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Xieroth
RealPoor Sensei

Joined: 17 Oct 2002 Posts: 1902
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Posted: 04/11/06 - 00:16 Post subject: ROFL RESET INSTANCE BUTTON
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That's right kids Blizzard has decided to add a button that will instantly reset the instance your group is doing so you can do it again!
No more making new groups!
Farm On!
A friend told me this was just announced recently but I don't care enough to actually look it up, I figure one of you will.
Enjoy!
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Occulis
RealPoor Jedi

Joined: 11 Oct 2002 Posts: 13293
Location: Moral Relativity Central
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Posted: 04/11/06 - 00:24 Post subject:
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lol...
Instances are the death of the social aspects of MUDs / MMOs. I hate them with great passion.
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Nahualli
RealPoor Master of Posts

Joined: 11 Oct 2002 Posts: 8461
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Posted: 04/11/06 - 01:36 Post subject:
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| Occulis wrote: | lol...
Instances are the death of the social aspects of MUDs / MMOs. I hate them with great passion. |
Why do you feel that way? I don't think they have any impact on the social aspect, personally. At least not in WoW.
The reasons why I feel this way :
-- People don't go into instances to socialize. They go into them to farm some kind of loot or complete some kind of quest. I see no difference between this and an uberguild in EQ doing an 11-target raid night and insisting that non-raid chat be kept out of /gu or everyone being segregated into their own heal/tank/dps channels so that idle banter was out of the question anyways, given that everyone always feels that their cast/action is important enough to warrant a 7-line macro.
--People don't often tend to do the same instance over and over with the same group of people even within a guild, because let's face it, most instances in WoW are long and boring after doing them more than 3 times. With all the normal conversation that takes place during a normal instance run, it's actually *more* likely you would meet and/or talk to someone whom you wouldn't normally talk to if you didn't have to be thrown together.
-- Instances, as opposed to set global spawn times for mobs, make it so that that instance can happen at any time. Your friends at some point may have coordinated their work schedules and/or personal lives to be available when a certain mob spawned even after "randomization" because you always knew it was going to be in some vicinity of the time it was set to spawn. Going back to the previous point, removing this limitation, and making the instance/mob spawnable provided there are enough people to run them, you end up grouping with people whom you may not normally group with for the plain and simple reason that they were logged on when someone decided to organize an instance run.
-- Ironforge and Orgrimmar on any given server should be proof enough that the social aspect is not dead. Sometimes I wish it were, but the lag in these cities speaks very loudly to the contrary. People will still always possess the desire to link their loots and talk about how their group was so much more hardk0re than the other groups. Everyone still wants to talk about how the ownED.
-- Blizzard successfully downplayed the concept of the guild to the point where it really is nothing more than a tag over your head. You can be in a 4 person guild and still have Tier 2 gear. Why? Because of the existence of instances that require 40 people and can be run at any time. This opens up opportunities for non-uberguilders to get in on high level content without having to sacrifice their own family guild in the process - a very, very old debate in EQ. It was always family vs loot. In fact, the concept of an uberguild is a joke in WoW. I think it applies only to some very, very choice events like opening the AQ gates, but other than that, I can't think of any shit talking that takes place between guilds that were first and that anyone actually cares. Again, I see no drawback to this phenomenon.
If the problem is that people don't socialize in more than capital cities, well that would happen in a game, instances or no. Every game I have played has one spot that everyone hangs out in. Bazaar for EQ, Coronet in SWG, IF/Org in WoW, that much is so because humans are pack animals.
Now, poorly implemented instance DO in fact destroy the social aspect of a game, namely guild halls in EQ. That is the epitome of an elitist club mentality. That's a poorly planned instance tho. If you notice apart from the officer's clubs there aren't any truly "social" instances in WoW. They keep that to the non-instanced global population.
Anyways those are my thoughts on the issue.
-Nah-
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Devook
RealPoor Guru

Joined: 31 Mar 2004 Posts: 2373
Location: Ypsilanti or Troy, MI
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Posted: 04/11/06 - 01:54 Post subject:
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I can't believe you spent that much time typing all that out and you're still so ridiculously off base. You really think being forced to constantly interact with a max of 4 other people at a time increases socialization in a game? An analogy between 5 man instances that you are required to do multiple times throughout your entire leveling experience and an end-game basement-loser guild raid? What?
How many new people did you meet in EQ? How many new people have you met in WoW? How many names do you remember from EQ merely because you shared the same leveling niche with them? How many from WoW? It's as simple as that.
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Nahualli
RealPoor Master of Posts

