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| | #271 (permalink) | |
| Registered User Join Date: Nov 2002
Posts: 49
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Now, I'm sure you're using your SHIT colored glasses to try to offset everyone else's Rose colored glasses, using hyperbole and exaggeration; and all that. Or at least I hope you are. Because if you're just being plain truthful; then Wow's Instancing isn't saving you from the tards, its saving the normals from YOU.
__________________ Macrabra of Dragonblight | |
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| | #272 (permalink) | |||
| Registered User Join Date: Jun 2003
Posts: 560
+2 Internets | Quote:
If the loot tables in Sebilis and Chardok had been reversed, Chardok would have been farmed constantly. Example of this can be seen in Lower Guk. Which side was always camped, live or dead? Same dungeon, same design, same layout, but dead side had a better loot table, so it got farmed way heavier than live side. basically, once you had your frog crown for the Halls of Testing grind, you never set foot in Live Guk anymore. Loot is the primary driver of where people go. The fact that you used the Kunark expansion's most glaring example of this to try and prove otherwise is hysterical. Hey, how often did people go to Najena once the JBoots were taken off the loot table and given to the AC? Quote:
Oh, in EQ you can solo pull or AE? Holy shit, is that sorta like how some classes in WoW do single pulls, but prot pallies and frost mages (and others who have the know how) can do AE? Here's the thing, in EQ and WoW, the playstyle was dictated by the class, not the player. Not a lot of rogues in EQ did charm soloing, but enchanters and bards did. Not too many people besides wizards and druids quad kited too much, and I am not sure how many folks besides necromancers did a lot of fear kiting. AE dungeon clears were dependent on having 2 classes in a group in multiples - wizards and enchanters, so don't come now and make it sound like a rogue and shadowknight could go all sandbox and choose to go single pulls or AE the fuck out of Sebilis, depending on their whim. and in EQ you can do one camp, kill one named mob for its loot, or crawl the whole damn place? What makes that any fucking different than a WoW instance besides the fact that in WoW, if you have the key/right to enter the instance, the content will be there for you despite a small legion of fuckheads who want to cock up your day? Seriously, besides cockblocking, leapfrogging and griefing, what's the difference?
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| | #273 (permalink) | ||
| Registered User Join Date: Jun 2003
Posts: 560
+2 Internets | Quote:
EQ had the same percentage of fuckheads as WoW, just a smaller overall population. The on ly difference in WoW is that the game allows you to progress IN SPITE OF THEM.
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| | #274 (permalink) | |
| Registered User Join Date: Jun 2006
Posts: 217
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Such as what? A single mediocre POS then they fade away into obscurity? No company survives unless they make decent profits and especially when you are being bankrolled by investors. I can't believe how many of you have absolutely NO GRASP of something that is taught in ECON 100 for dummies.
__________________ The light at the end of the tunnel is really an intense radioactive source whose gamma radiation is already killing you. | |
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| | #275 (permalink) |
| Registered User Join Date: Oct 2003
Posts: 2,183
| people still ignore the fundamental question. all of the whiners here say instancing removes the idiots, but that's the exact same thing a single and multiplayer game does. it's no different at all. you're not solving a problem in massively multiplayer games; you're just changing them to single/multi player ones. that's not a solution. if you don't want to deal with people, then you don't want to play massively multiplayer games; it's really that simple. that's the whole point of them in the first place. why is that the point? because it's the only genre available that allows you that experience. all of the things many listed here as fun or desirable are the REASON single/multiplayer games exist. you're changing the experience that an mmo can provide into some halfassed myopic multiplayer dungeon crawl. there is absolutely no reason whatsoever world of warcraft should be a mmo. it would serve all of us much better if it was just a multiplayer game. this is why wow was so bad for this genre. because now, there's no going back. the challenge of mmo designers is not, i repeat, is NOT making 'content', but making worlds in which all of us can interact. THAT is mmo design, not boss scripts. how you can argue against this is beyond me. |
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| | #276 (permalink) | |
| Registered User Join Date: Sep 2003 Location: Waynesburg, PA
Posts: 201
+1 Internets | Quote:
You don't need to be Blizzard 2 to pull in decent profits, and you don't need to have World of Warcraft 2 on your agenda to be worthwhile to an investor. | |
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| | #277 (permalink) | |
| Registered User Join Date: Nov 2002
Posts: 49
| Quote:
Bad things happened. But you either rolled with the punches and came out on top (most of the time But there were also all the good things, saving someone and being saved in return; getting masses of group invites because random actions with the Joe Randoms got you on his friend list. Hell, half the time you did something for someone, it wasn't wholly altruistic; you were happy for the bonus exp when the train came, or you saved Joe Random because you knew after the mobs ate him, they'd come after you; or whatever. Enlightened self interest. Most players were on the same page in that regard. Even if you didn't make a friend, you showed respect and, very often, got respect back for it at some later point. For your average player, they had goods and bads. But to hear her tell it, LadyVex was the most shit on player on her server however, such that the entire community rallied around trying to delevel her back to east commons. Or something.
