Author Topic: Zone Instancing needed for Dungeons  (Read 6145 times)

Rulzern

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« Reply #30 on: January 09, 2004, 05:48:00 pm »
With a open-source MMORPG, and some clever design/managing, not having instancing shouldn\'t be a problem.

With balanced mobs, lots of land, and a large amount of mobs (not neccecairily variety), you can just move to another area to find decent hunting.

The issue of KS\'ing really depends on the combat system, have to wait until we have something that indicates how the combat system will handle different scenarios.

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Those that are against instanceing of zones, have obviousely never played a commercial mmorpg and therefore are justifying there opinions on ideas and screwed logic, such as \"it will ruin community and roleplaying\" rather than baseing there opnion on actualy experiances.


I won\'t even respond to such a shockingly ignorant statement.
Thanks a lot Venge...

JayBoCC2

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« Reply #31 on: January 10, 2004, 03:19:28 am »
i think the way Anarchy Online did their zone instancing was pretty ingenious... with uber mobs and bosses like EQ has those zones should not be instanced but the small mini-bosses and zones like crushbone/karnor castle, sebilis (except trak area) should be instanced and the area with the major boss should not be instanced, and cities and open areas should all be uninstanced also...

Urzumph

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« Reply #32 on: January 10, 2004, 11:39:31 am »
I think that small scale instancing is a good idea, however if it is taken too far it would ruin the gameplay. The only MMORPG I have played so far is Asheron\'s Call, and one of it\'s major problems with quests was that a second party could break a the first parties quest on a multi-part quest (Aeirlinth suffered from this) and some other quests simply suffered from over-crowding - so, perhaps there should be instancing on certian areas based on -
popularity (if a dungeon is overcrowded, perhaps it should be split into multiple instances (NOTE: not one for each group, just a few, say 3) reducing overcrowding, but still having multiple people in a dungeon)
breakability (if a quest could be broken by several parties doing it at once, then it needs to be instanced (of course a far simpler way is simply to make the quests non-breakable))

Bigfoot

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« Reply #33 on: January 11, 2004, 11:31:57 pm »
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Originally posted by Rulzern

I won\'t even respond to such a shockingly ignorant statement.


Arrogant... i would say yes, Ignorant... i would say no.

I dont see anything ignorant about that comment of mine. Your comment however shows to me in my eyes a sense of ignorance.

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With a open-source MMORPG, and some clever design/managing, not having instancing shouldn\'t be a problem.


I suppose Open-source makes them some how differant from and better than other highly funded, very talented Development teams working for multimillion dollar backers?. These guys live or die by there ideas.. if there game flops there out looking for another producer or there reputation is so badly damaged no producer will ever fund another project of theres again.

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With balanced mobs, lots of land, and a large amount of mobs (not neccecairily variety), you can just move to another area to find decent hunting.


So giveing people lots more mobs (in number) will solve the problem?, giveing them more land and there by more mobs will solve the problem?... and I dont see where your comeing from with the Balanced mobs idea?...  

Humans are an interesting species, you give em as much land to roam in as possable and what do they do.. they gather together into a group and settle down, while more come and join them... the same thing happens in MMORPG\'s. Most MMORPG\'s have more than enough space and more than enough mobs, takeing EQ as my prime example since its the one ive played the longest, has numerouse zones that are exedingly suitable for player numbers well into the 3 digit numbers to hunt in, how ever due to exp differances players congregate into \"best bang for your buck\" zones to go hunt while some of the best zones for fun go completely empty for years... places such as the old Droga and Nurga Dungeons and Skyfire (sept for epic hunting Cleric partys) the only way to fix this would be to make all areas give the exact same exp for all the mobs, and every mob in the game will drop the exact same items, every time. bit extreme yes but unless you do this players will look for the \"best bang for there buck\" zones, camps, mobs etc and do the old lemming thing. ive seen it a million times. even if you have one zone or one mob that gives 1 exp point more than normal give it a short time and every one will be hunting that zone or that mob and leaveing the others.