Joined: 11 Oct 2002 Posts: 8461
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Posted: 04/11/06 - 02:38 Post subject:
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| Devook wrote: | | You really think being forced to constantly interact with a max of 4 other people at a time increases socialization in a game? |
Not exactly. I'm saying a game that centers around instanced contact vs a game that centers around non-instanced content has no impact one way or the other on the social aspect of a game.
I'll tell you what. Define "social aspect of an MMO" for me. It's possible we're talking about two different things. I don't think we are, but I'm willing to give you the benefit of the doubt. In my experience, the people who are most vocal against instanced content are the people who have the biggest need to feel unique and/or superior to everyone else.
-Nah-
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Pringles In Your Face
Luke Warm

Joined: 15 Nov 2004 Posts: 384
Location: Fattguyy's Head
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Posted: 04/11/06 - 03:23 Post subject:
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The only thing I dislike about instances is it's taking away people to steal mobs from. THE FRENZIED VELIUM BROODLING IS MINE HEEHEEEHEEE
Me, after seeing the broodling spawn:
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Devook
RealPoor Guru

Joined: 31 Mar 2004 Posts: 2373
Location: Ypsilanti or Troy, MI
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Posted: 04/11/06 - 04:19 Post subject:
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| Nahualli wrote: | | Devook wrote: | | You really think being forced to constantly interact with a max of 4 other people at a time increases socialization in a game? |
Not exactly. I'm saying a game that centers around instanced contact vs a game that centers around non-instanced content has no impact one way or the other on the social aspect of a game.
I'll tell you what. Define "social aspect of an MMO" for me. It's possible we're talking about two different things. I don't think we are, but I'm willing to give you the benefit of the doubt. In my experience, the people who are most vocal against instanced content are the people who have the biggest need to feel unique and/or superior to everyone else.
-Nah- |
First: unique and superior are completely different. I like to feel that my character is unique in the game that I play; this is true. However, that has nothing to do with instances and socialization.
When I think "social aspect," I'm thinking interpersonal relationships with those around me, not just being able to have a conversation with the other douchebags in the zone and constantly spamming for a few more non-descript toons to join me in my run. Instances force linear progression. There's no, "hey guys, let's go over here" and subsequent conversation about where's the best spot. Communication isn't even necessary beyond "Everybody ready?" and "I need the tubers d00d." In a game like EverQuest, you pretty much have to get to know your party members in order to hunt effectively. Besides that, instances eliminate the downtime, which provides the subsequent boredom necessary for sparking conversations (socialization). In a global environment, mobs can become scarce; other parties might move in on your spot; things might just get too boring. Interaction is required. In a global environment, you start seeing the same names, even when you aren't grouped with those people. You start recognizing who is on when you are on, even if they aren't in your guild. You become familiar with people merely because of your proximity to them. That's part of the social aspect, too. In WoW, you see 4 people at a time, at most. Between the sheer number of people in WoW and the speed at which everyone can easily progress from zone to zone because of instances and other factors like how ridiculously easy wow is, the laws of random assortment pretty much guarantee that you will never see the same face more than once in a group, unless you already know the person.
Like I said before: how many people did you get to know on EQ? How many in WoW? I don't get how you could possibly be making an argument for instances on the basis of its contribution to interplayer relationships, even if your stance is more one of neutrality.
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motherface
RealPoor Guru

Joined: 12 Mar 2003 Posts: 3407
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Posted: 04/11/06 - 08:20 Post subject:
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I think one missing part of this equation is that you could potentially interact with more people in WoW, but they're so f*****g stupid that who'd want to? This guy at work brought up a good point: WoW is so popular that the game population is starting to reflect the actual human population, which is mostly stupid. That's a major drawback to any product with mass appeal, the "mass" is a stupid m**********r.
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kireol
RealPoor Master of Posts

