It looks like you're new here. If you want to get involved, click one of these buttons!
Yet another Nathan NAPALM video. I like this guy and subscribed to his channel ever since I watched his story of being upsessive about getting Everquest working for the first time back in 1999.
Anyway,
Here he describes Brads idea of using "phasing" of mobs for groups instead of instancing. I couldn't follow it completely unless I watched it again, but I got the basic idea.
For me,
I'm not too sure I like it. Being able to only see your fights against what others see is a recipe for disaster. Or one group can't touch what your group is fighting.... I have to say I'm a little confused in the complexities.
It sounds like an unneeded programming nightmare, confusing the player, and a huge chance for a buggy game overall. Compound this with no individual servers and realms, but replicas of the same much like a mega server.
It seems it will be a "some times it works some times it don't" kind of thing. Or one group member doesn't see it all unless he logs out and back in.….. I'm afraid this entire system will have huge problems.
I'm ok with instanced or non-instance, even if you have a strong opinion one way or another people will get over it. But I'm not a fan of playing around with such dynamics. You can tell in his voice Nathan is concerned too.
Comments
It's like Brad is torturing himself simply to see if he can pull off creativity, and were all involved with his experiments.
As time goes by, it's turning more and more like a wait and see game.
If I recall, FF14 is not the same, it has extremely small zones and you are instanced in them.... It's NOT the same !
However its been a long time...... doesn't matter anyway, Brad doesn't care what other do.
I'm concerned how players both within the group and outside of it will be able to discern the difference between those they can hit vs those they can't if everyone can see everything.
I could see myself swinging wildly at phantoms...
"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
Group A walks into a dungeon and a pack of orcs say spawn that are tagged specifically to group A.
Group B follows group A into the same dungeon and another pack of orcs spawn that are tagged specifically to group B.
Will Group B be able to see Group A's mobs? Presumably yes? Otherwise group B will see group A swinging swords and casting spells at "nothing".
Group Z walks into the dungeon, a pack of orcs spawn specifically for group Z. Will there be a Z on top of the orcs heads? Maybe all those "nothings" that the other groups are fighting will appear as ghostly images. If they can see anything at all if there are dozens of spell effects going off! Then you have the potential 10fps issue.
This will be immersion breaking of course ....
This "outline" that appears to suggest "instancing" content - mobs but presumably treasure chests etc. but not instancing the setting could result in the worst of all worlds.
Now if there is only ever a group A; or group B follows several minutes behind the whole question is moot. You don't need any instancing at all. Its only needed when you have multiple people wanting to do "the content" at - more or less - the same time.
Which was / has been tackled in multiple ways:
Additional servers - another server is, after all, just another instance of the game world;
Phases, dynamic layers etc. added a "large" instance withing a server
Individual encounters were the ultimate step.
In the early days instancing went way to far. PotBS being an example of a game that took it to far: enter a house - it was an instance; enter the back room of the house - another instance; go in a cupboard in the room - another instance.
Tech moved on though. And game design became more selective as a result with more recent games adopting a two-tier approach: instances and public dungeons. Which I think is a good solution.
I think Pantheon getting hung up on "no instances" is a mistake and could be a waste of resources that may never be required. More content will spread the population out for example. And I assume they are planning on more than one server so its not a rigid adherence to the "no instances" rule - or are they going full Eve?
The situations and encounters are endless.... Is it really worth it ?
And the bigger questions:
Is it fun ?
Is it better ?
Yet again,FFXI proved you do NOT need to instance a dungeon.Even FFXI's event besieged was similar to an instance but we could see help each other at will.
I understand the part about being a quest mob so then the experience of the encounter might be dumbed down.
There is something brad and team seem to miss here and that is how XP works.There is nothing wrong allowing a 100 level to help but not to attack.The reason is attacking would dumb down all content,as well players could attack to not help but to be a nuisance,like trying to steal hate away from the actual tank/group then kite your mob into other links/danger.
However even if the player wanted to help,attacking as a level that is too high would simply kill all the exp anyhow,so serves no purpose.My first biggest peeve with GW2 was phasing in mobs,it really does ruin immersion in a big way,similar to when people complain when they see fauna and graphics phasing in while they move,it just looks bad.
For me it is easy to understand what works because i saw it all in FFXI,a game made for a ps2 console.There is no need for instancing or phasing unless your doing a story line.If it is a simple dungeon or for that matter WHY a dungeon,why can't we keep this in the open world and why phasing?
Never forget 3 mile Island and never trust a government official or company spokesman.
Logic, my dear, merely enables one to be wrong with great authority.
If you want to know how it works play WOW retail, they do it for certain quests.
Basically once a player or group enters a certain area, every other player disappear and you and your group are alone with your mobs.
Not sure I like it.
I prefer a system like EQ2 which uses contested dungeons, which are instanced and can contain a set amount of players.
Once the maximum number of players allocated is reached, another instance is created to accommodate the extra players.
Phasing is quite immersion breaking IMO, not sure that’s what I want in a Social MMO.
I hope their not expecting everyone to play "nice" like a controlled environment like Visionary Realm studio.
"I'll never grow up, never grow up, never grow up! Not me!"
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
Good news is you have 100 of fast paced combat MMOs to choose from.
This is for people who prefer a more chilled approached to combat...they too exist.
WOW Classic seems to be doing pretty good, there are still queues at peak times.
So slower combat is definitely something some people don’t find boring.
And for some reason this will make the world more real to me and facilitate interaction with other players.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Players make a world more alive. They can also ruin it.
Part of me was thinking that Elder Scrolls Online should have taken the Guild Wars approach with full cities but instanced world. When I play an Elder Scrolls game there is very much a sense of "world." At least within a certain context. Obviously there are limitations.
When I play an mmorpg there are players to keep the world alive but sometimes they are just marring the landscape. Especially if you are supposed to be in a remote area and it's just lousy with players trying to grab their quest mobs/items.
So having one's own phased content group could help. After all, if you enter a dungeon expecting a certain immersive experience, the last thing you want is to have players yelling "your mother/no your mother" in chat or doing ridiculous things in the middle of the room you are trying to access.
However, there is less of a chance for meaningful interaction or helping others because of this.
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
Phasing removes this. You may as well have instancing.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
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
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
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