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I am new to this site but I like it a lot and hope to be posting more. One thing I have noticed in almost every games forums is the mention of instances and how huffed up people get when a game doesn’t have them. WoW was the first game I knew of that had these instances and I feel WoW did a good job with them. I remember when SWG got the Corvett mission, it seemed like a good idea.
Back in the day, when I played Ultima and EQ everything was world based and I liked it. Sure some camping happed but its better them mining instances and flooding the game with the uber loot.
SWG worked well because the economy was to be player driven, meaning the best gear came from PCs. I understand VSoH is to be the same way. Like I said WoW and even CoH/CoH seem to be doing well with instances. Now DDO took the idea of instances too far, but the game looks good.
I’ve always liked the openness of some games, nothing better then loosing to something big to only be saved by a wandering stranger whos goal isn’t xp but to help. I felt that was kinda lost in WoW, sure in the world players are helpful but I hated waiting around for a PuG to have them suck.
Anyway, that’s my 2 cents.
Comments
I think that instancing as a way to complete quests in a dungeon atmosphere is a totally positive idea. One of the worst parts of non-instanced dungeons is that NPCs who drop "phat loot" are often sought after so much that players who form "PuG"s are left out. Consider, for example, Scholo. Scholo is an instance that many people go to when hitting their 50s, but it is also a very good instance to farm reputation for the Argent Dawn. If we didn't have instancing, higher level players with better gear than the instance could offer would constantly farm the bosses for their big reputation gains. This would be way more frustrating than being a part of a crappy PuG.
Doktar - 70 Troll Priest - Perenolde
Overall I do like instances, if they are used correctly.
When I first got into SWG I thought the use of instances was cool but the levels were poorly designed.
Then WoW came along and I loved playing with 4 other people for 2-3 hours in well thought out dungeons with interesting encounters.
Once I got to 60 and started running ZG and MC though I left the game because it became a loot grab.
I am now looking forward to Turbine's Lord of the Rings Online.
Instances in this game will be used to advance the overall story of the world, which I think is really cool.
Yes, they will still have WoW like instances but they seem to be based on story and not loot.
In my opinoin that is the correct way to use them, but I guess time will tell.
I'm pretty oppen to the use of instances, but I feel there needs to be at least one Open Uninstanced Adventure Field in a game for players. ((In other words, I wouldn't buy a Guild Wars clone no matter what it's features were.))
Also, as a CoH/V fan I know instanced can get boring. Have something for your players to do "outside" after like every ten instances. One of the main things I liked about WoW was just being able to see other players around me doing stuff.
That being said, I like the way WAR is planning to use instances. It's the first game where you really have a choice of content. In games like WoW, you aren't forced to run instances...unless you want that instance's loot. In WAR you'll be able to get the kind of loot no matter if you do Open PvE, Community Quests, Instanced PvE, Instanced PvP, Objective PvP or Skirmishing. You don't have to do what you don't want to do! How awsome is that?
Instances:
PvE based MMO ---> Yes
PvP based MMO ---> No
/agree
I find it amazing that by 2020 first world countries will be competing to get immigrants.
IMO, they are the result of an immature industry. Some day, I hope advances in game mechanics and content development tools will eliminate the need for instances while keeping out kill-stealers. This might mean that the most coveted raid loot does not take the form of items but of privileges, among other things.