Joined: 02 Aug 2003 Posts: 9517
Location: Royal Oak, MI
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Posted: 04/11/06 - 09:00 Post subject:
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some social differences between the 2 games that I've noticed:
In EQ, your retputation mattered. Ninjas/people that were greedy/people that suck/etc were shunned by almost all it seemed in EQ. WOW those people get groups/etc just as easy, so it doesnt matter how you act or play
Loyalty, myabe it was because I was in ED in EQ, but the few guilds that I've seen in WOW that are "raid guilds" dont seem to command the respect from it's own members. Examples "nah, i'm going to WSG instead of raid, who wants to come with me". I've seen this in more than 1 guild.
There just seems to be less emphasis on the impact of your actions socially in WOW.
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Occulis
RealPoor Jedi

Joined: 11 Oct 2002 Posts: 13293
Location: Moral Relativity Central
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Posted: 04/11/06 - 09:37 Post subject:
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Instances have these problems:
* No risk, so no adrenaline. You failed? LOL! Who cares? There are an unlimited number of mirror worlds with an unlimited number of "Boss" creatures ready for you to suckle loot from.
* No consequences. "Yay! I killed Onyxia 5 minutes ago!!" No, you killed your private illusion of her. There is no Onyxia.
* No effect on the game world. At all. Unless you count giving everyone in Orgrimmar a s****y buff for 1 hour.
* Unlimited supply of income. In EQ, play-generated money was based on the maximum amount of money the world could output. In WoW, it's based on the maximum number of players online. Zone in, loot, zone out, reset. That same lock box is going to be there in 4 minutes.
* No stories to tell. You'll never hear someone say, "Well, Dave was leading this raid and we got almost there, and holy shit some rogue had made it all the way into the lair! Who knows how long it took him?"
* Reputations are completely useless. Failed at an instance? Haha, who cares! Just replace Cleric #8932837 with the next level 60 cleric in full purple gear to come along. There are 6 million people to choose from, after all!
There are lots of other reasons, none of which have anything to do with trying to be elite or "the best."
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Nahualli
RealPoor Master of Posts

Joined: 11 Oct 2002 Posts: 8461
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Posted: 04/11/06 - 09:39 Post subject:
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| Devook wrote: | | I don't get how you could possibly be making an argument for instances on the basis of its contribution to interplayer relationships, even if your stance is more one of neutrality. |
Well then, you don't get it. *shrug*
-Nah-
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Nahualli
RealPoor Master of Posts

Joined: 11 Oct 2002 Posts: 8461
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Posted: 04/11/06 - 10:14 Post subject:
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| Occulis wrote: | Instances have these problems:
* No risk, so no adrenaline. You failed? LOL! Who cares? There are an unlimited number of mirror worlds with an unlimited number of "Boss" creatures ready for you to suckle loot from. |
The problem here is that EQ got it all wrong from the start. People got accustomed to corpse recoveries, level grinds and clearing trash because that's all that there was out there. This should never have been the norm. The concept of risk in an online game SHOULD be trivial.
| Occulis wrote: | | * No consequences. "Yay! I killed Onyxia 5 minutes ago!!" No, you killed your private illusion of her. There is no Onyxia. |
This has nothing to do with an instance. There is no Lady Vox, there is no Aten Ha Ra, there is no Solusek Ro. I don't see your point.
| Occulis wrote: | | * No effect on the game world. At all. Unless you count giving everyone in Orgrimmar a s****y buff for 1 hour. |
Again, this has nothing to do with an instance. It has more to do with the fact that none of these MMOs have evolved to be player controlled environments. You're barking up the wrong tree.
| Occulis wrote: | | * Unlimited supply of income. In EQ, play-generated money was based on the maximum amount of money the world could output. In WoW, it's based on the maximum number of players online. Zone in, loot, zone out, reset. That same lock box is going to be there in 4 minutes. |
You really lost me here. MMOs have unlimited sources of income. Period. EQ at its peak had a fraction of the players WoW has. The gold farming industry has evolved by leaps and bounds in the past five years. All these are variables underlying how bad the problem is, but the fact of the matter is MMOs have uninterruptable, constant sources of income regardless. You could farm plat in EQ as easily as you can farm gold in WoW. Talk to Trojena about this if you have *any* doubts about this, at all.
| Occulis wrote: | | * No stories to tell. You'll never hear someone say, "Well, Dave was leading this raid and we got almost there, and holy shit some rogue had made it all the way into the lair! Who knows how long it took him?" |
I agree with this partially. I do think there are less unique occurrences but at the same time, I don't particularly remember many stories about the forty-second time I went to Grieg's End, either. Right now I play with my sister and her kids, we have a great time. The kids are 11, 13 and 16. Tell them that instances are MMO-killers and that their stories are meaningless and non-existent and I think they'll disagree quite vocally. It's all relative. Ask my sister if her kids ever shut up about WoW at the dinner table. They've got plenty of stories to tell.
| Occulis wrote: | | * Reputations are completely useless. Failed at an instance? Haha, who cares! Just replace Cleric #8932837 with the next level 60 cleric in full purple gear to come along. There are 6 million people to choose from, after all! |
I agree that the virtual penis has been removed apart from pvp. I don't see a downside to this. I disagree that being an a*****e goes unnoticed. There are plenty of people I won't teleport, do any tradeskills for, raid with or group with based on my own experiences with them. I don't care if this hurts them or not, it's not about hurting someone it's about just not wanting to deal with them, tho. I find that I spend so much less time antagonizing others and being antagonized in an instanced game, I can't really guess what it would take to get me to go back to a non-instanced one.
| Occulis wrote: | | There are lots of other reasons, none of which have anything to do with trying to be elite or "the best." |
Well, by all means keep them coming, so far I don't see them, or more to the point, I don't see what they have to do with instances.
-Nah-
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Occulis
RealPoor Jedi

