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#61
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#62
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When I played WoW i missed the open world competition for things. I missed doing camps like lguk or seb where when you get in a crypt group there is this sense of "awesome, all this great shit can drop to earn me money". I missed the feeling of dominance from racing to the world spawns. They had a few in original WoW (emerald dragons and 2 other guys blanking on their names) but they were primarily secondary targets with lower priority than the instances. At the same time, the lack of instances makes the playability of the game suck for people who have real life obligations. This server is a perfect example. Every guild as far as I know maintains a CST/EST raid schedule, ie be on at 5/6pm CST on raid day so we can see what is up and move on hate, fear, whatever. That is great, but I am in California and that is 4PM for me. I am lucky enough that my job is flexible enough that I simply decided to come in earlier and leave earlier to be home by 4 but shit, if you worked a typical 9-5 + drive time you would easily be 1.5 hrs + late for every raid (aka miss most of it). In WoW you could have east coast & west coast guilds because you could schedule raids based around the play times of the players and that was honestly very nice although casual. I could see some sort of combination put in where using EQ terminology: Seb = non instanced therefor trak = non instanced kc = non instanced therefor vs = non instanced All the outdoor dragons obviously non instanced vp = instance Hate = instance (including inny & maestro) Fear = instanced (including ct & draco) Sky = instanced (including nobles) This would allow shit like trak to cock block lesser guilds on getting keyed to VP, this still maintaining the tiering of guilds. It would also allow casual guilds to actually be casual and have set raid times and still accomplish shit like killing gods etc.
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#63
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![]() Not sure if it has been talked about but people that want a token system for raiding here should be all for instancing since its basically the same thing.
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#64
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I cannot fathom how you can make such sweeping statements regarding EQN when we barely have any information about it. | |||
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#65
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![]() instance system will destroy the fun of ec game.
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#66
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![]() That model looks fucking stupid
Looks like some shitty korean knock off I hope they don't take this WOW/Korean style of armor on.. stuff is so god damn ugly
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hello i'm cucumbers
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#67
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Nowadays, servers work in clusters and 'battlegroup realms' where there are several servers together. Almost all content is instanced, and this mod is no longer up to date. Also, and I know this won't get me far in internet fake-world points, I work in software and have several friends that work @ Blizzard who corroborate 'more or less' these numbers, back when I was an active player (2004-2009). I obviously have no proof and won't use it as a pedestal, but I have no real reason to lie, either. | |||
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#68
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![]() I'll take your word for it August. I have a friend at Blizzard too, but he's an art guy who I don't think would have a clue even if I asked him. The point is really moot anyway, as I think the reasons Blizzard implemented instancing probably had less to do with server load and more to do with the design choices they made, now that I think about it - at least once they'd upgraded their tech past launch and Vanilla WoW. I can tell you that in other MMOs instancing is used as a tech solution to solve a perceived problem of potential load - witness EQ 2 and Neverwinter etc. It was the "solution" adopted by the server guys on the MMO I worked on as well.
I understand why people liked Heroics and personal/guild instances, but as I said, they make it a different type of game. And one I'm just no longer interested in playing, personally. Re. that picture, that Warhammer/Asian art style just confirms the vibe I picked up from the Smedley interview. I can pretty confidently say I won't be giving EQ Next any time whatsoever. However, this has all given me a great idea. Now to find someone who knows someone at Sony...
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Last edited by t0lkien; 06-13-2013 at 02:28 PM..
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#69
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I do think that with huge maps a game does probably need some teleporting. It all depends how it's used and how powerful it's. It depends whether you want a traveling game or a different game. Some people consider these traits game-breaking or old school. Me, I'm not sure. I like them. Does that mean I'm a masochist? Again, I don't like that label. I like to survive in games. Look at this: http://www.gameskinny.com/9ltw7/mmos...mmo-s-go-wrong Quote:
I do know I like survival games. Don't Starve is an example of one. I like harsh rules. However, I like it to be intuitive. I don't like when a game doesn't give me options. By "options" I mean you have to work at it. I don't mean a "Give Me What I Want" freebie button. I want to have to learn how to do things. I really really like it when dungeons have secret places and secret passageways and tricks and bells and whistles. Corpse runs, for example, are fun if the loss isn't too great and you get better as you learn more. It's also during those tense times when bad things happen that you're going to ask for help. Players who normally wouldn't talk to others will talk to them when they or others need help. In this way, bad things bring players together. And it's not a fake bad thing like a scripted event. It's real and the feelings between players are heightened. Loss is as valuable as gain. If we always gain, we don't truly gain. It's not how you respond to success, it's how you respond to failure. True success means getting up after failure and succeeding. The only downside to all this is that it taps into how our brain actually works in reality. Reality latches onto the learning/reward system in our brain. It's self-sustaining. It's a risk/reward ratio. But games can also hook onto this system. If they remove the risk and maintain the same level of reward, they can addict players much faster. Either way, games will tend to be addicting because our brain self-reinforces learning/reward. When games simplify their component parts and only have the parts that're addicting, they become something like a casino, but without the world. This is when the whole thing becomes very obvious to an observer. At their core, games are like parasites and reality is just a less efficient parasite. The difference is small. BUT if you don't play reality then you will die. And THAT is a BIG important difference.
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Full-Time noob. Wipes your windows, joins your groups.
Raiding: http://www.project1999.com/forums/sh...&postcount=109 P1999 Class Popularity Chart: http://www.project1999.com/forums/sh...7&postcount=48 P1999 PvP Statistics: http://www.project1999.com/forums/sh...9&postcount=59 "Global chat is to conversation what pok books are to travel, but without sufficient population it doesn't matter." | ||||
Last edited by stormlord; 06-13-2013 at 03:12 PM..
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#70
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![]() Didn't read thread so don't know if it was mentioned, but obviously instances are going to need to be in any newer MMO. Look at the 1k people we have here and the literal every day crying over how TMO gets this, or someone is always camping that.
But what I am thinking of are not instanced dungeons, but instanced zones. Think every 60-100 people a new zone opens. Besides the first zone, a newer version of the zone can only be spawned whenever atleast 20-30 people want to get in, or else you have to wait in a que and farm outside of the zone etc etc...... New zones would have a decreased chance for the "bosses" to pop right at zone in. But to also get it where you have to use multiple zones, or wait for the zone you would like, would have to have a max instance limit, say 3 per zone. So say you really like Mistmoore, but its packed, you have to go to Overthere. Same here, if there are already 3 full instances you have to wait for your spot, or go somewhere else. Raiding is a whole other subject, but I always thought it'd be simple as hell to do instance raids is 2nd best gear while open world raid bosses drop top end gear. But a full 2nd tier skilled player can beat a full top end mediocre player in a duel.
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