|
|
Or, use your gamerDNA username: (more...)
| ||||||
| |
![]() |
| | LinkBack | Thread Tools | Rating: | Display Modes |
| | #166 (permalink) | ||
| Banned Join Date: Apr 2002
Posts: 2,399
| Quote:
Quote:
| ||
| | |
| | #167 (permalink) | |
| 100% Pure Soy Monk Join Date: Mar 2002 Location: Ft. Lauderdale, FL
Posts: 7,447
+107 Internets | Quote:
Last edited by Soygen; 06-06-2006 at 12:58 PM.. | |
| | |
| | #168 (permalink) |
| Banned Join Date: Aug 2003
Posts: 1,643
| To the naysayers I indicated will surely show up: please, spare me the "oh it's all nostalgia" bullshit. I think I am aware of what I want to play without you telling me what I really want to play, so stfu about that line of argument. I'm aware that reactions to the EQ era are relatively mixed on this board, but then that's the case for every game, so it's hardly a good argument for why EQ ideas are good/bad. Moreover, if you're going to argue that "THE MASSES" hate the zone hub idea, fine, but last I checked WoW outdoor zones were all zone hubs and WoW LFG'ing for an instance is just as hard, if not moreso, than EQ LFG for a dungeon - so where's your proof otherwise? The same tired arguments about how camping is boring won't sway me because farming is just as boring, if not more so, and yet plenty of people engage in just that (and are forced to engage in just that to progress in WoW). Perhaps it's time you stopped hiding behind the "well 6.5 million players play WoW" theorycrafting on just why people play WoW. Lastly, since my argument was meant to concoct an alternative to the whole Quest-based advancement system, I still have yet to see anyone come up with a reason why quests are the perfect model from a development and "fun factor" point of view. It's easy to talk about the negatives of a system, but *all* systems have negatives. Quest systems are hampered by extraneous deveopment times for what are essentially limited rewards (since it's simply a wrapper around the world content, which the player must still interact with in order to complete the quest), do not lead to emergent content, are strictly linear, leads by the hand (at least in WoW's implementation), and have little replayability (since once you've done a quest, it's generally no longer doable). The zone hub approach, on the other hand, have positives in all of these aspects (zone hub deveopment is world development, zone hubs lead to emergent content, zone hubs do not lead by the hand, and have alot of replayability). It has negatives in other aspects, which have been reiterated in this thread, but most of them are fixable and some are irrelevant. For example, the claim that camping is boring I've already dealt with - farming/grinding is just as boring, and I'd much rather camp a named mob than hope for a 0.01% world epic drop. The claim that dungeon crawling is more fun is, OTOH, irrelevant since this argument doesn't even have to do with instancing vs non-instancing. You could easily offer both instanced dungeons and non-instanced zone hubs in the same game. WoW tries to do this, to an extent, with outdoor zones - but its ability to reify this goal is hampered by a variety of factors such as the constant movements required by questing. That, in some sense, is the heart of this argument - whether the kind of gameplay attributed to WoW's questing system should really be the future of MMOs as opposed ot zone hubbing. My stance is clear: there is room for both approaches. This isn't about dungeon crawling vs. camping. Nor soloing vs. grouping. This is not another EQ vs. WoW argument where you flaunt the whole "CASUAL GAMERS LIKE SOLOING LOL!1Z11" to defeat your opponents. I'm not even going to respond to people who equate zone hubbing with tedium because if your brain cannot conceive of the differences between the two then it's obviously not worth my time to debate you. Now, do continue. Last edited by Etadanik; 06-06-2006 at 01:15 PM.. |
| | |
| | #169 (permalink) | |
| BallBreaker Join Date: Jan 2005 Location: Behind you with a knife
Posts: 1,242
| Quote:
How about "without all the needless timesinks and tedium"? Tell me. When does that part finally kick in? Rogues stealing glass bits to make poison vials? Kill level 1 shit until you ding 2, then move 50 yards and kill level 2 shit until you ding 3? Move 50 more for the level 3 shit? Spend hours or more, collect a bunch of different shit, to get some piece of shit reward to sell to a vendor, cause the shit you already have is better? Travelling 30 minutes to a dungeon for a group that'll likely break up as soon as a needed class' quest piece drops? Getting dropped like a bad habit by a horde of mobs that "spots" you from 30 meters away? Then get repeatedly gang raped trying to get my corpse back? Wheres the fucking FUN part man? Instead of asking me "whats missing", you should be telling everyone "whats fun". Because I haven't seen a single fuckin' post come from that beta to convince me that theres ANY to be had. Every post that attempts to refute the negatives is the same old bullshit. "Its beta, you're supposed to be testing, you're not supposed to be having fun". Bullshit. It isn't about "specific features" missing. Its about telling me, the potential customer, "what the fun and interesting parts are". Whats there to "compel me" to play your game. Don't blow some "core gamer" bullshit up my ass, telling me that if I liked EQ, or some other early games, i'll probably like Vanguard. Give me REAL EXAMPLES of where the fun lies. Instead of that, all I hear is "more on that later", or its "sekret sauce" type stuff. Well fuck that Brad. After 4+ years, the "fun" parts should be speaking VOLUMES about why I should be looking forward to this game.
__________________ If you love something, set it free. If it doesn't come back, hunt it down and kill it. | |
| | |
| | #170 (permalink) | ||
| euro scum Join Date: Aug 2002 Location: Sweden
Posts: 901
| Quote:
Quote:
| ||
| | |
| | #171 (permalink) | |
| BallBreaker Join Date: Jan 2005 Location: Behind you with a knife
Posts: 1,242
| Quote:
I don't "need" to "get" anything about Utnayan. He's of no concern to me. What I am concerned with, is the info hes relaying from beta testers. Or are you trying to say that what he getting from beta testers doesn't matter, because you and others don't like him?
