Instancing is fine, as long as its done only for dungeons I wont mind it. I like the way WoW has its instances, it reminds me of the way Everquest did theirs, (the first one). Even Age of Conan did mind it as much, although it got a little rediculous when trying to find your friends in that game. Aside from that, as far as raiding goes....get over it, its part of gaming thanks to WoW. If you dont like the raiding aspects then dont do raids, thats what I do when I used to play WoW, i would just do 5 man instances for fun, and every once in a while hop on a BG. I usually never had the time to raid, and the guild leaders usually already had a best friends list to take with them to raids. But every MMO now has a raid at some point whether it be PVP based or PVE. But if you arent going to join AION because of that, you also might want to consider that AOC, WAR, WoW...almost every MMO that I hever heard of has raiding in some shape or form.
WoW did not invent raiding.
On another note, you don't have to raid and no one forces you do. I've done exactly ONE raid out of all the games I've played and it was fun but it's not something I would want to do on a regular basis. I'm not interested in raiding so whether they have instanced dungeons and raid zones or not doesn't bother me one bit.
So I am thinking let me check out Aion, heard it might be good. So I read the offical ultimate Faq thread in this forum, and there it is in black and white. RAIDING AND INSTANCED DUNGEONS. Enough of this crap already, raiding sucks and real gamers want a seamless non instanced game world.
Fail.
Raiding is a choice in this game not a necessity. Instanced dungeons and locations save resources and help eliminate/prevent stupid bugs.
Currently Playing: Everything but MMORPGs Cancelled: L2, FFXI, VSoH, LotRO, WAR, WoW Looking Forward To: SW:TOR
OP no one is holding a gun to your head, making you play this game.If you don't like it then don't come to the forums and tell people that. If people didn't like raiding then people wouldn't do it but they are. While i do want a seamless open world; if instances are used correctly then i like them.
So I am thinking let me check out Aion, heard it might be good. So I read the offical ultimate Faq thread in this forum, and there it is in black and white. RAIDING AND INSTANCED DUNGEONS. Enough of this crap already, raiding sucks and real gamers want a seamless non instanced game world.
I have a novel idea!
Dont play the game if you think its "more of the same crap." *sagenod*
Originally posted by Samuraisword So I am thinking let me check out Aion, heard it might be good. So I read the offical ultimate Faq thread in this forum, and there it is in black and white. RAIDING AND INSTANCED DUNGEONS. Enough of this crap already, raiding sucks and real gamers want a seamless non instanced game world.
Here we go again another user that couldn't read all the features and decided to go gun-ho on a simple stated fact. Do you see where it says INSTANCED DUNGEONS? That's right, dungeons. You know so you don't have a group of pricks running through the same dungeon as you killing all your potential drop mobs etc. This is in play so players don't whine they can't get a mob cause it is being camped, it has nothing to do with technology. It is to keep frustration to a minimum.
Why do we play a game? Cause it is fun right, right. I don't think out camping the campers is any fun in my book.
Raiding while that is your own taste, like it or hate the mass majority of MMO players enjoy it.
The world is seamless, the dungeons are not. Formula for perfection.
[[ DEAD ]] - Funny - I deleted my account on the site using the cancel account button. Forum user is separate and still exists with no way of deleting it. Delete it admins. Do it, this ends now.
Sadly too many of you have bought into the lazy solution of instancing as a a fix it all and it's completely unnecessary.
Any developer that assigns a specific desirable loot item to a single boss mob is a retard! This is obviously a recipe for player conflict, squabbling and mob camping. Boss mobs should drop non tradeable quest items only, no coin, no loot items, and they should give zero experience for the kill. Make the questgiver the person who hands out the tradeable loot reward item. Code the quest to only be available once per character with specific level/skill/faction minimum requirements, and the quest item only drop for those who meet those minimums.
Now you have a situation where players still want to accomplish the content, but are not motivated to kill the boss mob more than once, except to help others complete the quest. This way you not only eliminate the camping and squabbling, but you have created a situation where players help each other to accomplish a goal and interact in a positive way.
You still can have dropped quality loot, but make most of those items a rare drop, from a multitude of mobs of the same difficulty level, spread out geographically, so there is no cock blocking other players. Of course any quality MMOG should utilize the anti-killstealing mechanism of coding whichever group strikes the mob first, gets the loot regardless of attempts from others to do more damage. Again, using this system, there is not motivation or possibility to killsteal, only to help others achieve a goal. No instancing is required to solve this problem.
