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I'm not sure wether this poll is new or old, I'm ussually not loged in to vote and see the results but I was reading one and I was wondering if other people felt the way I did about the results.
"What balence would you like to see betwen instanced and non-instanced content do you want to see?
No instancing: 13.5%
50/50 42.6%
Completely Instanced: 1.9%
Mostly Instanced: 9.6%
Little Instancing: 32.5%"
Most people want 50/50? Are you out of your minds? Does anyone else feel that half instanced is enough to ruin the feeling that you are in a huge world with thousands of other players when playing an MMO?
Comments
I like 50% instanced. Sounds good to me.
It worked well for me in City of Heroes.
I felt Wow was not instanced enough. Too many times I would be in missions in areas that would have worked better if instanced (temples castles etc), but instead had to deal with kill stealing and camping and respawning enemies materialising in the middle of the fight for no reason at all.
UGH! Well I guess we all have different opinions. I just hate instancing, period. It was kind of cozy in WoW at first, until you realize that's all there is. Instances! I hate them! Can't wait for Vanguard. NO INSTANCING because, for me,
Instancing Sucks™
To each his own I guess. I usually play with a small group of friends. I don't really care to group with strangers much. I have a lot of odd hours free time and I solo quite a bit. I still prefer MMOs to single player RPG games. I like a persistent world with perpetual updates.
Just because I generally choose not to do combat quests with random groups of strangers doesn't mean i don't like to interact with other people in game. I was a long time Armorsmith in SWG, and I enjoyed meeting other people through the economy of the game. I didn't enjoy waiting for days on end for my group to get a chance to fight the GDK, or other static boss spawns for the loot drops I needed for armor. And I certainly didn't enjoy fighting all the way through a quest just to be denied the end content by some punks that were camping the boss spawn all day.
People play games differently. Thinking everyone should either play the same as you or play single player games is pretty silly.
-----Zero Punctuation Eve Online Review-----
If you are addressing my post, then you should agree with me based on what you just described.
If you like being in a persistent world with other players but not to necessarily adventure with them, then instancing would turn you off because instancing removes the reality of a persistent world since you don't see anyone else. If you just want to play with the same small group of friends, then a single box with online or Lan capabilities will suit your needs. MMOGs are for players who want to see other players and feel like they are part of a seemless world, not have private copies of content set up for them.
I personally like little Instancing. you simply won't get the feeling your working trough a dungeon without instancing, period. without instancing, a dungeon or ruins will feel like just another spot to grind.
so for me: the entire world without instancing, except for a few dungeons would be perfect.
You forget that wow has a population that probably comes close to 30 or 40% of all MMORPG players. With numbers like that it's no wonder "most" people want a game like it. Dont be fooled by what you read on the forums here. WoW isn't anywhere near as hated as this place would have people think.
Scared by a poll. That's a new one.
Instanced areas are good for telling predefined stories.
The kill stealing, ninjaing and camping isn't realistic, just the natural effect of a less than perfect world design. The big problem being that as long as you pile on with static quests that everybody can do, everybody will be there doing it.
The static quests need instancing.
What I do not want is STATIC QUESTS. (And with them gone, instancing would just be another pain - I don't want instancing either). The big quests are better off being secret at first, and completed forever once they're done. More work, less adventure, but no instancing needed, cause it won't become a tourist spot.
The other "quests" should be generated by giving the players needs that must be satisfied. If your house and equipment requires maintenance, your belly requires food and your wounds require medical attention and herbal treatment, then everybody's got real-time generated quests to produce / find / use these.
You give the medic the "Heal me" quest. The medic gives somebody else the "Get me these herbs" quest. Winter comes, and you offer good money for a wolfskin coat - I'm not joking!
The great dragon roams the lands, and most people have to flee. The dragon is almost dead, and it has to flee. At some point, somebody successfully slays the dragon - and it IS NO MORE! By the way: The dragon isn't dumb, the lair is hidden and trapped, and it doesn't show you the way if it knows you're following. It doesn't just lie there waiting for you either. It actually comes out to raid and ravage, and if the Mayor (another player) lost his sceptre to it, then it might be in the dragon's hoard.
That's dynamic quests. (Kill dragon / recover sceptre could be done separately, by the way)
The common quests shouldn't be more than pure game mechanics. This isn't the gospel of truth, it is my personal preference.
The future: Adellion
Common flaw in MMORPGs: The ability to die casually
Advantages of Adellion: Dynamic world (affected by its inhabitants)
Player-driven world (beasts won't be an endless supply of mighty swords, gold will come from mines, not dragonly dens)
Player-driven world (Leadership is the privilege of a player, not an npc)
I do not mind instancing, if done rigth, DDO or GW may be a bit over the top but still.
I play with the same people, mostly RL friends, and allthough we do not mind socializing often it is very nice to have your own place.
The "go play a SP game", is just not dumb but also ignorant, if someone were to point out games that can offer what most MMO's can, in a lan environment then please post that list?