__________________ If you love something, set it free. If it doesn't come back, hunt it down and kill it. | |
| | |
| | #172 (permalink) | |
| 100% Pure Soy Monk Join Date: Mar 2002 Location: Ft. Lauderdale, FL
Posts: 7,447
+107 Internets | Quote:
You made a post(the first one I quoted from you on this thread), basically saying that all the people arguing with Ut were just in denial of the truth he was espousing. I responded that was fucking retarded to say that about the people on this forum. Then you responded that while that may be true, it wasn't true on the VG forums. HUH?! Like I said, we aren't on the VG forums. Let's just agree to disagree, as I don't even fucking know what we're talking about any more. | |
| | |
| | #173 (permalink) | ||
| Banned Join Date: Apr 2002
Posts: 2,399
| Quote:
Quote:
| ||
| | |
| | #174 (permalink) | |
| euro scum Join Date: Aug 2002 Location: Sweden
Posts: 901
| Quote:
In theory, instanced dungeouns look a lot better on paper than none instanced dungeouns imo. You have the ability to script different encounters in a way that it would be impossible to put them out in a none restricted enviroment (a none instanced dungeoun) and call it a success. It only works in a instanced dungeoun since you have too many variables to work around with that you can't control in the normal world. Obviously, this is a major drawback on none instanced dungeouns. Secondly, you don't have to compete with other people for bossX (some see this as a drawback others don't, I see it as a big plus). Thirdly, you have everything under control from a developer perspective. Instead of optimizing a dungeoun and not knowing how many people will be visible on the screen at the same time, you remove all those problems since most people that will be in the average group dungeoun is 5 people. Thus optimizations are a lot easier. There are tons of benefits for using none instanced dungeouns and these are only three of them. So what's the benefits for none instanced content? I explained it before, to me it's immersiveness, instanced dungeouns doesn't give me the same immersiveness as a none instanced dungeoun. I can't pinpoint it down to atom level so that's pretty much the best answer I can give you, but whatever it is, it sure beats the hell out of all the benefits instanced dungeouns have in theory over none instanced dungeouns (for me at least). I am however not saying that a game should be completly none instanced, like I said before I think EQ2 took a good approach to have some critical parts of dungeouns instanced. | |
| | |
| | #175 (permalink) | |
| Registered User Join Date: Jan 2003
Posts: 3,392
| Quote:
| |
| | |
| | #176 (permalink) | ||
| Banned Join Date: Apr 2002
Posts: 2,399
| Quote:
Quote:
I will be the first one to come in here and tell you I am all for non instanced content when the following can occur: 1> There is enough content designed in manners that will allow players to have something to do anytime they want without having to wait in line. 2> There are dynamic impacts that can be made and players can leave a mark on the world. Right now the only way to give the player that impression is to instance it and script it. The best example I can think of was the Coldain Ring Quest in EQ. That is the perfect way to handle it. Alternate zone files. But take it a step further and create alternate zone trees - which can be used to continually develop a world on the fly for that particular zone given player impacts. But the problem is, no one wants to put the money and effort into that. | ||
| | |
| | #177 (permalink) | |
| Banned Join Date: Apr 2002
Posts: 2,399
| Quote:
| |
| | |
| | #178 (permalink) | |
| BallBreaker Join Date: Jan 2005 Location: Behind you with a knife
Posts: 1,242
| Quote:
Imagine the front of Blackrock Spire. But much much larger. With different paths branching to different instances in deeper parts of the dungeon, instead of right in the beginning. One branch would take you to an instance with Rend, and the arena encounter. Another to the Beast. Another to Drakk, etc. Kind of like finding the entrance to BWL thats inside UBRS. Non-instanced respawning dungeons, that lead to instanced boss quest encounters to avoid the waiting for the main event. You have to work your way to it, but once you do, its all yours. The respawning "front" area holds quest items, but with drops being a bit more "rare". Instanced sections would drop quest items at a higher rate to reward the group for thier effort to get to them.
__________________ If you love something, set it free. If it doesn't come back, hunt it down and kill it. | |
| | |
| | #179 (permalink) | |||
| Registered User Join Date: Aug 2002
Posts: 293
| Quote:
Do you want to tell us that camping the shroom king in Sebilis is more immersive than doing the Stratholme 45 minute quest? I am not saying WoW or other instanced crap is God's gift to humanity for immersive content, infact I don't beleive MMOG are immersive, but saying that good old overcamped Sebilis is immersive is kinda shortsighted IMO. It's the same as saying that McDonald's hamburgers have great nutritional value. It's true, when you compare them to feces or when someone is completely delusional.
__________________ Retarded quote collection: Quote:
Quote:
| |||
| | |
| | #180 (permalink) | |
| Registered User Join Date: Jan 2003
Posts: 3,392
| Quote:
I remember looking at the WoW leaked alpha where you ran around as a troll in an unpopulated world and thought "Holy God this is going to be great." No spells. No anything except a big, seamless world. Frankly, if that sort of thing isn't clicking by this phase of dev with a game it is pretty obvious where it is headed. EQ2, which I had a ton of problems with in beta, still had massive amounts of potential... what was unexpected was that they'd rework things so dramatically. Now I'm sure we differ in opinions as to why such radical changes went through (desperation?), there is nothing that I've witnessed first hand that smacks of "Oh, they'll probably make it better!" with VG because there's that core to the game that is pretty much unchangable... outside of it no longer resembling what it is now. If there is supposed to be something that I'm supposed to be excited about with VG, the world needs a favor right now and it is some sort of clue as to what that might be. | |
| | |
![]() |
|
| Thread Tools | |
| Display Modes | Rate This Thread |
| |