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The issue of KS\'ing really depends on the combat system, have to wait until we have something that indicates how the combat system will handle different scenarios.


its funny how after 5 years of MMORPG (which in the computer game development world is a damn damn long time, go back 3 years and take a look at how games have progressed, heck graphical engines are almost 200% better than they where 2 years ago) its taken them this long to come up with  instanceing of zones to remove  most of the problems, one issue i guess would have been network technologie has improved along with server power.

KS\'ing has little if nothing to do with combat systems, in EQ what ever person/group ever did over half the damge got the exp and loot rights, in UO it didnt realy matter since it was purely skill based although looseing a mob (and there fore a chance of gaining a point in skill) to some uber d3wd who killed it in one hit for no particular reason oter than hes mass farming leather for tailoring was pretty infuriating, in DaoC I cant realy remeber how they worked out exp in said situation i beleive it was the same as EQ in that its based on who ever did the most damage. Unfortunately there isnt a suitable combat system out there that could solve KS\'ing, for instance make one that the first player/group to hit teh mob gains all exp and loot rights, result ks\'s will run up and engage mobs before there being pulled and therefor stuff it up for every one out there, technicaly the only combat system that actualy works is the over 50% damage gains exp and loot system, why reinvent the wheel when its mostly perfect to begin with, yes it has problems such as high level players \"damage raceing\" a lower level group just to get the mobs loot, but funnly enough... instanceing fixes that since, hmm well the low level group would be the only one in the area, and they wouldnt have to contend with the uber high up KSer since he\'d be in his own instanced area.

Ninja looting is another nasty that instanceing solves, since the player access to the loot is reduced to only those within the instanced area, and those people are there grouped by choice and no outsider can take advatage, you might get the odd pain in the rear that is Main looter and then goes LD at the end of a dungeon crawl with all the loot. but you can pass the word around and never invite him to your group again.

In over 5 years of MMORPG evolution theyve come along way since there beginings in meridian59, Lineage and the like, in all of those years (which as i mentioned is a long long time in any computer industry, its taken them almost 2 and a half years to get instanceing actualy into a MMORPG), instanceing is singley the best solution to many of the old bugbears of MMORPGing. What you have to ask your self is, if there was as you suggest other ways of fixing these problems, why has it taken them so long for them to find one?... easiest answer... there hasnt been one. untill now.

And im affraid to burst your bubble, but the PS team will not find some magic solution, open-source or not, that the other payed, veteran development teams had\'nt already thought of.

edit:-

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Typical LDON instance quests in EQ are 4-6 hrs long, and if you have to leave, your group is screwed. So by trying to cater to the short-time gamer, they have actually made it worse in some ways.
 

The average adventure time is around an hour or so, prep time and party gathering takes about 10-20 minutes depending on group members, a LDoN raid might reach into the 4 hour range due to organizing the guild, and prep time. but your average adventure in LDoN takes as i mentioned an hour, some groups have gotten the killing spree and collection missions down to 30 minutes, and thats with a very minimal group setup, heck ive seen people three box LDoN adventures now :P . If a mission goes awol, the players can easily just leave and then cancel the adventure, they still gain adventure points just not as many as if they had completed it.  Once canceld the players can hop right back into another one once theyve gotten replacements.

Also the exp rateing on most LDoN dungeons is alot higher than normal exp (bar PoP zones) result is the casual player can get just as much benefit from a small stint single adventure in and hour and a half than they would normaly get adventuring in a normal old world zone for a few hours. Adding also the fact they can store points to buy very decent items of raid quality they normaly wouldnt be able to get unless they where part of a top tier guild that had very rigourse raid hours (why people join guilds that set a time table on raiding is beyond me, sounds more like a job than a fun get together).  Do you actualy or have you played EQ vengeance?...

LDoN has been one of the best breaths of life EQ has had in years, and most EQ players would agree with me on that.
« Last Edit: January 11, 2004, 11:49:02 pm by Bigfoot »

Vengeance

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« Reply #34 on: January 12, 2004, 02:46:18 am »
It has taken this long for MMORPGs to deliver this not because networking is fundamentally different from what it was 3 yrs ago, but because game cos have decided to become casual gamer whores, catering to the 1 hr/day player instead of the 10 hr/day player, because there are more of them to pay.

