Originally posted by SonofSeth There is no place for a single player mentality in an MMO game, and as long MMO's are beeing made for single players, they will never reach their full potential.
i dont agree with this. mmos need to have some single player mentality. some people will want to have some soloability in the game. the developers will give what the community wants and that is soloability. a mmo now will have a much better chance of succeeding if they both the option of grouping and soloing. nobody wants to be waiting around for an hour just to get a group, people dont pay $15 a month sitting around doing nothing, they pay to play the game they pay for. whether that is soloing mobs or crafing.
right now in most mmos there is a fine balance between groups and soloing. EQ2, and CoH for as i know all have this. if people want to group they will do it. then for the one who choose to solo because they are waiting to get into a group or just because they decide solo at that time then they should. its really that simple.
Have played: CoH, DDO EQ2, FFXI, L2, HZ, SoR, and WW2 online
My post was about instancing and loss of immersion it brings. Remember, classical singleplayer RPG is you, the player controling 3-5 characters and doing quests. What I meant was that biggest and best thing about MMOG's are real people behind avatars you meent in the game. Some like to cooporate with other people, some like to fight them, but when you take that option away and make it a game mechanic you are making a game for a player with "singleplayer game" mentality.
I'm sorry, I was a bit vague in my post. I definetly think solo play needs to be a part of the game but not in way that when you go out of the city to do your quest, there is no chance to meet someone and team up with him, or fight him for that mob, if a mob is the reason for your dissagreement.
All MMOG's should be made to facilitate player interaction with aditional features. If you wanna solo, go solo, if you wanna party, get a crew, or pick someone up along the way, or kill that prick that is stealing your kill, or, or, or....
I'm anti-instancing, not anti-playing for yourself because there is no room for me in we. PVE is ok, but it will be done sooner or later, thats when player interaction comes in main focus or people will just leave, like they do with WOW, and then come to forums and bitch about stupid, repetitive endgame with no real content.
Originally posted by SonofSeth My post was about instancing and loss of immersion it brings. Remember, classical singleplayer RPG is you, the player controling 3-5 characters and doing quests. What I meant was that biggest and best thing about MMOG's are real people behind avatars you meent in the game. Some like to cooporate with other people, some like to fight them, but when you take that option away and make it a game mechanic you are making a game for a player with "singleplayer game" mentality. I'm sorry, I was a bit vague in my post. I definetly think solo play needs to be a part of the game but not in way that when you go out of the city to do your quest, there is no chance to meet someone and team up with him, or fight him for that mob, if a mob is the reason for your dissagreement. All MMOG's should be made to facilitate player interaction with aditional features. If you wanna solo, go solo, if you wanna party, get a crew, or pick someone up along the way, or kill that prick that is stealing your kill, or, or, or.... I'm anti-instancing, not anti-playing for yourself because there is no room for me in we. PVE is ok, but it will be done sooner or later, thats when player interaction comes in main focus or people will just leave, like they do with WOW, and then come to forums and bitch about stupid, repetitive endgame with no real content.
Well said, instancing is something MMO's need to get rid off. Anykind of instancing/zoning kills immersion swiftly, only place I could accept instances is some quest and even there it should be the last option. If I want to play a game without player interaction other than few selected friends, I might as well go and buy a multiplayer game and not pay monthly fee (not that I couldnt handle $15 a month, but why waste?).
Instancing in G&H will be about what we've seen in WoW. Occassional instances but mostly a shared world.
They'll use it when they want to tell a story that impacts the world. . . let's say you destroy a castle. Well, it would be really cool to return to the castle (now destroyed) for another quest, but you couldn't do that in a world that is accessible to all.
Also, instancing works to keep boss mobs from being endlessly camped for loot. There won't be any waiting in line for boss mob X to spawn in Gods & Heroes.
However, most of the world will be open, and that includes many dungeon areas.
Instancing should be to the minimum. WoW instancing was fine, although I wouldnt mind a bit less instances. The problems with instances is it does take away immersion and interraction, BUT, lack of instancing will cause EQ1 syndrome - lots of grief: spawn camping, kill stealing, PKing. Panacea is in the right balance, I think 10-15% of the world instanced would be more then enough - assuming the non-instanced world is big enough to spread the population thin enough to avoid all the grief.
I am the type of player where I like to do everything and anything from time to time.
Meon - I saw it at E3. It will have about the same amount of instancing as WoW and that instancing will be for the same good reasons. . . to tell story content in areas that change and to prevent boss-mob camping.