Add a dash of unique loot items which drop from specific rare outdoor spawns, like the ones in classic EQ1 which you might only encounter once during a whole year of playing, because their spawn timers were so long and variable and they could randomly spawn anywhere in the zone, that even if you spent every day in that zone, your chances would only increase slightly. Now you have also created a reason for players to continue visiting zones they may have already outleveled and made it more desirable to utilize realistic travel to increase their chances of a random rare spawn encounter, rather than instaporting all over the place. This results in more encounters with other players and more team work hunting down rare spawns.
Throw in a healthy, difficult to master crafting system, which produces quality tradeable items and you now have the makings of a real MMOG without stupid, immersion killing, isolationist instancing.
S Boss mobs should drop non tradeable quest items only, no coin, no loot items, and they should give zero experience for the kill. Make the questgiver the person who hands out the tradeable loot reward item. Code the quest to only be available once per character with specific level/skill/faction minimum requirements, and the quest item only drop for those who meet those minimums.
Guess what smart guy, that's what NCSoft did in Lineage 2. But it didn't work, people complained, and now we see Aion using instanced dungeons.
S Boss mobs should drop non tradeable quest items only, no coin, no loot items, and they should give zero experience for the kill. Make the questgiver the person who hands out the tradeable loot reward item. Code the quest to only be available once per character with specific level/skill/faction minimum requirements, and the quest item only drop for those who meet those minimums.
Guess what smart guy, that's what NCSoft did in Lineage 2. But it didn't work, people complained, and now we see Aion using instanced dungeons.
And they made the wrong choice. Now you have people complaining about instancing.
You can dislike raids, Im not a fan neither, but if you mix it with open world and pvp competition for them, you got a winning formula. Raid bosses in Aion are mostly in open world areas, the good ones at least are, since they are found in the abyss, which has no instances.
I support Raids as long as they encourage PvP and competition.
If you played L2 or know about it, you must know how epic those battles for Baium/Antharas were. Hundreds of people fighting for the entrance to a raid boss lair.
Summing it up:
Carebear raids in instanced dungeons for small clans- Check
Open world epic raids for hardcore clans to fight for- Check
Ways to obtain that endgame gear without raiding- Check
So I am thinking let me check out Aion, heard it might be good. So I read the offical ultimate Faq thread in this forum, and there it is in black and white. RAIDING AND INSTANCED DUNGEONS. Enough of this crap already, raiding sucks and real gamers want a seamless non instanced game world.
relax m8 there will be some raiding and there will be some instanced dungeons true but the game isnt centered around them not even remotely.
Aion is a very big non instanced world mainly.
Its pretty much like Lineage 2 big open world with a few instances there and there.
Sadly too many of you have bought into the lazy solution of instancing as a a fix it all and it's completely unnecessary. Any developer that assigns a specific desirable loot item to a single boss mob is a retard! This is obviously a recipe for player conflict, squabbling and mob camping. Boss mobs should drop non tradeable quest items only, no coin, no loot items, and they should give zero experience for the kill. Make the questgiver the person who hands out the tradeable loot reward item. Code the quest to only be available once per character with specific level/skill/faction minimum requirements, and the quest item only drop for those who meet those minimums.
You haven't played many pvp games have you? Having a Boss mob drop one item promotes pvp. (well, in a pvp game that is).
there is nothing wrong with that.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
So I am thinking let me check out Aion, heard it might be good. So I read the offical ultimate Faq thread in this forum, and there it is in black and white. RAIDING AND INSTANCED DUNGEONS. Enough of this crap already, raiding sucks and real gamers want a seamless non instanced game world.
Then go play your "Real games" with your "Real gamer" friends and leave other people to enjoy Aion. This game is NOT custom build for your specific needs. don't like it? go play another game instead of trolling these forums.