- Venge

Ghostslayer

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« Reply #35 on: January 12, 2004, 06:11:30 am »
Quote
Originally posted by Bigfoot

...So giveing people lots more mobs (in number) will solve the problem?, giveing them more land and there by more mobs will solve the problem?... and I dont see where your comeing from with the Balanced mobs idea?...  

...players congregate into \"best bang for your buck\" zones to go hunt while some of the best zones for fun go completely empty for years...


This is exactly what they meant by balanced mobs.  If you have several areas with equal \"bang for your buck\" it will disperse the player population.  While yes, this would be a challenging thing to do, this is not impossible, and would help spread out those who like to camp.
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Bigfoot

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« Reply #36 on: January 12, 2004, 09:23:33 am »
Quote
Originally posted by Vengeance
It has taken this long for MMORPGs to deliver this not because networking is fundamentally different from what it was 3 yrs ago, but because game cos have decided to become casual gamer whores, catering to the 1 hr/day player instead of the 10 hr/day player, because there are more of them to pay.

- Venge


Thats good buisness practice after all they need and want to make money, and there customers need to be kept happy, MMORPG developers have discovered finaly funnly enough that there average player base is not made up of masses of 16 year olds at home dureing the school holidays or un-employed students with more time on there hands than they should have. there player base is made up of often family people, with children and full time jobs. The vast majority of my old guild in EQ where husband and wife couples that all knew each other, and most people I would group with would come out with comments like \"Hold on the pulls i gotta put teh baby to bed\" or \"My wifes parents are comeing over gotta camp\" or the all to common \"i gotta log, the better half just came home :P \". That baby one is a personal experiance, although in truth the guy i was grouped with blurted out over the group chat that he almost droped his baby while playing he was so tired (late night playing session while pacifying the baby after it woke up, due to time zone differances i happened to be around to group with).

There are very few in fact 10/hr plus gamers out there in the MMORPG world. I was one of them simply because I was lucky to only be working part time, and even i didnt push 10+ a day, every day, maybe on the weekend.

Oddly, Id bet to say that the vast majority of YOUR player base and expectant player base are these casual players, you seem to have a grudge against. What with school hours, after school jobs, family time and the so such. Your attitude seems rather reversed for a  supposed free project, i guess your cattering for the game junkies that do little but sit in there room all day with the curtain pulled obsessing over there exp to kill ratio and weather they can afford that uber sword of greatness theyve been monitoring all week in the bazzar. Although as a free project you wouldnt have the access to the server services needed to run a commercial sized player base, so cattering to a smaller player base of full time players would probably be wise.

You do realise also that instanceing requires alot more server power than a normal non instanced world?, im sure the codeing plays alot in reduceing the need, but running multiply copys of an area would require quite the horse power, particulary if you had them numbering into the hundreds (with a good sized player base this would in most cases be true). I also never mentioned that the time its taken to find a solution was related to server power increaseing over the years, i only assumed that for my self as one possabilty, it  wasnt stated as fact.

I still say that if the payed proffesionals have taken as long as this to find a good solution in the form of instancing to solve these old time problems (instanceing in it self isnt completly a new idea), then i doubt PS will come up with a better one... if you do, slap a pattend(sp) on it quick... you could make alot from money from it.

Wedge

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« Reply #37 on: January 12, 2004, 09:54:24 am »
Instancing is not a solution to said problems, it is creating an entirely new gameplay method in which those problems no longer exist.  When you fix a problem, that implies what you fixed now exists in an optimal state.  This creates something entirely different from what was originally there.  That\'s not an opinion, or meant to conflict with anything anybody has said, it\'s simply a statement of logical truth.

Just saying that they are two seperate gameplay entities, and instancing is not an improved version of anything.
Ninjas have feelings too.  Mostly they feel like dancing.



Rulzern

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« Reply #38 on: January 12, 2004, 04:21:57 pm »
Quote

Quote:
--------------------------------------------------------------------------------
Originally posted by Rulzern

I won\'t even respond to such a shockingly ignorant statement.

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Arrogant... i would say yes, Ignorant... i would say no.

