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Is there going to be instancing in The Chronicle?
I didn't see anything in the FAQ but someone mentioned it in another thread. I hope not. Games like GW ruin immersion with too much instancing. WoW is tolerable with their dungeon instancing but it's still too much I think.
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i heard they were going to make some instance but from what i read there are going to be very little of em.
instancing will be a part of the game, but a very small part.
I hear certain mobs can drag you away to an instance (there camp, castle, dungeon...whatever) or get teleported into some alternate plane of exsistance. It's up to you to find your way out.
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I actually thought WoW did a nice job between instancing and non-instancing, maybe a little bit too instance-heavy when you're level 60 raiding for gear, but other than that it seemed like a good balance.
I would like to see some instancing in TC as well, but now alla a Guild Wars system. Definitely more persistant worlds than instancing.
I hate instances
i can see if its a dream type quest or something , great. if it makes sense in the story of the game.
but a mmo world is a world we 'live' in and magicaly walking through a wall into my own little dungoen that everyone else has a private copy of is not for me.
Instances are greatly mis-understood (even by me until I saw what they were actually designed for). They don't always mean "very own little copy of *insert area here*", instead you can spawn an instance of the main gameworld where many people can join. A sort of "Area 2".
This allows many players to play in 1 server. EQ2 does this, and GuildWars Cities do this as well.
I'm not saying we're doing this... I'm just saying in general.
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Hmmm, let me see if I understand what you are saying-- If there are, for example, 150 players that all want to be in ZoneX:TheFunZone, which is only designed for a maximum capacity of 75 players, half the players may be in one instance and the other half might be in the other, but they are just random people who happened to walk into the zone? That sort of thing? That sort is mostly invisible to players, most of the time.
When players talk about instancing though, they are pretty much exclusively talking about dungeon or adventure instancing, as in Guild Wars or WoW dungeons or EQ dungeons and missions. The other sort of instancing is technical, being "under the hood" so to speak, while what people want to know about is the "behind the wheel" instancing-- when we go into ZoneX, will it just be the people we brought with us or will other people we don't know be there?
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I've always felt that mass-instancing was a bad way for MMO's to go.
For example, EQ2 IMO is way over-instanced, to a point where (for me anyways) it ruined the immersion possibility of the game itself. Every main area is an instance, so if for some reason one is over crowded, your asked to pick a lesser populated instance. Whilst I can certainly understand that logistics alone of NOT having instances makes it harder to provide a pleasing gaming experience, it seems to be a "less headaches" type of solution that in the end is only detriment to players.
That being said, I think instances can play a positive role in MMO's. Back to EQ2, I loved how they ran their instanced dungeons, very well designed. Same thing with WoW.
So in the end, yes I can certainly understand instances can be used in many possitive ways but as always, to much of a good thing can really do more harm then good.
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instancing sucks hard. the only thing i think instancing should be used for is for content that might be too popular. for example some mob that drops uber loot and might be prone to farming, if people are always farming it (they tend to be higher level and out class you) then you'd never get a chance to slay teh beast and fullfill your dreams of supremity and having secksay looking gear