Sadly too many of you have bought into the lazy solution of instancing as a a fix it all and it's completely unnecessary. We'll see about that. Any developer that assigns a specific desirable loot item to a single boss mob is a retard! This is obviously a recipe for player conflict, squabbling and mob camping. Boss mobs should drop non tradeable quest items only, no coin, no loot items, and they should give zero experience for the kill. Make the questgiver the person who hands out the tradeable loot reward item. Code the quest to only be available once per character with specific level/skill/faction minimum requirements, and the quest item only drop for those who meet those minimums. You can code it all you want. Some players will kill anything with a name, just because it has a name. Other players will do it for grief. Now you have a situation where players still want to accomplish the content, but are not motivated to kill the boss mob more than once, except to help others complete the quest. This way you not only eliminate the camping and squabbling, but you have created a situation where players help each other to accomplish a goal and interact in a positive way. Not true by a long shot. If a quest is popular, you are going to have SEVERAL groups of people doing the same quest at the same time, at any given time. So they will still have to compete for the mob or wait in line or some other equally stupid, non-immersive solution. You still can have dropped quality loot, but make most of those items a rare drop, from a multitude of mobs of the same difficulty level, spread out geographically, so there is no cock blocking other players. This has the extra-fun side effect of having the loot make less sense from a world-building perspective, and it gives the environment a lovely slapped-together, no-continuity feel. Of course any quality MMOG should utilize the anti-killstealing mechanism of coding whichever group strikes the mob first, gets the loot regardless of attempts from others to do more damage. Again, using this system, there is not motivation or possibility to killsteal, only to help others achieve a goal. No instancing is required to solve this problem. First-strike coding does not eliminate competition; it merely changes its nature. Instead of trying to outdamage the other team, you are trying to hit first. All the problems you claim to solve with this solution still exist. Add a dash of unique loot items which drop from specific rare outdoor spawns, like the ones in classic EQ1 which you might only encounter once during a whole year of playing, because their spawn timers were so long and variable and they could randomly spawn anywhere in the zone, that even if you spent every day in that zone, your chances would only increase slightly. Now you have also created a reason for players to continue visiting zones they may have already outleveled and made it more desirable to utilize realistic travel to increase their chances of a random rare spawn encounter, rather than instaporting all over the place. This results in more encounters with other players and more team work hunting down rare spawns. Right. Because NO ONE worked out the spawn timers for rare mobs in EQ1 and created waiting lists for the people who wanted those rare drops. Throw in a healthy, difficult to master crafting system, which produces quality tradeable items and you now have the makings of a real MMOG without stupid, immersion killing, isolationist instancing. There is no such thing as a difficult-to-master crafting system. There are crafting systems that are tedious and reuire more time than the results are worth. Is that what you're after? I don't want to play your game.
Seems a lot of these ideas have been tried, and have not worked out so well.
S Boss mobs should drop non tradeable quest items only, no coin, no loot items, and they should give zero experience for the kill. Make the questgiver the person who hands out the tradeable loot reward item. Code the quest to only be available once per character with specific level/skill/faction minimum requirements, and the quest item only drop for those who meet those minimums.
Guess what smart guy, that's what NCSoft did in Lineage 2. But it didn't work, people complained, and now we see Aion using instanced dungeons.
And they made the wrong choice. Now you have people complaining about instancing.
All 2 of them.
So what do you suggest, since your idea has already been proven to be stupid, and instancing is so stupid as well apparently.
Instancing is fine, as long as its done only for dungeons I wont mind it. I like the way WoW has its instances, it reminds me of the way Everquest did theirs, (the first one). Even Age of Conan did mind it as much, although it got a little rediculous when trying to find your friends in that game. Aside from that, as far as raiding goes....get over it, its part of gaming thanks to WoW. If you dont like the raiding aspects then dont do raids, thats what I do when I used to play WoW, i would just do 5 man instances for fun, and every once in a while hop on a BG. I usually never had the time to raid, and the guild leaders usually already had a best friends list to take with them to raids. But every MMO now has a raid at some point whether it be PVP based or PVE. But if you arent going to join AION because of that, you also might want to consider that AOC, WAR, WoW...almost every MMO that I hever heard of has raiding in some shape or form.
WoW did not invent raiding.
On another note, you don't have to raid and no one forces you do. I've done exactly ONE raid out of all the games I've played and it was fun but it's not something I would want to do on a regular basis. I'm not interested in raiding so whether they have instanced dungeons and raid zones or not doesn't bother me one bit.
