#21
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Instances is just lazy developement.
Instead of creating multiple large static dungeons, they come out with 3 or 4 instances that take 10 mins to breeze through. Then you get douchebag tanks or healers who go to the first boss... it doesn't drop what they want, so they disband leaving the group without key positions. They go requeue and join in less than 30 seconds while the DPS wait 20+ minutes to get another group. It's fucking retarded. Instances also killed world PvP, which is the funnest PvP. I could live with instances if they would allow you to join existing ones kinda like EQ2 in the beginning (only played first few months of EQ2). If it would give me a list of instances occupied by opposing factions and let me join it, that would be bad ass. A TRUE PVP server.
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#22
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Instead of building new relationships with people and later looking them up to form groups which lead to creating new guilds of genuine friends you could enter a queue of thousands of people whom you have never met or will probably never ever see again, group, get the instance done and leave. What's more is that while you are in said group no one types a single word to one another as the game is too fast to blink, there are hundreds of abilties/spells to use/cast without any downtime, and if you did happen to get some chat out of someone it's usually to flame another member of the group for "taking too long" or "being a n00bz0r". They essentially turned the MMORPG into a single player online game... with all that said... THANK THE LORD FOR P1999 I loved EQ so so much back in the day and after many many years of playing through the declining drool that falls into the category of "MMORPG" I can honestly say that I appreciate P1999 even more for it. Keep up the awesome job, and again... Thankyou [You must be logged in to view images. Log in or Register.]
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Fumple - Noobie Nuker of Red 99
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#23
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instanced zones have been created just for all those whiners not being able to compete with hardcore guilds. and as we can see in this forums lately, they where not completely wrong with that.
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Mitic<Transatlantic Nihilum> | ||
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#24
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if a 3 year old sees its parents drink alcohol / smoke / do any other "cool things" only adults can do (a group they do not belong to, but want to be in) and it starts crying throwing tantrums etc. its not the right way to let them get drunk you know ... instances killed alot of the "achievements" or rather the feeling to have something accomplished ... for that you actualy NEED to "work" some to even get that feeling ... also killer the competing wich again added a feeling of accomplishment when you "won" and as already mentitioned the community since now you could basicly get away with everything ... its like the special olympics, everyone always wins YAY!
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[60 High Priest] Uuaellaen (Dark Elf)
[55 Conjurer] Uaellaen (Dark Elf) [24 Rogue] Uaellaenn (Dark Elf) *retired* | |||
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#25
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I think that the greatest failure of EQ was the inability to attract new players after awhile, due to outdated graphics and overly-complicated character advancement. While these were hardly an issue for any of us, prospective new players will judge a book by its cover. Once new player population cut down to a trickle, the server populations started to disperse, over time making pickup groups hard to find and reducing social interplay between players.
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#26
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#27
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you guys seem to ignore one major factor in the decision to use instancing: population
if a static zone is only capable of supporting 3 or 4 groups of casual EXPers, then what happens with the server population is at a point where 7 or 8 groups need to EXP there? think velks from velious. it's the premier EXP zone for the expansion 55-60, and yet can only support 5 EXP groups max. what happens on p99 when everybody floods that zone and you get 50+ people in there competing over spawns and arguing over loot? i remember playing the guild wars stress test weekend between betas for wow, and the way they solved this problem was by giving zones a population cap before a new version of the zone was instanced, but you could freely switch between the two depending on where you needed to be. imagine velks is at 40 pop, you zone in as 41, but instead it sends you to your own instance where you're number 1. you realise that your group is in the other instance, and you switch over. the population goes up to 41 and after zoning, you run up to your camp. the next people that zone in are in a group, and now they're the only ones in their own zone. | ||
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#28
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Instances were needed in LDoN, but yes other than that I hate Instances. Instances in EQ2 were just F'ing lame. They instancted normal zones.
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Ruin - Iksar Monk
Ex-Tholuxe Paells player - "Vexikuri & Nytewind" Shout out to Bascome, Naur, Equable, Nizzi, Maynarrd, Daesean, Waggs, Cidz, & others... RIP Vino... | ||
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#29
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Your described problem is a product of a lazy population more than anything else and I see it all the time on this server. People would rather go to their one spot they know than explore than move and find something better. I don't know how many times I've been at a camp on P99 that can sustain 1-2 players at a high XP rate and seen 5+ people all sit there fighting for spawns. It becomes wildly inefficient for everyone involved when the last three people to show up could easily find different open camps. | |||
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#30
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The dungeon finder tool is what made the symptoms you described. Back in 2004, I ran dungeons and everyone stayed to the end mainly and everyone had a good time. Also at that time crowd control still existed. | |||
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