Gods & Heroes will have over 26 zones that are NOT instanced, and we will only use instancing where it's absolutely necessary, e.g. to allow players to experience key portions of the story.
Originally posted by Darktania What's so bad about Instancing? Instance dungeons can be great cuz you dont have to worry about another party running up and stealing a key spawn. Or a pair of pre-teen griefers aggravating your party.
I come down on the side of those who are against instancing - any instancing, and for the same reason that has pretty much been articulated here. I think the ultimate goal of an MMORPG should be to try to create as close to a "real world" feel as possible and instancing destroys that. Compare it to the world we live in. Our world is not instanced and, therefore, online worlds should not be instanced either, imo. If the primary purpose of instancing is to prevent kill stealing, what is lost by adding it is greater than what is gained. Players should work that issue out for themselves. If some jerk steals a mob that is rightfully yours, announce it to everyone and ostracize the guy so that he hopefully learns his lesson. And if he keeps doing it, he may even have his account revoked. Bottom line devs - keep it real.
This might also be a good place for me to post a thread for my MMO idea. Gods & Heroes is the closest thing I have seen to my game idea. But, with all respect to the programmers, I think this game will fall short in many places. Someone make my game and you will have a non-stop hit on your hands.
Dungeon instancing is a must. I can't remember all the times I went to a EQ1 dungeon trying to get a mob for my monk quest and he was always camped. It took literally two weeks before he was finally free and I could get in..and I played it about 8 hours a day. That doesn't spawn community..that spawns frustration.
Aside from kill stealing, over camping etc..if you walk into a dungeon while group and you have time to chat with 200 other people..well your just doing something wrong to begin with.. socializing has it place.. with your group and out in open areas..
"It is better to die on one's feet than to live on one's knees,"
from what ive read so far...this game has a shakey beginning. but still could be worth checking out. so meh ill give it a go just to see what it's like anyway*L*
Originally posted by jroddz Originally posted by Entreri28 Any instancing is bad. Instancing is used to cover up crappy programming and defeats the purpose of an MMOG.
Then WOW and Everquest II have crappy programming. both have instancing.
Originally posted by anderman I had no idea, went to their site today to check out the progress cause someone told me the dev's just posted an update - and it's another lame assed intanced game, not an MMO at all. I feel sorry for the people that are waiting for this & are expecting an MMO cause they ain't gonna get one - rofl.I was sceptical about the dev team background not being from the MMO world but now it all makes sense they never intended to release an MMO - n00bs.-Adam
Games have had instancing instancing as far back as Anarchy Online that I can recall. Why is it now that anytime one says they have instanced content its trash?
- Scaris
"What happened to you, Star Wars Galaxies? You used to look like Leia. Not quite gold bikini Leia (more like bad-British-accent-and-cinnamon-bun-hair Leia), but still Leia nonetheless. Now you look like Chewbacca." - Computer Gaming World
Games have had instancing instancing as far back as Anarchy Online that I can recall. Why is it now that anytime one says they have instanced content its trash?
Originally posted by SonofSeth Originally posted by Fadeus
Games have had instancing instancing as far back as Anarchy Online that I can recall. Why is it now that anytime one says they have instanced content its trash?
Because of diferent views!
And because MMORPGs are mainstream now. WoW and GW brought the masses to the genre, alot more 1337 teens are getting into these games and have something to say. There's already one actively trolling the GnH forums with his "advanced" player requests
IMO over instancing is bad but I do recognise the need for some in certain cases if only to eliminate quest griefing (ie quest mob camping) and to lighten the load on the servers.
As Massively Multiplayer games become more and more common place it's no longer an issue of "how many people can we put into the world?" Rather it becomes, "how can we provide a high level of service, up-time, and gameplay to the worlds we're currently supporting?"
Up until recently, the issue of "too many players" on a server was never as serious as other issues. Now we deal with severe network, server, and hardware concerns that affect the bottom line of the customer's enjoyment of the game. Add in the fact that we're giving each player up to 8 NPC minions at maximum level, and you begin to see the issue. Now, if we don't take some sort of preventative measure, we'll see a zone with 100 players, all with 8 minions = 800 objects moving around eating bandwidth, server processes, and eventually causing instability in the game. When you think about it along that lines, and when you realize that we're not only tapping the cutting edge of the technology that is available to us, but we're also utilizing the lessons learned in the past, then it becomes a little easier to understand why some instancing is implemented.