Joined: 11 Oct 2002 Posts: 13293
Location: Moral Relativity Central
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Posted: 04/11/06 - 10:40 Post subject:
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lol
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goatface
Sir Postalot

Joined: 12 Oct 2002 Posts: 1354
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Posted: 04/11/06 - 10:54 Post subject:
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| Quote: | | The concept of risk in an online game SHOULD be trivial. |
risk is what made early EQ good for me atleast
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Tav
Toomuchtimeonhands

Joined: 11 Oct 2002 Posts: 894
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Posted: 04/11/06 - 11:00 Post subject:
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When it comes down to it, who the f**k cares?
In the end, its just f*****g pixels.
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Occulis
RealPoor Jedi

Joined: 11 Oct 2002 Posts: 13293
Location: Moral Relativity Central
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Posted: 04/11/06 - 11:07 Post subject:
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| Tav wrote: | | When it comes down to it, who the f**k cares? In the end, its just f*****g pixels. |
Don't join an MMO discussion and cite the useless phrase "just pixels." It's meaningless.
Your post on my screen, also, is "just pixels." You may not realize this, but those pixels form into words. Words convey thoughts. Sometimes, words betray the speaker and make him look stupid.
It takes great effort to form whole paragraphs. You can practice doing so in the privacy of your home, without shame.
Here is a list of tasks you also probably will enjoy:
* Tell Scrabble players that "those are just pieces of wood."
* Tell chess players that "those aren't even real knights."
* Join martial arts discussions and say, "Well, none of this matters if you never get in a fight."
* Enjoy bits of string and shiny objects
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Tav
Toomuchtimeonhands

Joined: 11 Oct 2002 Posts: 894
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Posted: 04/11/06 - 11:21 Post subject:
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| Occulis wrote: | | Tav wrote: | | When it comes down to it, who the f**k cares? In the end, its just f*****g pixels. |
Don't join an MMO discussion and cite the useless phrase "just pixels." It's meaningless.
Your post on my screen, also, is "just pixels." You may not realize this, but those pixels form into words. Words convey thoughts. Sometimes, words betray the speaker and make him look stupid.
It takes great effort to form whole paragraphs. You can practice doing so in the privacy of your home, without shame.
Here is a list of tasks you also probably will enjoy:
* Tell Scrabble players that "those are just pieces of wood."
* Tell chess players that "those aren't even real knights."
* Join martial arts discussions and say, "Well, none of this matters if you never get in a fight."
* Enjoy bits of string and shiny objects |
No thanks. I'll choose to read your posts and continue to fathom why the f**k you think all your posts are humorous and meaningful. When it comes down to it, if you were to send me a resume, I'd throw it out because you bring absolutely no value.
If you'd like to continue to focus your online game playing skills on socializing, why not stop with the MMORPGs and do something like Second Life or some shit? Or better yet, go back to EQ sinces it is still alive.
Aside from that, WoW is a game. Instances or not, who the f**k REALLY cares about the socialization aspect? Maybe you. But I could care less. If/when I stop playing, it'll be because I don't enjoy it anymore. Not because I don't want to type text back and forth to someone I'll never meet in person.
So really Occulis. Get off of the virtual high horse you've climbed yourself onto, and get a job or something.
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Occulis
RealPoor Jedi

