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Is this game going to be all instanced like gw1?

sungodrasungodra Member Posts: 1,376

http://www.guildwars2.com/en/the-game/game-faq/#five

 


How is Guild Wars 2 different from other MMOs?

While Guild Wars 2 adds a persistent-world experience, it retains the unique characteristics of the original game, including strong narrative, extensive instanced gameplay, anti-grind design philosophy, and strong support for competitive play.

 

 

Their FAQ site suggests it will be like the original game and "Extensive INstanced Gameplay"

 

I am very concerned about this, the heavily instanced co-op gameplay is what caused me to lose interest in the original game.

image


"When it comes to GW2 any game is fair game"

Comments

  • grapevinegrapevine Member UncommonPosts: 1,927

    Where in their FAQ does it suggest its going to be heavily instanced?  They've stated it's going to be a persistent open world, at least mostely.

  • randomtrandomt Member UncommonPosts: 1,220

    Then it's not the game for you?

    Some people like it, some don't.. Not all games are meant for all people eh?

  • AnubisanAnubisan Member UncommonPosts: 1,798

    They have already stated that it would be a full featured open world MMO unlike the first game.

  • randomtrandomt Member UncommonPosts: 1,220


    Originally posted by grapevine
    Where in their FAQ does it suggest its going to be heavily instanced?  They've stated it's going to be a persistant open world, at least mostely.

    The OP directly quoted from the website FAQ, here it is again:

    How is Guild Wars 2 different from other MMOs?

    While Guild Wars 2 adds a persistent-world experience, it retains the unique characteristics of the original game, including strong narrative, extensive instanced gameplay, anti-grind design philosophy, and strong support for competitive play.

  • maskedweaselmaskedweasel Member LegendaryPosts: 12,195

    Originally posted by sungodra

    http://www.guildwars2.com/en/the-game/game-faq/#five

     


    How is Guild Wars 2 different from other MMOs?

    While Guild Wars 2 adds a persistent-world experience, it retains the unique characteristics of the original game, including strong narrative, extensive instanced gameplay, anti-grind design philosophy, and strong support for competitive play.

     

     

    Their FAQ site suggests it will be like the original game and "Extensive INstanced Gameplay"

     

    I am very concerned about this, the heavily instanced co-op gameplay is what caused me to lose interest in the original game.

    Supposedly it won't be as instanced as the first game, as it will have a persistent world.  That persistent world will be instanced by map though, and have a player cap.  They said the cap will be high enough that they don't feel most people would reach it.  Not really entirely sure what to expect from their open world design yet, but I wouldn't be surprised to find zone hubs through cities to get to different maps.  I definitely expect to have to make some sort of zone transition when going into the mists though.



  • randomtrandomt Member UncommonPosts: 1,220


    Originally posted by Anubisan
    They have already stated that it would be a full featured open world MMO unlike the first game.

    That'd be nice, but why does their FAQ say "extensive instanced gameplay"?

    I enjoyed the first GW for a while.. but got tired of having to re-smash my way through each reset section every time I entered a hub area heh

  • grapevinegrapevine Member UncommonPosts: 1,927

    Originally posted by randomt

     




    Originally posted by grapevine

    Where in their FAQ does it suggest its going to be heavily instanced?  They've stated it's going to be a persistant open world, at least mostely.




    The OP directly quoted from the website FAQ, here it is again:

    How is Guild Wars 2 different from other MMOs?

    While Guild Wars 2 adds a persistent-world experience, it retains the unique characteristics of the original game, including strong narrative, extensive instanced gameplay, anti-grind design philosophy, and strong support for competitive play.

     

    Well they've already made annoucements stating its going to be mostly open world, unlike GW.  More like the story line quests are instanced. 

  • AnubisanAnubisan Member UncommonPosts: 1,798

    Originally posted by randomt

     




    Originally posted by Anubisan

    They have already stated that it would be a full featured open world MMO unlike the first game.




    That'd be nice, but why does their FAQ say "extensive instanced gameplay"?

     

    I'm sure large portions of it will be instanced similar to the first game, but they are all linked together by a non-instanced open world.

  • maskedweaselmaskedweasel Member LegendaryPosts: 12,195

    Originally posted by randomt

     




    Originally posted by Anubisan

    They have already stated that it would be a full featured open world MMO unlike the first game.




     

    That'd be nice, but why does their FAQ say "extensive instanced gameplay"?

     

    Most probably talking about the personal story....  ... then again like i stated before they will have maps in their world and each map has a player cap, so its most likely instanced, that could be another reason.