I think I can speak for everyone at Perpetual when I say that we'd love to create a game world that behaved like a "real world," but for now we are settling for the closest thing we can achieve with the resources that are available to humanity in this present.
Here is my opinion on instancing. I plain out uterly hate it - conditionally. The only way I would move over in that opinion is on some epic story driven quest that is a single player thing or group oriented and is "epic" to the worlds development/storyline.
I have seen claims to EQ1 being king etc. No way in hell... Ultima Online is by far the best MMORPG developed to date. No albeit I haven't played it in 5 years but every MMO I play now days I judge it to it. If I see a game that brags features similar to it I am biting at the bit to pre order.
What made it great? Open ended non instanced world. Sure there were the gankers and the "little kids" that would attack you (sometimes at every turn). And you know what?! That is what made it great. It wasnt some glorified lan party. It was like living in a midevil world. You felt real fear, death meant loss of items you possibly worked hard for. It brought about companionship and almost forced a sense of need for "partying" up that has yet to be achieved in any other game.
There were times were I was so frustrated I wanted to break my computer after getting jumped and murdered after battleing 5 hours to get to the bottom of a dangerous dungeon. But you know what!? That emotion is what I loved. True emotion in the game, not some crappy quest that is pre drawn and thought out before you. No two days would be alike.
Now I can go on and on about that but that is my opinion. I like the feeling of insecurity in my game. EQ1 did not offer that, I hated that game - and every game thats made its way to the market so far. I don't want to camp around for Bob the Troll to respawn thats not fun at all (although some people like the grind I guess but its damned boring if you ask me).
----- End instanced.
Just to say some things I believe UO did right that no other mmo I have seen has done.
Building skills by doing them? What a concept! YOu want to build a bow? Learn to lumberjack first. You want to make armor? Go mine for metal. You want to slash a big sword good... brace for it..... you slash your big sword!
Now do that with fear of being jumped in the woods by a *real* bandit.....
Wow. Just wow. Deodatus WORKS for PE, he has come to these forums to dispell the rumor that this game is completely instanced and everyone has just ignored him and argued about how they feel about instancing. About the only relevent posts in this thread in relation to the OP are from Deodatus and the people that actually follow the game on the community site. I think it's sad that even after Deo gets on here to tell you that the game is not 100% instanced the discussion keeps going on about how much people either like or dislike instancing. Give it a rest please.
Originally posted by Leonius Wow. Just wow. Deodatus WORKS for PE, he has come to these forums to dispell the rumor that this game is completely instanced and everyone has just ignored him and argued about how they feel about instancing. About the only relevent posts in this thread in relation to the OP are from Deodatus and the people that actually follow the game on the community site. I think it's sad that even after Deo gets on here to tell you that the game is not 100% instanced the discussion keeps going on about how much people either like or dislike instancing. Give it a rest please.
If you don't mind the instancing and are satisfyed with the answer, great for you, but I don't see how this thread concerns you at all. Express their opinion is the only thing people can do when the game is in question, so why not do it, to the end of time, if it makes any diference or none.
It concerns me because no one has acknowledged the fact that the OP's post has been answered. In case you forgot here is the first post in this thread:
I had no idea, went to their site today to check out the progress cause someone told me the dev's just posted an update - and it's another lame assed intanced game, not an MMO at all. I feel sorry for the people that are waiting for this & are expecting an MMO cause they ain't gonna get one - rofl.
I was sceptical about the dev team background not being from the MMO world but now it all makes sense they never intended to release an MMO - n00bs.
-Adam
The amount of instancing has been posted correctly several times, yet people keep posting about how much they like or dislike instancing and that is keeping the rumor of this game being 100% instanced going. I'm not against people expressing their opinions about instancing, but I am against doing it in this thread anymore or even on the G&H boards because that question has been answered. So please don't reply to me like I'm an idiot who can't handle other people's opinions I'm just tired of the misinformation this board perpetuates, because people are too lazy to read beyond the first couple of posts.
Hmmm, if information was there, and some people who are too stupid to get a clue go away because they lack knowledge, that doesen't bug me very much, I never realy like to surround myself with them. Those who read the information available don't think that the game is 100% instanced at all, and all they are talking about are personal opinions about instancing. But much of this is personal opinion as well, so, it would probably be best if a new thread appears titled "OMG G&H IS ONLY PARTIALY INSTANCED"
Comments
i dont agree with this. mmos need to have some single player mentality. some people will want to have some soloability in the game. the developers will give what the community wants and that is soloability. a mmo now will have a much better chance of succeeding if they both the option of grouping and soloing. nobody wants to be waiting around for an hour just to get a group, people dont pay $15 a month sitting around doing nothing, they pay to play the game they pay for. whether that is soloing mobs or crafing.
right now in most mmos there is a fine balance between groups and soloing. EQ2, and CoH for as i know all have this. if people want to group they will do it. then for the one who choose to solo because they are waiting to get into a group or just because they decide solo at that time then they should. its really that simple.