WoW may not have invented raiding, im not trying to be technical nor do I care to be. But since most people new to mmo's started their raiding career with WoW, then im sorry but in most peoples eyes WOW did create the first real raiding type of MMO, where most of the stuff in end game content is geared towards raiding. You can list all these old games, and thats fine and all, but they werent anywhere near as successfull nor did they really grab the attention WoW did with their raiding. So yes while Technicaly WoW did not *create raiding* in a sense they are responsible for what raiding is partly today.
Instancing is fine, as long as its done only for dungeons I wont mind it. I like the way WoW has its instances, it reminds me of the way Everquest did theirs, (the first one). Even Age of Conan did mind it as much, although it got a little rediculous when trying to find your friends in that game. Aside from that, as far as raiding goes....get over it, its part of gaming thanks to WoW. If you dont like the raiding aspects then dont do raids, thats what I do when I used to play WoW, i would just do 5 man instances for fun, and every once in a while hop on a BG. I usually never had the time to raid, and the guild leaders usually already had a best friends list to take with them to raids. But every MMO now has a raid at some point whether it be PVP based or PVE. But if you arent going to join AION because of that, you also might want to consider that AOC, WAR, WoW...almost every MMO that I hever heard of has raiding in some shape or form.
WoW did not invent raiding.
On another note, you don't have to raid and no one forces you do. I've done exactly ONE raid out of all the games I've played and it was fun but it's not something I would want to do on a regular basis. I'm not interested in raiding so whether they have instanced dungeons and raid zones or not doesn't bother me one bit.
WoW may not have invented raiding, im not trying to be technical nor do I care to be. But since most people new to mmo's started their raiding career with WoW, then im sorry but in most peoples eyes WOW did create the first real raiding type of MMO, where most of the stuff in end game content is geared towards raiding. You can list all these old games, and thats fine and all, but they werent anywhere near as successfull nor did they really grab the attention WoW did with their raiding. So yes while Technicaly WoW did not *create raiding* in a sense they are responsible for what raiding is partly today.
lol, raiding isnt what put wow on the map but rather the soloing aspect, no other game could match wow in terms of easy soloing and every retail outlet usually entailed that when describing it.
Instancing is fine, as long as its done only for dungeons I wont mind it. I like the way WoW has its instances, it reminds me of the way Everquest did theirs, (the first one). Even Age of Conan did mind it as much, although it got a little rediculous when trying to find your friends in that game. Aside from that, as far as raiding goes....get over it, its part of gaming thanks to WoW. If you dont like the raiding aspects then dont do raids, thats what I do when I used to play WoW, i would just do 5 man instances for fun, and every once in a while hop on a BG. I usually never had the time to raid, and the guild leaders usually already had a best friends list to take with them to raids. But every MMO now has a raid at some point whether it be PVP based or PVE. But if you arent going to join AION because of that, you also might want to consider that AOC, WAR, WoW...almost every MMO that I hever heard of has raiding in some shape or form.
WoW did not invent raiding.
On another note, you don't have to raid and no one forces you do. I've done exactly ONE raid out of all the games I've played and it was fun but it's not something I would want to do on a regular basis. I'm not interested in raiding so whether they have instanced dungeons and raid zones or not doesn't bother me one bit.
WoW may not have invented raiding, im not trying to be technical nor do I care to be. But since most people new to mmo's started their raiding career with WoW, then im sorry but in most peoples eyes WOW did create the first real raiding type of MMO, where most of the stuff in end game content is geared towards raiding. You can list all these old games, and thats fine and all, but they werent anywhere near as successfull nor did they really grab the attention WoW did with their raiding. So yes while Technicaly WoW did not *create raiding* in a sense they are responsible for what raiding is partly today.
lol, raiding isnt what put wow on the map but rather the soloing aspect, no other game can match wow with that aspact and every retail outlet usually entailed that when describing it.
