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#152
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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. | |||
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#153
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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
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#155
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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. | |||
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#156
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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
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#158
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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. | |||
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#159
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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.
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#160
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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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