Have played: CoH, DDO EQ2, FFXI, L2, HZ, SoR, and WW2 online
My post was about instancing and loss of immersion it brings. Remember, classical singleplayer RPG is you, the player controling 3-5 characters and doing quests. What I meant was that biggest and best thing about MMOG's are real people behind avatars you meent in the game. Some like to cooporate with other people, some like to fight them, but when you take that option away and make it a game mechanic you are making a game for a player with "singleplayer game" mentality.
I'm sorry, I was a bit vague in my post. I definetly think solo play needs to be a part of the game but not in way that when you go out of the city to do your quest, there is no chance to meet someone and team up with him, or fight him for that mob, if a mob is the reason for your dissagreement.
All MMOG's should be made to facilitate player interaction with aditional features. If you wanna solo, go solo, if you wanna party, get a crew, or pick someone up along the way, or kill that prick that is stealing your kill, or, or, or....
I'm anti-instancing, not anti-playing for yourself because there is no room for me in we. PVE is ok, but it will be done sooner or later, thats when player interaction comes in main focus or people will just leave, like they do with WOW, and then come to forums and bitch about stupid, repetitive endgame with no real content.
If I want to play a game without player interaction other than few selected friends, I might as well go and buy a multiplayer game and not pay monthly fee (not that I couldnt handle $15 a month, but why waste?).
Instancing in G&H will be about what we've seen in WoW. Occassional instances but mostly a shared world.
They'll use it when they want to tell a story that impacts the world. . . let's say you destroy a castle. Well, it would be really cool to return to the castle (now destroyed) for another quest, but you couldn't do that in a world that is accessible to all.
Also, instancing works to keep boss mobs from being endlessly camped for loot. There won't be any waiting in line for boss mob X to spawn in Gods & Heroes.
However, most of the world will be open, and that includes many dungeon areas.
I am the type of player where I like to do everything and anything from time to time.
http://en.wikipedia.org/wiki/Holodomor - pre-WW2 genocide.
does anyone know if the whole game will be instanced like Guild Wars or just certain areas?
Meon - I saw it at E3. It will have about the same amount of instancing as WoW and that instancing will be for the same good reasons. . . to tell story content in areas that change and to prevent boss-mob camping.
Gods & Heroes will have over 26 zones that are NOT instanced, and we will only use instancing where it's absolutely necessary, e.g. to allow players to experience key portions of the story.
Appoximately less than 20% of the entire game will be instances. It will be absolutely nothing like the 100% instancing in DDO and GW.
I come down on the side of those who are against instancing - any instancing, and for the same reason that has pretty much been articulated here. I think the ultimate goal of an MMORPG should be to try to create as close to a "real world" feel as possible and instancing destroys that. Compare it to the world we live in. Our world is not instanced and, therefore, online worlds should not be instanced either, imo. If the primary purpose of instancing is to prevent kill stealing, what is lost by adding it is greater than what is gained. Players should work that issue out for themselves. If some jerk steals a mob that is rightfully yours, announce it to everyone and ostracize the guy so that he hopefully learns his lesson. And if he keeps doing it, he may even have his account revoked. Bottom line devs - keep it real.
This might also be a good place for me to post a thread for my MMO idea. Gods & Heroes is the closest thing I have seen to my game idea. But, with all respect to the programmers, I think this game will fall short in many places. Someone make my game and you will have a non-stop hit on your hands.
http://www.mmorpg.com/discussion2.cfm/thread/77967
Aside from kill stealing, over camping etc..if you walk into a dungeon while group and you have time to chat with 200 other people..well your just doing something wrong to begin with.. socializing has it place.. with your group and out in open areas..
"It is better to die on one's feet than to live on one's knees,"
I agree totally with your logic
Games have had instancing instancing as far back as Anarchy Online that I can recall. Why is it now that anytime one says they have instanced content its trash?
- Scaris
"What happened to you, Star Wars Galaxies? You used to look like Leia. Not quite gold bikini Leia (more like bad-British-accent-and-cinnamon-bun-hair Leia), but still Leia nonetheless. Now you look like Chewbacca." - Computer Gaming World
Games have had instancing instancing as far back as Anarchy Online that I can recall. Why is it now that anytime one says they have instanced content its trash?