     

    Its really too early to tell.



  • RageaholRageahol Member UncommonPosts: 1,127

    Originally posted by sungodra

    http://www.guildwars2.com/en/the-game/game-faq/#five

     


    How is Guild Wars 2 different from other MMOs?

    While Guild Wars 2 adds a persistent-world experience, it retains the unique characteristics of the original game, including strong narrative, extensive instanced gameplay, anti-grind design philosophy, and strong support for competitive play.

     

     

    Their FAQ site suggests it will be like the original game and "Extensive INstanced Gameplay"

     

    I am very concerned about this, the heavily instanced co-op gameplay is what caused me to lose interest in the original game.

    the personal story lines, and dungeons will be instanced...the world where you run around it will not be , the World VS world VS World will be in zones, you will have events playing out all around you. it will not be like guild wars 1..the main thing keeping the games with the same is the lore

    image

  • saraphimknigsaraphimknig Member Posts: 17

    Because the personal story elements and missions are all conveyed through instanced regions. Events and the like occur in the open world. The Mists will, more than likely, be a separate instanced open world where players battle constantly. Based on some insider knowledge, the game world will be akin to more open game worlds, with seemless zones for the open world aspect of the game. The personal story will be similar to LOTRO, but is supposedly more interactive and dynamic.

  • sungodrasungodra Member Posts: 1,376

    this is a double post becuase of the site having techinical problems .. sorry. 

    image


    "When it comes to GW2 any game is fair game"

  • ZeroxinZeroxin Member UncommonPosts: 2,515

    Originally posted by maskedweasel

    Originally posted by randomt

     




    Originally posted by Anubisan

    They have already stated that it would be a full featured open world MMO unlike the first game.





     

    That'd be nice, but why does their FAQ say "extensive instanced gameplay"?

     

    Most probably talking about the personal story....  ... then again like i stated before they will have maps in their world and each map has a player cap, so its most likely instanced, that could be another reason.

     

    Its really too early to tell.

    Where did you hear that?

    The FAQ says extensively instanced gameplay because of the Personal storyline and dungeons. I haven't heard or read of anything else being instanced.

    This is not a game.

  • sungodrasungodra Member Posts: 1,376

    The game from the videos I have seen so far looks amazing, but than that quote from their FAQ section makes me wonder if it wil be another GW1 co-op.  I hope not and I hope they meant something else by that, because I would love to have this game with a real open world and not just an open world to whoever you have invited in your group and yourself.  I guess the only way to know for sure is when the game hits beta and people start running their mouths.

    image


    "When it comes to GW2 any game is fair game"

  • MumboJumboMumboJumbo Member UncommonPosts: 3,219

    Originally posted by sungodra

    This game from the videos I have seen so far, looks amazing, I guess the only way to be sure about this is to wait for beta to come out and people to start running their mouths.    That quote from the FAQ just got me a lil worried about this whole thing. 

    Well said, exactly.

    2 Ways PvE works:

    Personal Story ~ Heavily Instanced, so 1-off events can be made, eg death of your dear friend because of a choice you have to make eg. EFFECT: PERMANENT

    Global Story ~ Persistent server-wide, so a raid of centaurs on a village could be the start of a Dynamic Event leading to several different chains of quests and even converging DE's meeting etc with a slow cool-down to recycle or trigger back to the original starting state eg EFFECT: PERSISTENT

    Hence Persistent World with "heavy use of instances". This is extremely good for story that needs personal (proximate - your actions) causations that lure you into caring about your character and also global (ultimate - environment/other players actions) causations that make you a part of something bigger than yourself eg saving a city etc.

    It has a lot of potential from story pov, but also gameplay mechanics. I'm cautiously optimistic about these features but it still sounds too theme-park to me at this stage is the caveat.

    Those vids/beta are needed.

     

     

     

  • maskedweaselmaskedweasel Member LegendaryPosts: 12,195

    Originally posted by Zeroxin

    Originally posted by maskedweasel


    Originally posted by randomt

     




    Originally posted by Anubisan

    They have already stated that it would be a full featured open world MMO unlike the first game.





     

    That'd be nice, but why does their FAQ say "extensive instanced gameplay"?

     

    Most probably talking about the personal story....  ... then again like i stated before they will have maps in their world and each map has a player cap, so its most likely instanced, that could be another reason.

     

    Its really too early to tell.

    Where did you hear that?

    The FAQ says extensively instanced gameplay because of the Personal storyline and dungeons. I haven't heard or read of anything else being instanced.