Even if you only solo the MMO's out there now offer the most entertainment per $ however you view it, unless of course your view is filtered by a life of very little experience.
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Originally posted by Jerek_
I wonder if you honestly even believe what you type, or if you live in a made up world of facts.
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I liked the City of Heroes way. 50% communal areas, 50% instances.
In instances most people don't play alone. They have something called a "team".
I'm not looking for "reality" in my fantasy games. It's a game. Gameplay comes first.
I like offline and LAN games every bit as much as I like MMO's. It's not an "either, or" scenario. I do both.
I like to see and talk with other plays. I don't however want to see the big bad monster being camped by 50 people waiting for it to respawn and then having it die in 5 seconds. That isn't imersive, realistic or anything else people call it.
Instancing allows MMORPGs to have that deep dark cave where the dragon waits. It lets the story happen for everyone not just the loot whores.
Yes instances can be camped by players who only want loot but, they can do that all they want and it doesn't affect my and my groups game.
Wow still gave you the chance to run into people in some caves by making the instance gate deep inside, but I don't remember seeing too many people meet up there and go on to finish the instance together. People tend to show up with a group already formed.
TBH I'm surprised people would rather have the camped boss situation over the instance, myself.
I'd like 50% instancing if those instances were purely optional, and by "purely," I mean you'd do equally well in terms of experience and equipment if you never left common zones. I didn't always feel this way, but time after time, I've found two statements to be absolute truths in MMOs:
The greatest strength of every MMO is its community.
The greatest weakness of every MMO is its community.
People are unpredictable, and lots of people like that unpredictability. Lots of people don't. If you're a socializer, it might be fun to run into someone out in the open who waves and stops to talk for a bit. If you're a pvper, perhaps it's fun to run into someone out in the middle of nowhere and thwack them in the head with a club. If you're out in the woods and you wave happily to someone who then thwacks in you in the head with a club, it might wreck your game. Different people play MMOs for different reasons, as can be seen from the neverending "Solo versus Group" and "PvE versus PvP" arguments. Having the ability to choose the way you play the game, and the way the game plays you, seems to be ideal for everyone other than people who want to impose the way they play the game on others.
I don't think people would constantly pick instances over common areas or common areas over instances if both were equally rewarding and engaging. The option to choose whichever you preferred at any given time based on your mood, your available time, whatever, seems like a benefit rather than a punishment to me. As with everything, though, it all comes down to implementation.
Actually instancing does negatively effect all players, because it allows farmers to ply their trade without competition which creates inflation and ruins the game's economy.
A good game does not force linear play where you have to camp a certain boss mob to get a specific drop. It is more sound to have high end loot tradeable first of all, so some can trade for the item, thus earn it, without camping the source. Then, you spread the drops amongst many high end mobs so they all share the same loot table thus removing the need to camp specific mobs and create bottlenecks. That is just plain dumb.
You can still try and spread the player population throughout the game world, by increasing/decreasing the percentage of a certain drop by boss mob, but still allowing the possibility to get that drop from a number of high end mobs, and not just static mobs but random roamers as well.
Actually WoW created meeting stones, specifically in response to the reality that most players showed up at a dungeon without a group. I am a soloer primarily but I grouped more in WoW than any other game by picking up groups at dungeon locations, not by forming them in town ahead of time.
"We feel gold selling and websites that promote it damage games like Vanguard and will do everything possible to combat it."
Brad McQuaid
Chairman & CEO, Sigil Games Online, Inc.
Executive Producer, Vanguard: Saga of Heroes
www.vanguardsoh
My favorite instancing thus far is DDO... they really got it right with theirs. It's not PERFECT but it's the best implementation of instancing I've seen. Now if they'd just put the rest of the game in I would buy it LOL
Currently Playing: Dungeons and Dragons Online.
Sig image Pending
Still in: A couple Betas
Unfortunately far too many devs try to cater to the whole market rather than picking their niche and sticking with it, and that's why we get a whole flood of unimaginative, cookie-cutter games and only a few truly unique and innovative ones.
Your point?
EQ's LDoN was the best expansion EQ ever had, and it was 100% instancing. DAoC's best expansion was catacombs and the only part of catacombs that is used is instances. Instances don't ruin games. Its how they are implemented.
I'd also like to add that at least 5 of the top 7 rated games on mmorpg.com have either a fair amount of instances or a lot. I don't know if SoR has instances, but with the new expansion it sounds like it might.
I voted for no instancing, but thats just my opinion. It has its uses, like someone mentioned that they use MMO's basically to play with the same small group of people, IE lan groups just not in the same place, so yah good for them, just not my bag.
The upside to so many MMO's being on the market is that not every one has to be your thing... only 1 has to. So if instancing is really that popular, cool, it should be used. I wouldn't mind if 99% of them where 100% instanced, long as I can find 1 I like