I dont see anything ignorant about that comment of mine. Your comment however shows to me in my eyes a sense of ignorance.

I don\'t really get this, you say that everybody who doesn\'t share your opinion obviously has never played a MMORPG and uses screwy logic. I have played quite a few MMORPG\'s, and although we may not share opinions, atleast i don\'t question your sanity for not agreeing with me.

On to the topic, I agree a lot with wedge, and have a few comments to add to it.

Making things easier/faster/bigger doesn\'t make them better, and taking away the social element from some parts of MMORPG\'s defeats the purpose of MMORPG\'s really, IMHO.

And on the quests being in caves and being a few hours long, in my favourite MMORPG of all time, endless ages, i have well over 200 hours logged in a single quest, about 100 of which are in the cave where the main part of the quest plays out, and haven\'t finished it yet. It doesn\'t become repetetive or boring (except one particular part that is, but only spendt some 4-6 hours on that one), because of both the active part other people play in the quest, and the challenges i face with other players.

Just because I\'m pissed as hell one night, doesn\'t make the system worse. If the system was non-pk, i would be bored with the quest long ago. If it was a short quest (actually, it is, it\'s just really hard :p), i wouldn\'t feel proud from completing it at all.

But EA is a game for people with a lot of patience, and a lot of people don\'t. (4 months played, still not halfway completed my characters)

Wow, really got sidetracked now.

My point is that if EA was made easier, it wouldn\'t be as enjoyable as i feel it is, at all.

It\'s all about personal opinions though, I like working on something for days or weeks at end, and when i finally get it, i can feel like the king of the world for a week. But some people like working on something for an hour, then going to bed happy.
Thanks a lot Venge...

Xalthar

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« Reply #39 on: January 12, 2004, 05:47:47 pm »
I only have one thing to say on this topic..

Preparing to go to a static dungeon would be nothing less than hell if there wasn\'t more than one zone.. the place would be camped 24/7 and there is absolutely nothing fun sitting around waiting for it to become your turn to gank the mob that drops the phat lewt, or complete\'s your quest in the end..

and if a free game such as ps doesn\'t have this, imagine the amount of people camping dungeons and special mobs.. it would be almost impossible to do, extremely frustrating, and boring.. not to mention the kill stealers who would most likely turn up out of the blue and force you into waiting for the next spawn, where this process might very well repeat itself.
And mind you, there are loads and loads of these people out there, just waiting to come gank you and steal your kill..

tangerine

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« Reply #40 on: January 12, 2004, 06:21:42 pm »
I\'d say lets limit online time per account to 100hours/month to improve level of sanity in future PS player base ;-)

Beregar

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« Reply #41 on: January 13, 2004, 04:51:41 pm »
I do not want to add anything to the zone instancing flame war right now, but I beta-tested Horizons: Empire of Istaria, and they seem to have a \"solution\" for the looting of your kills: the corpse \"belongs\" to the killer (this statement does not take KS into account, since I never experienced it), and only he could loot it.

I do not remember if the corpse became public domain or something after a time without the killer looting it, but something like that sounds solid to me.

botolus

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« Reply #42 on: January 13, 2004, 10:49:22 pm »
Quote
Originally posted by Xalthar
not to mention the kill stealers who would most likely turn up out of the blue and force you into waiting for the next spawn, where this process might very well repeat itself.
And mind you, there are loads and loads of these people out there, just waiting to come gank you and steal your kill..


I think some form of a moderation system could take care of this.

cmhitman

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« Reply #43 on: January 13, 2004, 11:59:51 pm »
I say mark players for having killed a boss.
when they try to fight a certain boss again...fruitless
« Last Edit: January 14, 2004, 12:00:05 am by cmhitman »
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sashok

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« Reply #44 on: January 14, 2004, 06:02:19 am »
Just as long as NPC guards don\'t steal my kills like in some games *cough*Everquest*cough*, I\'ll be a happy camper :)

But let\'s take EQ for example.
dungeons massing... only newb dungeons have lots of players, and in fact, a lot of times people help each other, you make friends, solve quests.
Hard to find dungeons have much less players, it\'s all fair to me.