    I've had to post the link many a time before, so its in my post history,  it was on a developer Q&A, one of the first that was put out.  They said that all worlds will have different maps and all maps will have a player cap.  



  • MMO.MaverickMMO.Maverick Member CommonPosts: 7,619

    Regarding OP, short answer: nope

     

    As the GW2 wiki says:

    'The most important change in Guild Wars 2 concerns the world, which is shared with all other players for the first time - exactly the same as in other (non-free!) online roleplaying games! This means that you will also meet other players outside of outposts and be able to form groups and do quests together.'

    The ACTUAL size of MMORPG worlds: a comparison list between MMO's

    The ease with which predictions are made on these forums:
    Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."

  • Loke666Loke666 Member EpicPosts: 21,441

    Originally posted by MumboJumbo

    Well said, exactly.

    2 Ways PvE works:

    Personal Story ~ Heavily Instanced, so 1-off events can be made, eg death of your dear friend because of a choice you have to make eg. EFFECT: PERMANENT

    Global Story ~ Persistent server-wide, so a raid of centaurs on a village could be the start of a Dynamic Event leading to several different chains of quests and even converging DE's meeting etc with a slow cool-down to recycle or trigger back to the original starting state eg EFFECT: PERSISTENT

    Hence Persistent World with "heavy use of instances". This is extremely good for story that needs personal (proximate - your actions) causations that lure you into caring about your character and also global (ultimate - environment/other players actions) causations that make you a part of something bigger than yourself eg saving a city etc.

    It has a lot of potential from story pov, but also gameplay mechanics. I'm cautiously optimistic about these features but it still sounds too theme-park to me at this stage is the caveat.

    Those vids/beta are needed.

    From what I heard is most of the game persistent so heavy use of instances is not really true. Compare it with EQ2, there are instanced dungeons and specific story wised instances, there are also guild and player housing in instances. Most of the game is however open.

    GW2 do have a lot more of personal story compared to EQ2 but up to a third of the content is not heavy instanced, more than 50% is.

    We can't be 100% sure of anything until we tried the game of course but to me it seems like they are using about right amount of instances and if you don't like it, just skip it and play the open world instead. I am not sure how the dungeons will be yet...

  • WarbandWarband Member UncommonPosts: 723

    Originally posted by maskedweasel

    Originally posted by sungodra

    http://www.guildwars2.com/en/the-game/game-faq/#five

     


    How is Guild Wars 2 different from other MMOs?

    While Guild Wars 2 adds a persistent-world experience, it retains the unique characteristics of the original game, including strong narrative, extensive instanced gameplay, anti-grind design philosophy, and strong support for competitive play.

     

     

    Their FAQ site suggests it will be like the original game and "Extensive INstanced Gameplay"

     

    I am very concerned about this, the heavily instanced co-op gameplay is what caused me to lose interest in the original game.

    Supposedly it won't be as instanced as the first game, as it will have a persistent world.  That persistent world will be instanced by map though, and have a player cap.  They said the cap will be high enough that they don't feel most people would reach it.  Not really entirely sure what to expect from their open world design yet, but I wouldn't be surprised to find zone hubs through cities to get to different maps.  I definitely expect to have to make some sort of zone transition when going into the mists though.

     Pretty much, we have no idea if it'll be seamless zoning or not could be either but right now we have no idea. Not even sure if we'll find out at gamescome or not.

  • sungodrasungodra Member Posts: 1,376

    Originally posted by cyphers

    Regarding OP, short answer: nope

     

    As the GW2 wiki says:

    'The most important change in Guild Wars 2 concerns the world, which is shared with all other players for the first time - exactly the same as in other (non-free!) online roleplaying games! This means that you will also meet other players outside of outposts and be able to form groups and do quests together.'

     Does this come directly from the dev team or some player that made a gw2 wiki?

     

    I expect they should make the change and add this in FAQ and touch up on this some in videos because of that is the case than I can buy this game in full confidence that it is not gonna be like gw1 co-op style. Anyhow thank you for the quote. I will look that up on wiki myself.

    image


    "When it comes to GW2 any game is fair game"

  • MMO.MaverickMMO.Maverick Member CommonPosts: 7,619

    It's the official wiki on the GW2 site.

    It's true that when you take that one quote in the FAQ that things may seem unclear and story quest instances and world events getting mixed up, but if you include their other statements on their site and the blogs and interviews in which they explain stuff, then you'll see that the largest part of the world will be persistent and open world, not instanced.