If you read the conversation properly, we are not discussing what put wow on the map. It was based on the raid comment I made to the original post.
and the time card thing help a lot maybe ffix might have took the crown or any game for that mather but the fact is a very few game got time card most want a credit card no online i wont play a game that ask my credit card no over the net
aoc is cool cause they sell time card too very good moove it will help make this game popular
and the time card thing help a lot maybe ffix might have took the crown or any game for that mather but the fact is a very few game got time card most want a credit card no online i wont play a game that ask my credit card no over the net aoc is cool cause they sell time card too very good moove it will help make this game popular
only a few games dont accept time cards. 90% of games do
Instancing is fine, as long as its done only for dungeons I wont mind it. I like the way WoW has its instances, it reminds me of the way Everquest did theirs, (the first one). Even Age of Conan did mind it as much, although it got a little rediculous when trying to find your friends in that game. Aside from that, as far as raiding goes....get over it, its part of gaming thanks to WoW. If you dont like the raiding aspects then dont do raids, thats what I do when I used to play WoW, i would just do 5 man instances for fun, and every once in a while hop on a BG. I usually never had the time to raid, and the guild leaders usually already had a best friends list to take with them to raids. But every MMO now has a raid at some point whether it be PVP based or PVE. But if you arent going to join AION because of that, you also might want to consider that AOC, WAR, WoW...almost every MMO that I hever heard of has raiding in some shape or form.
WoW did not invent raiding.
On another note, you don't have to raid and no one forces you do. I've done exactly ONE raid out of all the games I've played and it was fun but it's not something I would want to do on a regular basis. I'm not interested in raiding so whether they have instanced dungeons and raid zones or not doesn't bother me one bit.
WoW may not have invented raiding, im not trying to be technical nor do I care to be. But since most people new to mmo's started their raiding career with WoW, then im sorry but in most peoples eyes WOW did create the first real raiding type of MMO, where most of the stuff in end game content is geared towards raiding. You can list all these old games, and thats fine and all, but they werent anywhere near as successfull nor did they really grab the attention WoW did with their raiding. So yes while Technicaly WoW did not *create raiding* in a sense they are responsible for what raiding is partly today.
lol, raiding isnt what put wow on the map but rather the soloing aspect, no other game can match wow with that aspact and every retail outlet usually entailed that when describing it.
If you read the conversation properly, we are not discussing what put wow on the map. It was based on the raid comment I made to the original post.
here is your punchline wiseguy--- "while Technicaly WoW did not *create raiding* in a sense they are responsible for what raiding is partly today."
It would be the same as saying even though christopher columbus found "america" (and indians in it) it is the people that came after that are actually responsible for finding it. Keep going... it's entertaining.
WoW only has raiding because it was a popular activity in other games. WoW is not responsible for inventing it, popularizing it, perfecting it, or anything else. WoW is responsible for popularizing the MMOG genre, but not any specific aspect of the genre.
Seriously, Wakygreek, I'd stop now. WoW only has raiding because it was a popular activity in other games. WoW is not responsible for inventing it, popularizing it, perfecting it, or anything else. WoW is responsible for popularizing the MMOG genre, but not any specific aspect of the genre.
Ok, lets stop talking about wow, this thread is about AION.
On that note, I am looking forward to the game, does anyone have a release date for it?
Comments
WoW did not invent raiding.
On another note, you don't have to raid and no one forces you do. I've done exactly ONE raid out of all the games I've played and it was fun but it's not something I would want to do on a regular basis. I'm not interested in raiding so whether they have instanced dungeons and raid zones or not doesn't bother me one bit.
Raiding is a choice in this game not a necessity. Instanced dungeons and locations save resources and help eliminate/prevent stupid bugs.
Currently Playing: Everything but MMORPGs
Cancelled: L2, FFXI, VSoH, LotRO, WAR, WoW
Looking Forward To: SW:TOR
OP no one is holding a gun to your head, making you play this game.If you don't like it then don't come to the forums and tell people that. If people didn't like raiding then people wouldn't do it but they are. While i do want a seamless open world; if instances are used correctly then i like them.
I have a novel idea!
Dont play the game if you think its "more of the same crap." *sagenod*
Here we go again another user that couldn't read all the features and decided to go gun-ho on a simple stated fact. Do you see where it says INSTANCED DUNGEONS? That's right, dungeons. You know so you don't have a group of pricks running through the same dungeon as you killing all your potential drop mobs etc. This is in play so players don't whine they can't get a mob cause it is being camped, it has nothing to do with technology. It is to keep frustration to a minimum.
Why do we play a game? Cause it is fun right, right. I don't think out camping the campers is any fun in my book.
Raiding while that is your own taste, like it or hate the mass majority of MMO players enjoy it.
The world is seamless, the dungeons are not. Formula for perfection.
Sadly too many of you have bought into the lazy solution of instancing as a a fix it all and it's completely unnecessary.