Joined: 11 Oct 2002 Posts: 13293
Location: Moral Relativity Central
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Posted: 04/11/06 - 11:24 Post subject:
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| Nahualli wrote: | | The problem here is that EQ got it all wrong from the start. People got accustomed to corpse recoveries, level grinds and clearing trash because that's all that there was out there. This should never have been the norm. The concept of risk in an online game SHOULD be trivial. |
We'll have to agree to disagree here.
| Occulis wrote: | | This has nothing to do with an instance. There is no Lady Vox, there is no Aten Ha Ra, there is no Solusek Ro. I don't see your point. |
Okay, here. Let's use Tarew Marr for example.
On Tarew Marr, a player gets one shot at Lady Vox (for this spawn, at least). If your guild screws up, the guild behind you is going to take her. Or, they might just take her anyway! This is tension and, sure, sometimes misery. But it's also excitement. If _you_ take the mob, even in a shit-tastic static game like EQ, at least you can say, "We affected the world in this way: She's gone for 3 days."
In WoW? How did you affect the world? You didn't!
| Occulis wrote: | | Again, this has nothing to do with an instance. It has more to do with the fact that none of these MMOs have evolved to be player controlled environments. You're barking up the wrong tree. |
Do you consider Lady Vox part of the environment? If so, and if players can kill her, then players control part of the environment.
| Nahualli wrote: | | You really lost me here. MMOs have unlimited sources of income. Period. |
1) Number of mobs killable per hour in Velious is fixed. Let us imagine you dropped Nuke of Nahoo in Western Wastes. You somehow also looted everything instantly. Okay. You've got, say, 50k plat. Let's say you can do it again in 1 hour. Okay, that's 50k plat per hour, max, for the entire zone.
2) If this were WoW, Western Wastes would be instances. It would be 50k * # Of players per hour. Anyone with a Nuke of Nahoo can make 50k plat / hour.
| Nahualli wrote: | | I don't see a downside to [reputation being meaningless]. I disagree that being an a*****e goes unnoticed. There are plenty of people I won't teleport, do any tradeskills for, raid with or group with based on my own experiences with them. |
Maybe this issue is size of player base related, and not instance related. The fact that you won't help someone is pretty meaningless. There are 602,328 players passing by per second who will.
However, instances support an almost unlimited size of players / server. From this light, instances contribute to the overpopulation.
In fixed worlds like Kunark, if the zones were too packed you would either socialize or log out and play another game. There was balance.
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Yanbik
RealPoor Sensei

Joined: 28 Jan 2003 Posts: 1575
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Posted: 04/11/06 - 11:24 Post subject:
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i agree w/ occ completely on this.
instances kill the game, I dont know how many times I was p****d off in eq from other guilds or groups taking our spawns but when I look back on it, it was a ton of fun.
But yeah after playing wow for a bit the only reason to really play it now imho is pvp. Its the only fun part in the game, the raiding and shit gets so boring so fast. However its just another grind once your 60 to get the best gear and shit to compete w/ ppl. Prob why my last char never made it to 60 even when I had a bot to do all the lvln for me. Dont think I got very many lvls myself on that char but I pvp'd alot from 10-49 hah.
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Occulis
RealPoor Jedi

Joined: 11 Oct 2002 Posts: 13293
Location: Moral Relativity Central
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Posted: 04/11/06 - 11:26 Post subject:
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Anywhoo I have more than just b******g. I have a suggestion for the reputation problems, but you'll have to wait a little longer to see what I mean (ie test it out)
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Yanbik
RealPoor Sensei

Joined: 28 Jan 2003 Posts: 1575
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Posted: 04/11/06 - 11:33 Post subject:
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also dynamic content that actually affects the game world = score
I honestly think all mmo from now on need this. There needs to be easy ways for a small development team or the world to implement dynamic events throughout the game on based on what players do in the game.
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Frax
RealPoor Master of Posts

Joined: 11 Oct 2002 Posts: 8489
Location: Fuck yoiu fucking fuckers
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Posted: 04/11/06 - 14:48 Post subject:
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| Occulis wrote: | lol...
Instances are the death of the social aspects of MUDs / MMOs. I hate them with great passion. |
Yeah its much more 'social' and fun to deal with an endless supply of people who would rather cockblock the entire rest of the server from certain areas of the game to to just enjoy playing a game. Instancing is great stuff and a great boon for MMOs and their players.
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Zaeth
Luke Warm

