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  #151  
Old 11-22-2015, 05:08 AM
radda radda is offline
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Originally Posted by Freakish [You must be logged in to view images. Log in or Register.]
Ain't nobody resisting aoes on this server.
  #152  
Old 11-22-2015, 10:58 AM
maestrom maestrom is offline
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Originally Posted by Swish [You must be logged in to view images. Log in or Register.]
I agree, I mean what better way to have an online community experience than to section yourself off from the online community and collectively reduce the price of anything worthwhile to nothing while helping mudflation soar...sounds really immersive [You must be logged in to view images. Log in or Register.]
I have as many friends that I still keep in contact today from WOW as I do from EQ.

If you can't make friends because people can get away from you into an instance then you're doing something wrong.

I guess league of legends doesn't have a community. Or CS. Or any other game that doesn't have a fully persistent world.

There are real legitimate reasons not to instance a game, but when players don't want to instance EQ, it usually boils down to them wanting to be able to keep other people from playing the game in one way or another.
  #153  
Old 11-22-2015, 11:15 AM
Swish Swish is offline
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WoW wasn't bad as a community until they added realm instancing where you basically meet 4 other people you'll never see again and crawl/grind through a dungeon you've all done 50 times while often not talking unless to berate someone not playing their class properly [You must be logged in to view images. Log in or Register.] I don't miss that at all.
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  #154  
Old 11-22-2015, 11:21 AM
maestrom maestrom is offline
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Quote:
Originally Posted by Swish [You must be logged in to view images. Log in or Register.]
WoW wasn't bad as a community until they added realm instancing where you basically meet 4 other people you'll never see again and crawl/grind through a dungeon you've all done 50 times while often not talking unless to berate someone not playing their class properly [You must be logged in to view images. Log in or Register.] I don't miss that at all.
That's not an argument against instancing, that's an argument against random queuing in a dungeon finder.
  #155  
Old 11-22-2015, 12:08 PM
trite trite is offline
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Originally Posted by SCB [You must be logged in to view images. Log in or Register.]
There has never been a more challenging mmo experience than an instanced, player-limited raid.
These are two distinct concepts you have coupled. They don't need to go hand in hand.

there has never been a more challenging mmo experience than an instance raid = probably false.

there has never been a more challenging mmo experience than a player-limited raid = maybe a grain of truth.

It's possible to implement non-instanced raid zones that constrain the number of players allowed to cooperate on the content...how to implement this in a way that can't be circumvented in a worthwhile manner is interesting food for thought.
  #156  
Old 11-22-2015, 12:11 PM
Swish Swish is offline
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Originally Posted by maestrom [You must be logged in to view images. Log in or Register.]
That's not an argument against instancing, that's an argument against random queuing in a dungeon finder.
It is an argument against instancing, perhaps I should have elaborated.

Instancing makes the world more fragmented (obviously). In WoW's early days you instanced with the people who played on your server.... you had to worry about reputation because if you kept quitting after the first boss for that item you needed but didn't get then people won't want to play with you anymore. Then comes inter-realm instancing, where people didn't give a shit - it was just a grind for items or tokens or whatever. If the tank or priest didn't want to carry on at any point, people would be forced to quit or restart, but reputation didn't matter.

With EverQuest the same shit would apply. While overlooking the huge "not classic.gif" issue for a moment, people would want to solo content as much as possible to get their online economy sim numbers up. Literally there'd be some people perma camping seafuries, or bugs in their own Sebilis instances, or whatever rare item. Guilds could chain farm a Trakanon, VS, or whatever. Go out, come back in and restart nps.

It's so anti-EQ I can't believe the OP was suggesting it. The closest anyone else has come to saying it was (no surprises) Chest - who basically thinks everything can be solved by putting up more servers and allowing raid issues to go away that way.

Guilds at some level are forced to get along, or at least respect the thick rulebook - I think everyone would hate it if instancing hit.
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  #157  
Old 11-22-2015, 12:12 PM
Swish Swish is offline
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Originally Posted by trite [You must be logged in to view images. Log in or Register.]
It's possible to implement non-instanced raid zones that constrain the number of players allowed to cooperate on the content...how to implement this in a way that can't be circumvented in a worthwhile manner is interesting food for thought.
Anti-zerg mechanics would be the best <3
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  #158  
Old 11-22-2015, 12:33 PM
maestrom maestrom is offline
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Quote:
Originally Posted by Swish [You must be logged in to view images. Log in or Register.]
It is an argument against instancing, perhaps I should have elaborated.

Instancing makes the world more fragmented (obviously). In WoW's early days you instanced with the people who played on your server.... you had to worry about reputation because if you kept quitting after the first boss for that item you needed but didn't get then people won't want to play with you anymore. Then comes inter-realm instancing, where people didn't give a shit - it was just a grind for items or tokens or whatever. If the tank or priest didn't want to carry on at any point, people would be forced to quit or restart, but reputation didn't matter.

With EverQuest the same shit would apply. While overlooking the huge "not classic.gif" issue for a moment, people would want to solo content as much as possible to get their online economy sim numbers up. Literally there'd be some people perma camping seafuries, or bugs in their own Sebilis instances, or whatever rare item. Guilds could chain farm a Trakanon, VS, or whatever. Go out, come back in and restart nps.

It's so anti-EQ I can't believe the OP was suggesting it. The closest anyone else has come to saying it was (no surprises) Chest - who basically thinks everything can be solved by putting up more servers and allowing raid issues to go away that way.

Guilds at some level are forced to get along, or at least respect the thick rulebook - I think everyone would hate it if instancing hit.
I've said a million times that Instancing should never happen on P99 so the classic v non-classic argument doesn't work here.

I agree that the random dungeon finder + mixed realm stuff took a big chunk out of WoW's community.

But instancing did not injure WoW's community because dungeons in WoW were instanced on day one and WoW still had a vibrant community.

Btw. It's worth noting that WoW still has a vibrant community. You can still meet people. You can still join guilds and make friends, its not even harder to do today than it was back in the day.
  #159  
Old 11-22-2015, 01:16 PM
trist4n trist4n is offline
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Save the game! Make it a totally different game with care-bear mechanics that we hate in newer games! How about no. Enjoy it for what it is, and stop seeking to change it.
  #160  
Old 11-22-2015, 02:47 PM
Borak Borak is offline
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Not to be nitpicky, but it's false that there was never 'instancing' in EQ. There was. It was called, new servers.

Every few months, Verant/SOE released a few new servers, and those of us that had it on the old servers ran screaming to new ones. I hopped a few servers till I landed on Vazaelle, and I stayed there and loved it.

We don't need to instance zones. We need to instance the whole damn server. WRU green server
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