Any developer that assigns a specific desirable loot item to a single boss mob is a retard! This is obviously a recipe for player conflict, squabbling and mob camping. Boss mobs should drop non tradeable quest items only, no coin, no loot items, and they should give zero experience for the kill. Make the questgiver the person who hands out the tradeable loot reward item. Code the quest to only be available once per character with specific level/skill/faction minimum requirements, and the quest item only drop for those who meet those minimums.
Now you have a situation where players still want to accomplish the content, but are not motivated to kill the boss mob more than once, except to help others complete the quest. This way you not only eliminate the camping and squabbling, but you have created a situation where players help each other to accomplish a goal and interact in a positive way.
You still can have dropped quality loot, but make most of those items a rare drop, from a multitude of mobs of the same difficulty level, spread out geographically, so there is no cock blocking other players. Of course any quality MMOG should utilize the anti-killstealing mechanism of coding whichever group strikes the mob first, gets the loot regardless of attempts from others to do more damage. Again, using this system, there is not motivation or possibility to killsteal, only to help others achieve a goal. No instancing is required to solve this problem.
Add a dash of unique loot items which drop from specific rare outdoor spawns, like the ones in classic EQ1 which you might only encounter once during a whole year of playing, because their spawn timers were so long and variable and they could randomly spawn anywhere in the zone, that even if you spent every day in that zone, your chances would only increase slightly. Now you have also created a reason for players to continue visiting zones they may have already outleveled and made it more desirable to utilize realistic travel to increase their chances of a random rare spawn encounter, rather than instaporting all over the place. This results in more encounters with other players and more team work hunting down rare spawns.
Throw in a healthy, difficult to master crafting system, which produces quality tradeable items and you now have the makings of a real MMOG without stupid, immersion killing, isolationist instancing.
this topic. more of the same old troll post
Guess what smart guy, that's what NCSoft did in Lineage 2. But it didn't work, people complained, and now we see Aion using instanced dungeons.
Guess what smart guy, that's what NCSoft did in Lineage 2. But it didn't work, people complained, and now we see Aion using instanced dungeons.
And they made the wrong choice. Now you have people complaining about instancing.
You can dislike raids, Im not a fan neither, but if you mix it with open world and pvp competition for them, you got a winning formula. Raid bosses in Aion are mostly in open world areas, the good ones at least are, since they are found in the abyss, which has no instances.
I support Raids as long as they encourage PvP and competition.
If you played L2 or know about it, you must know how epic those battles for Baium/Antharas were. Hundreds of people fighting for the entrance to a raid boss lair.
Summing it up:
Carebear raids in instanced dungeons for small clans- Check
Open world epic raids for hardcore clans to fight for- Check
Ways to obtain that endgame gear without raiding- Check
Everybody happy, Aion is going to be awesome.
relax m8 there will be some raiding and there will be some instanced dungeons true but the game isnt centered around them not even remotely.
Aion is a very big non instanced world mainly.
Its pretty much like Lineage 2 big open world with a few instances there and there.
You haven't played many pvp games have you? Having a Boss mob drop one item promotes pvp. (well, in a pvp game that is).
there is nothing wrong with that.
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
Then go play your "Real games" with your "Real gamer" friends and leave other people to enjoy Aion. This game is NOT custom build for your specific needs. don't like it? go play another game instead of trolling these forums.
Seems a lot of these ideas have been tried, and have not worked out so well.
Guess what smart guy, that's what NCSoft did in Lineage 2. But it didn't work, people complained, and now we see Aion using instanced dungeons.
And they made the wrong choice. Now you have people complaining about instancing.
All 2 of them.
So what do you suggest, since your idea has already been proven to be stupid, and instancing is so stupid as well apparently.
WoW did not invent raiding.
On another note, you don't have to raid and no one forces you do. I've done exactly ONE raid out of all the games I've played and it was fun but it's not something I would want to do on a regular basis. I'm not interested in raiding so whether they have instanced dungeons and raid zones or not doesn't bother me one bit.
WoW may not have invented raiding, im not trying to be technical nor do I care to be. But since most people new to mmo's started their raiding career with WoW, then im sorry but in most peoples eyes WOW did create the first real raiding type of MMO, where most of the stuff in end game content is geared towards raiding. You can list all these old games, and thats fine and all, but they werent anywhere near as successfull nor did they really grab the attention WoW did with their raiding. So yes while Technicaly WoW did not *create raiding* in a sense they are responsible for what raiding is partly today.
