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Old 06-13-2013, 07:00 PM
enr4ged enr4ged is offline
Kobold


Join Date: Oct 2012
Posts: 199
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Quote:
Originally Posted by August [You must be logged in to view images. Log in or Register.]
I don't understand the hate towards instanced zones. Just because WoW instanticized the dungeons doesn't mean that it was a bad idea.

I mean, look at the way we (or at least, I) play P1999. I look for zones that are not that populated so I can get a group / get decent EXP. I skipped unrest almost entirely this leveling up path because often times there were too many people. And, if I had a group, some 6 people, that was awesome. Usually, though, I was wishing that we were the ONLY group in the zone so we could have more pulls. Sure, the higher level camp is there and that's fine, as long as they don't pull from us.

This extrapolates into the end game as well. We have a bunch of 'hardcore' raiders out there who want to slay dragons, and we all can't. Well, if things were instanced, we certainly could.
I'll give you some reasons why I love NON-instanced content.

1. I LOVE seeing other people in the game... it's an MMO... "Fuck me, right?" I don't like going into a dungeon and suddenly I'm in my own world, this is also precisely why I can't play single player RPG's anymore.
2. Instance crowding can be solved in some ways that games have come out with recently. I think the best trade off between instance and non instance that I've seen thus far is games that incorporate limited number of instances. For example say Lower guk has a capacity of 45 with an over fill of about 15. You could start splitting it up into a separate instance once you get to around 45 and the overfill can choose a new instance or the main instance. You lose some of the non-instance feel, but you can still get into a dungeon with other people.

3. Dungeons are more fun to me with a lot of people/groups doing their own thing at different parts of the dungeon. I like encountering other people and seeing what they are up to or just having some fun chats with random people.

4. Loot - With instanced dungeons you generally get an overflow of loot since all players can do their own instance as many times as they want to get an item. Loot becomes less rare, and plus its not even that valuable at that point. If the game is created with TRADEABLE loot (I LOVE when all/most loot is tradeable) then you can BUY stuff from others, so its not so bad when you can't "get your camp"

5. non-instanced dungeons kind of create a system where you know which camps are better and they feel more dynamic as suddenly it's not a "queue for instance, plow to end with the best/fastest route, rinse, repeat" you get dynamism in the dungeons, where people are excited when they get better/more fun/camps. And if not they go to a sub par camp and wait.