their defining class characteristics in new MMO.
Yes, because empty servers followed by mergers are such a great community building tool... and yes, we know, you view mmorpgs as declining... double yawn
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
I remember that instances had been done YEARS before wow was even on the drawing board.
Yeh .. that is the good thing. No more camping and waiting in line. Less loot drama (of course personal loot solve all that). No more suffering random stranger when hitting the "quit" button will get rid of them.
What do you mean by nobody interacts in a dungeon? You certainly do on a combat level otherwise, more often than not your going to wipe.
It's very bad dungeon design if your forced into being sociable just to kill time whilst you wait for spawns. Those dungeons are just plain boring.
And I leave that type of socializing in an MMO when I'm crafting or after the dungeon.
People are scared of real competition, of having to strategize over something other then predictable and repeatable AI. In other words having to out smart and out play another REAL person. That's the real reason, people just find other excuses as to why instancing is bad.
Why do you have to use the phrase scared? Is it because you are such a tough guy?
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
Why can they just not like it?
Just doesn't mesh well on boards where threads are asking for folks' opinions. In fact, it's entertaining.