__________________ Macrabra of Dragonblight | |
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| | #279 (permalink) | |
| Registered User Join Date: May 2006 Location: The 'Burgh
Posts: 833
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And Ninen, shit colored glasses? Wow, you're on Lyenae's idiocy level. I didn't exaggerate or bitch about EVERYTHING. I bitched about the fact you can't keep the old ways of farming, pvp and camping etc on some silly pedestal just because you think it was "awesome". You really are a douche. I love it when people take posts to extremes. /eye roll I obviously said all my gaming experience was bad; not just the farming/camping politics and the way people were able to screw you because of it. And yep Ninen, also this all happened to me. /eye roll again It couldn't have been commonplace in most zones or anything, NO WAY Can we just get an automatic -10 internets for that stupidity please? Better yet, put Ninen, Dumar and Lyenae all in their own little forums so they can go back and forth about how they have the vision of future gaming and the rest of us will be dust in the wind. Also it's super hilarious someone gave me -1 internets and said "sebilis wasn't the same thing over and over again, or anything, right?" when I was actually arguing AGAINST sebilis, since it was simply exp grinding and loot farming, and I didn't want agonizing dungeon crawls to get to a spot to stand around for hours. I can't help but think several people on this board used int as their dump stat. Last edited by LadyVex : 07-08-2008 at 05:25 PM. | |
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| | #280 (permalink) |
| Registered User Join Date: Jan 2007 Location: Wales, UK
Posts: 4
| I had that warm, fuzzy feeling running around Underhalls in AoC for the first time. It was good to actually see other players running about in a dungeon. It was great to run through a little section that was actually too high for me, but had just been cleared by some other players so I could have a little poke about, only to have to retreat just in case of respawn. It took me twice as long as it should have to get my kills for the quest because I was competing with others for spawn points and I actually sat and waited a few minutes to get the named I wanted before anyone else grabbed him. Sure, I could have had the entire thing wrapped up in half the time in an instance, but I am just fed up of playing in my own, personal bubble ![]() |
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| | #282 (permalink) |
| Registered User Join Date: May 2006 Location: The 'Burgh
Posts: 833
| Oh man I totally love this reputation thing. "Not being able to handle multiplayer games must suck for an MMO player." Gems of wisdom friends, gems of wisdom. I still maintain you people used int as your dump stat. (Psst, next time use charisma). |
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| | #283 (permalink) |
| Registered User Join Date: Mar 2002
Posts: 188
| i mentioned sebilis purely as an example of a dungeon because of its size and non linear design and a few people took what i said and completely twisted around my words to fit their own narrow minded and short sighted view point. if you actually read what i said, i said to make several dungeons the size and depth of sebilis and you wouldn't need instances. i never said to take the actual sebilis dungeon and put it into a new game. yes, people went to sebilis because of the exp and loot that it provided. so what's wrong with making a game with 8 or more similar dungeons that all have great loot, great exp and are non linear? hell, you could still have scripted events, and plenty of things to do besides camp and make it fun as hell. the problem is there are too many people who suck on the WoW teet and think that the only way to do things moving forward is the WoW way. i'm sure there are plenty of novel ideas floating around, but unfortunately we are probably never going to see any of them because everyone is so fixed on how blizzard does things that there doesn't seem to be any room for any originality in the genre. too bad. |
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| | #284 (permalink) | |
| Registered User Join Date: Dec 2003 Location: Escazú, Costa Rica
Posts: 185
+4 Internets | Quote:
The point of instancing is to regulate social interaction. Even if good design can arguably regulate social interaction it further complicates the design itself. Instancing removes the concept of social interaction, thus simplifying the overall design. A simpler design is one that can be produced with more consistent results and on a faster schedule. Global dungeons also create an additional burden on design, since dungeons are interdependent on one another. If say there are 8 dungeons, then a failing in any one of those dungeons affects the remaining dungeons. Like for example, overcrowding may occur in the remaining dungeons. Additionally, instancing scales perfectly with server population and level progression. Whereas global dungeons don't, they also have to be both massive to accommodate large populations while still accessible to smaller populations. All of those provide additional design complications. So from a designer's point of view instancing provides clear benefits. It's not because designers are obsessively sucking Blizzard's teat. Most games face time and budget constraints, and instancing can help reduce the workload.
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| | #285 (permalink) | |
| Registered User Join Date: Apr 2002
Posts: 103
| Quote:
If you do not think that is fun sounding then great, no game is invented to cater to every single person. A game developed with open PVP in mind, not on PVP servers but built as a open PVP game from scratch, would cater to quite alot of the people out there. Would there be idiots? Yes, but then I have found that the idiots in a MMORPG tend to be much more prevalent in a non-PVP setting where they can exploit things like training people and leave the players with little recourse against them. Idiots on TZ who proved to be unable to get along with people normally got owned and blacklisted, life became impossible for them. EQ's PVP servers tended to work very well. People looked out for others, for each idiot who wanted to corpse camp people or train people there were 3 higher level people who got off on being the hero and owning the corpse camping moron into going away. And all of this lead to a greater sense of community and role playing immersion then a game like WOW could ever dream of creating. | |
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