     

    As far as I understand, the instances are reserved for your player house/district, the personal story quests and (likely) dungeons. The world with all its areas, where all the Dynamic Events take place in, that's all persistent, open world like in other MMO's.

     

    Although I do wonder how in god's name they think to handle 1000-1500+ players in the World vs World PvP, they make it all sound so manageable when they talk about 'one side can bring 500, the other side 501', but I know the lag from other MMO games in large scale battles.

    The ACTUAL size of MMORPG worlds: a comparison list between MMO's

    The ease with which predictions are made on these forums:
    Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."

  • MNZebaMNZeba Member Posts: 254

    This should help clear things up.

    http://www.arena.net/blog/mmo-manifesto-reactions#more-2937

    "Colin: Right, when Ree refers to, “players will kill a boss and they won’t re-spawn 10 minutes later,” she is saying when playing through your personal story line if you kill a boss, that boss will stay dead and your personal story will reflect this. It’s not really physically possible to make each dynamic event permanent, because the game needs enough content for everyone to play, and we don’t have 10,000 people making content for Guild Wars 2, event chains need to cycle and events need to repeat to ensure players have enough to do in the persistent game world. Our goal with events is to ensure that when an event ends, you feel like it actually has some sort of outcome on the game world for all players, if even for a short period of time, where traditional MMO quest in persistent areas generally have no affect on the world.


    Eric: Thanks, Dave. Yeah, in the video Ree is speaking about the player’s personal story, whereas Colin is talking about dynamic events.  We like to think of personal story choices being permanent and dynamic event choices being persistent. The difference being persistent choices will remain until something comes along and changes them. So for instance, in the personal story you may choose to let an NPC die, that NPC is likely to be an important story NPC that the player feels some attachment to, their death will be permanent and will have repercussions on the characters story. This would be reflected in instances. In the persistent world a dynamic event might result in an NPC being killed. This will be a more generic NPC like a merchant or a soldier who will likely be replaced once some other event takes place."
  • MumboJumboMumboJumbo Member UncommonPosts: 3,219

    Originally posted by Loke666

    Originally posted by MumboJumbo

    Well said, exactly.

    2 Ways PvE works:

    Personal Story ~ Heavily Instanced, so 1-off events can be made, eg death of your dear friend because of a choice you have to make eg. EFFECT: PERMANENT

    Global Story ~ Persistent server-wide, so a raid of centaurs on a village could be the start of a Dynamic Event leading to several different chains of quests and even converging DE's meeting etc with a slow cool-down to recycle or trigger back to the original starting state eg EFFECT: PERSISTENT

    Hence Persistent World with "heavy use of instances". This is extremely good for story that needs personal (proximate - your actions) causations that lure you into caring about your character and also global (ultimate - environment/other players actions) causations that make you a part of something bigger than yourself eg saving a city etc.

    It has a lot of potential from story pov, but also gameplay mechanics. I'm cautiously optimistic about these features but it still sounds too theme-park to me at this stage is the caveat.

    Those vids/beta are needed.

    From what I heard is most of the game persistent so heavy use of instances is not really true. Compare it with EQ2, there are instanced dungeons and specific story wised instances, there are also guild and player housing in instances. Most of the game is however open.

    GW2 do have a lot more of personal story compared to EQ2 but up to a third of the content is not heavy instanced, more than 50% is.

    We can't be 100% sure of anything until we tried the game of course but to me it seems like they are using about right amount of instances and if you don't like it, just skip it and play the open world instead. I am not sure how the dungeons will be yet...

    Actually I am happy with both aspects, totally, however as you say the definitive fact is the percentage or even proportion of persistent to instanced you could expect. I'm sure the balance will be right.

    I'm just very cautious on these features until the exact details have been demonstrated (PQ's in WAR!).

    RE: As for the technology for 00's of players, it's been mentioned, is all.

  • mainvein33mainvein33 Member Posts: 406

    Originally posted by randomt

     




    Originally posted by grapevine

    Where in their FAQ does it suggest its going to be heavily instanced?  They've stated it's going to be a persistant open world, at least mostely.




    The OP directly quoted from the website FAQ, here it is again:

    How is Guild Wars 2 different from other MMOs?

    While Guild Wars 2 adds a persistent-world experience, it retains the unique characteristics of the original game, including strong narrative, extensive instanced gameplay, anti-grind design philosophy, and strong support for competitive play.

    Generally instanced gameplay is just another way of saying a dungeon. It can also stand for the arenas as they are not open but set aside in an instanced world. I know its sounds a lil tricky but with the exclusion of GW1 usually thats how you would read that. Yes the world is open and will have dungeons.

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