Then you probably won't be pl;aying many MMO's in the future. There is simply too much going on in a large MMO for servers to handle without extreme lag. So I suggest you buy a console game.
Laiina is totally correct.
I don't no what the problem is only takes 5 to 15 seconds to travel ?
I don't care if it's permanent instancing like dungeons in WoW, or instancing on demand to prevent lag like EQ2 or AoC, or scenario/mission/quest instancing like LoTRO.
I don't care if it's permanent instancing like dungeons in WoW, or instancing on demand to prevent lag like EQ2 or AoC, or scenario/mission/quest instancing like LoTRO. If there is any instancing, any at all, I will not play this game. Are you listening Devs?
Self-important much?
I'm sure that if any of the Devs read this, they immediately screamed out "Holy crap, Samuraisword doesn't like instancing! We better just trash the code base and start over!"
Calling out the Devs is juvenile, egotistical, and completely pointless. The company will do without your $14.99 a month, and we'll all be the better off for it. There are 10 or more people who will want to take your place when you fall out of line, so don't embarrass yourself by trying to point out how all-fired important you are, because you're not.
And neither am I. I just can't stand ego-driven prats who wouldnt' write a game if the fate of the world depended on it calling out the Devs over a measly 15 bucks a month.
I don't think you understand what instancing is, it's never optional. If I am in a geographic area of the game world known as, let's call it "Forest of doom", then I want the ability and option to see, meet , interact with, every other player who happens to be in that same part of the game world at that moment. If the other players have the option to choose to play in their private version of that area, then I no longer have a choice not to choose to play in an instanced game world. Instancing defeats the point of playing a MMOG.
Even in a game without instancing and seemless zones, it would still have one instance of the game world.
I think some instancing on highly contested boss mobs is required, I will never again play a game like Everquest which had people who "farmed" the same drop for hours and days at a time.
Instancing isn't required to solve that problem. Only a retarded developer would think it is.
It's real simple. Instead of boss mob dropping a unique tradeable one of a kind item, boss mob drops a no trade quest item which each player character can only qualify for once when accepting the quest. The boss mob only drops x copies of said quest item for x amount of players in group who are triggered for the quest and quest items can only be redeemed once by each character who qualified for the quest via certain level/skill/faction minimum requirements. Boss mob drops nothing else, no items, no coin, and gives no experience when killed. Now there is no motivation to camp boss mob and he can have a fast respawn time so no bottleneck exists.
Turn in quest item to questgiver in city for the unique tradeable item.
The reason developers don't choose this system over instancing is pure laziness. It's easier to create an instance than code a few mechanics.
I think some instancing on highly contested boss mobs is required, I will never again play a game like Everquest which had people who "farmed" the same drop for hours and days at a time.
Instancing isn't required to solve that problem. Only a retarded developer would think it is.
It's real simple. Instead of boss mob dropping a unique tradeable one of a kind item, boss mob drops a no trade quest item which each player character can only qualify for once when accepting the quest. The boss mob only drops x copies of said quest item for x amount of players in group who are triggered for the quest and quest items can only be redeemed once by each character who qualified for the quest via certain level/skill/faction minimum requirements. Boss mob drops nothing else, no items, no coin, and gives no experience when killed. Now there is no motivation to camp boss mob and he can have a fast respawn time so no bottleneck exists.
Turn in quest item to questgiver in city for the unique tradeable item.
The reason developers don't choose this system over instancing is pure laziness. It's easier to create an instance than code a few mechanics.
calling it lazy is a cop out.
I do not see anything wrong with instancing at all, I hate the idea of having to fight others for a boss kill
Comments
Laiina is totally correct.
I don't no what the problem is only takes 5 to 15 seconds to travel ?
I sugest you quit MMO's then .
Self-important much?
I'm sure that if any of the Devs read this, they immediately screamed out "Holy crap, Samuraisword doesn't like instancing! We better just trash the code base and start over!"
Calling out the Devs is juvenile, egotistical, and completely pointless. The company will do without your $14.99 a month, and we'll all be the better off for it. There are 10 or more people who will want to take your place when you fall out of line, so don't embarrass yourself by trying to point out how all-fired important you are, because you're not.
And neither am I. I just can't stand ego-driven prats who wouldnt' write a game if the fate of the world depended on it calling out the Devs over a measly 15 bucks a month.
Arguing with me will not make you right.
You're out. Thank you for sharing.
Dang, there goes $29.98 a month in revenue now. How will the game survive?
Arguing with me will not make you right.
Even in a game without instancing and seemless zones, it would still have one instance of the game world.
Instancing isn't required to solve that problem. Only a retarded developer would think it is.
It's real simple. Instead of boss mob dropping a unique tradeable one of a kind item, boss mob drops a no trade quest item which each player character can only qualify for once when accepting the quest. The boss mob only drops x copies of said quest item for x amount of players in group who are triggered for the quest and quest items can only be redeemed once by each character who qualified for the quest via certain level/skill/faction minimum requirements. Boss mob drops nothing else, no items, no coin, and gives no experience when killed. Now there is no motivation to camp boss mob and he can have a fast respawn time so no bottleneck exists.
Turn in quest item to questgiver in city for the unique tradeable item.
The reason developers don't choose this system over instancing is pure laziness. It's easier to create an instance than code a few mechanics.
calling it lazy is a cop out.
Instancing isn't required to solve that problem. Only a retarded developer would think it is.
It's real simple. Instead of boss mob dropping a unique tradeable one of a kind item, boss mob drops a no trade quest item which each player character can only qualify for once when accepting the quest. The boss mob only drops x copies of said quest item for x amount of players in group who are triggered for the quest and quest items can only be redeemed once by each character who qualified for the quest via certain level/skill/faction minimum requirements. Boss mob drops nothing else, no items, no coin, and gives no experience when killed. Now there is no motivation to camp boss mob and he can have a fast respawn time so no bottleneck exists.
Turn in quest item to questgiver in city for the unique tradeable item.
The reason developers don't choose this system over instancing is pure laziness. It's easier to create an instance than code a few mechanics.
calling it lazy is a cop out.
I do not see anything wrong with instancing at all, I hate the idea of having to fight others for a boss kill