WoW did not invent raiding.
On another note, you don't have to raid and no one forces you do. I've done exactly ONE raid out of all the games I've played and it was fun but it's not something I would want to do on a regular basis. I'm not interested in raiding so whether they have instanced dungeons and raid zones or not doesn't bother me one bit.
WoW may not have invented raiding, im not trying to be technical nor do I care to be. But since most people new to mmo's started their raiding career with WoW, then im sorry but in most peoples eyes WOW did create the first real raiding type of MMO, where most of the stuff in end game content is geared towards raiding. You can list all these old games, and thats fine and all, but they werent anywhere near as successfull nor did they really grab the attention WoW did with their raiding. So yes while Technicaly WoW did not *create raiding* in a sense they are responsible for what raiding is partly today.
lol, raiding isnt what put wow on the map but rather the soloing aspect, no other game could match wow in terms of easy soloing and every retail outlet usually entailed that when describing it.
WoW did not invent raiding.
On another note, you don't have to raid and no one forces you do. I've done exactly ONE raid out of all the games I've played and it was fun but it's not something I would want to do on a regular basis. I'm not interested in raiding so whether they have instanced dungeons and raid zones or not doesn't bother me one bit.
WoW may not have invented raiding, im not trying to be technical nor do I care to be. But since most people new to mmo's started their raiding career with WoW, then im sorry but in most peoples eyes WOW did create the first real raiding type of MMO, where most of the stuff in end game content is geared towards raiding. You can list all these old games, and thats fine and all, but they werent anywhere near as successfull nor did they really grab the attention WoW did with their raiding. So yes while Technicaly WoW did not *create raiding* in a sense they are responsible for what raiding is partly today.
lol, raiding isnt what put wow on the map but rather the soloing aspect, no other game can match wow with that aspact and every retail outlet usually entailed that when describing it.
If you read the conversation properly, we are not discussing what put wow on the map. It was based on the raid comment I made to the original post.
and the time card thing help a lot maybe ffix might have took the crown or any game for that mather but the fact is a very few game got time card most want a credit card no online i wont play a game that ask my credit card no over the net
aoc is cool cause they sell time card too very good moove it will help make this game popular
All thie games have time cards
AOC
COH/V
DAOC
EVE
EQ
EQ2
L2
LOTRO
TM
POTBS
PS
SWG
TR
VG
WOW
ALL THIES DONT
D&DO
RAGNAROCK
UO
go to ebgame or gamestop and you ll see that a lot of the one you mention arent avail and havent been avail in store for a good while.
WoW did not invent raiding.
On another note, you don't have to raid and no one forces you do. I've done exactly ONE raid out of all the games I've played and it was fun but it's not something I would want to do on a regular basis. I'm not interested in raiding so whether they have instanced dungeons and raid zones or not doesn't bother me one bit.
WoW may not have invented raiding, im not trying to be technical nor do I care to be. But since most people new to mmo's started their raiding career with WoW, then im sorry but in most peoples eyes WOW did create the first real raiding type of MMO, where most of the stuff in end game content is geared towards raiding. You can list all these old games, and thats fine and all, but they werent anywhere near as successfull nor did they really grab the attention WoW did with their raiding. So yes while Technicaly WoW did not *create raiding* in a sense they are responsible for what raiding is partly today.
lol, raiding isnt what put wow on the map but rather the soloing aspect, no other game can match wow with that aspact and every retail outlet usually entailed that when describing it.
If you read the conversation properly, we are not discussing what put wow on the map. It was based on the raid comment I made to the original post.
here is your punchline wiseguy--- "while Technicaly WoW did not *create raiding* in a sense they are responsible for what raiding is partly today."
It would be the same as saying even though christopher columbus found "america" (and indians in it) it is the people that came after that are actually responsible for finding it. Keep going... it's entertaining.
its because they dont bother to stock them.
Seriously, Wakygreek, I'd stop now.
WoW only has raiding because it was a popular activity in other games. WoW is not responsible for inventing it, popularizing it, perfecting it, or anything else. WoW is responsible for popularizing the MMOG genre, but not any specific aspect of the genre.
On that note, I am looking forward to the game, does anyone have a release date for it?