Because of diferent views!
Games have had instancing instancing as far back as Anarchy Online that I can recall. Why is it now that anytime one says they have instanced content its trash?
Because of diferent views!
And because MMORPGs are mainstream now. WoW and GW brought the masses to the genre, alot more 1337 teens are getting into these games and have something to say. There's already one actively trolling the GnH forums with his "advanced" player requests
IMO over instancing is bad but I do recognise the need for some in certain cases if only to eliminate quest griefing (ie quest mob camping) and to lighten the load on the servers.
Up until recently, the issue of "too many players" on a server was never as serious as other issues. Now we deal with severe network, server, and hardware concerns that affect the bottom line of the customer's enjoyment of the game. Add in the fact that we're giving each player up to 8 NPC minions at maximum level, and you begin to see the issue. Now, if we don't take some sort of preventative measure, we'll see a zone with 100 players, all with 8 minions = 800 objects moving around eating bandwidth, server processes, and eventually causing instability in the game. When you think about it along that lines, and when you realize that we're not only tapping the cutting edge of the technology that is available to us, but we're also utilizing the lessons learned in the past, then it becomes a little easier to understand why some instancing is implemented.
I think I can speak for everyone at Perpetual when I say that we'd love to create a game world that behaved like a "real world," but for now we are settling for the closest thing we can achieve with the resources that are available to humanity in this present.
Here is my opinion on instancing. I plain out uterly hate it - conditionally. The only way I would move over in that opinion is on some epic story driven quest that is a single player thing or group oriented and is "epic" to the worlds development/storyline.
I have seen claims to EQ1 being king etc. No way in hell... Ultima Online is by far the best MMORPG developed to date. No albeit I haven't played it in 5 years but every MMO I play now days I judge it to it. If I see a game that brags features similar to it I am biting at the bit to pre order.
What made it great? Open ended non instanced world. Sure there were the gankers and the "little kids" that would attack you (sometimes at every turn). And you know what?! That is what made it great. It wasnt some glorified lan party. It was like living in a midevil world. You felt real fear, death meant loss of items you possibly worked hard for. It brought about companionship and almost forced a sense of need for "partying" up that has yet to be achieved in any other game.
There were times were I was so frustrated I wanted to break my computer after getting jumped and murdered after battleing 5 hours to get to the bottom of a dangerous dungeon. But you know what!? That emotion is what I loved. True emotion in the game, not some crappy quest that is pre drawn and thought out before you. No two days would be alike.
Now I can go on and on about that but that is my opinion. I like the feeling of insecurity in my game. EQ1 did not offer that, I hated that game - and every game thats made its way to the market so far. I don't want to camp around for Bob the Troll to respawn thats not fun at all (although some people like the grind I guess but its damned boring if you ask me).
----- End instanced.
Just to say some things I believe UO did right that no other mmo I have seen has done.
Building skills by doing them? What a concept! YOu want to build a bow? Learn to lumberjack first. You want to make armor? Go mine for metal. You want to slash a big sword good... brace for it..... you slash your big sword!
Now do that with fear of being jumped in the woods by a *real* bandit.....
Priceless
I had no idea, went to their site today to check out the progress cause someone told me the dev's just posted an update - and it's another lame assed intanced game, not an MMO at all. I feel sorry for the people that are waiting for this & are expecting an MMO cause they ain't gonna get one - rofl.
I was sceptical about the dev team background not being from the MMO world but now it all makes sense they never intended to release an MMO - n00bs.
-Adam
The amount of instancing has been posted correctly several times, yet people keep posting about how much they like or dislike instancing and that is keeping the rumor of this game being 100% instanced going. I'm not against people expressing their opinions about instancing, but I am against doing it in this thread anymore or even on the G&H boards because that question has been answered. So please don't reply to me like I'm an idiot who can't handle other people's opinions I'm just tired of the misinformation this board perpetuates, because people are too lazy to read beyond the first couple of posts.
Hmmm, if information was there, and some people who are too stupid to get a clue go away because they lack knowledge, that doesen't bug me very much, I never realy like to surround myself with them. Those who read the information available don't think that the game is 100% instanced at all, and all they are talking about are personal opinions about instancing. But much of this is personal opinion as well, so, it would probably be best if a new thread appears titled "OMG G&H IS ONLY PARTIALY INSTANCED"