Joined: 16 Sep 2003 Posts: 131
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Posted: 04/11/06 - 15:10 Post subject:
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| Occulis wrote: |
Here is a list of tasks you also probably will enjoy:
* Tell Scrabble players that "those are just pieces of wood."
* Tell chess players that "those aren't even real knights."
* Join martial arts discussions and say, "Well, none of this matters if you never get in a fight."
* Enjoy bits of string and shiny objects |
Sounds like fun to me...
The social aspect of WoW can be experienced anytime, if you really would like to. Personally, I'd rather instance with a good group for a while than fly to The Barrens and talk about Chuck Norris and Roundhouse Kicking. If you want to talk but you want to instance, try whispering and guild chatting. I'll be honest, when they first came out with instances in EQ I thought it was retarded, but instancing in WoW makes sense, and if you really want to engage in some quality socializing instead of instancing, turn your computer off, squint your eyes, and walk outside.
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Desaitar
RealPoor Guru

Joined: 30 Apr 2003 Posts: 2641
Location: whore island
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Posted: 04/11/06 - 15:10 Post subject:
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i remember sayin this when LDoN came out for EQ and you all just said i didnt know what i was talking about
yep i did, instances blow.
ps, me and warsaw had velium broodling timer to steal it from Upper sider group every time =p
lol =) (for gethy)
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Gethy
RealPoor Master of Posts

Joined: 11 Oct 2002 Posts: 5595
Location: Tallahassee, FL
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Posted: 04/11/06 - 15:48 Post subject:
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best puller lol
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Nahualli
RealPoor Master of Posts

Joined: 11 Oct 2002 Posts: 8461
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Posted: 04/11/06 - 15:48 Post subject:
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| Occulis wrote: | | Nahualli wrote: | | The problem here is that EQ got it all wrong from the start. People got accustomed to corpse recoveries, level grinds and clearing trash because that's all that there was out there. This should never have been the norm. The concept of risk in an online game SHOULD be trivial. |
We'll have to agree to disagree here.
| Occulis wrote: | | This has nothing to do with an instance. There is no Lady Vox, there is no Aten Ha Ra, there is no Solusek Ro. I don't see your point. |
Okay, here. Let's use Tarew Marr for example.
On Tarew Marr, a player gets one shot at Lady Vox (for this spawn, at least). If your guild screws up, the guild behind you is going to take her. Or, they might just take her anyway! This is tension and, sure, sometimes misery. But it's also excitement. If _you_ take the mob, even in a shit-tastic static game like EQ, at least you can say, "We affected the world in this way: She's gone for 3 days."
In WoW? How did you affect the world? You didn't!
| Occulis wrote: | | Again, this has nothing to do with an instance. It has more to do with the fact that none of these MMOs have evolved to be player controlled environments. You're barking up the wrong tree. |
Do you consider Lady Vox part of the environment? If so, and if players can kill her, then players control part of the environment.
| Nahualli wrote: | | You really lost me here. MMOs have unlimited sources of income. Period. |
1) Number of mobs killable per hour in Velious is fixed. Let us imagine you dropped Nuke of Nahoo in Western Wastes. You somehow also looted everything instantly. Okay. You've got, say, 50k plat. Let's say you can do it again in 1 hour. Okay, that's 50k plat per hour, max, for the entire zone.
2) If this were WoW, Western Wastes would be instances. It would be 50k * # Of players per hour. Anyone with a Nuke of Nahoo can make 50k plat / hour.
| Nahualli wrote: | | I don't see a downside to [reputation being meaningless]. I disagree that being an a*****e goes unnoticed. There are plenty of people I won't teleport, do any tradeskills for, raid with or group with based on my own experiences with them. |
Maybe this issue is size of player base related, and not instance related. The fact that you won't help someone is pretty meaningless. There are 602,328 players passing by per second who will.
However, instances support an almost unlimited size of players / server. From this light, instances contribute to the overpopulation.
In fixed worlds like Kunark, if the zones were too packed you would either socialize or log out and play another game. There was balance. |
A couple of the things you said I don't quite follow, ie instances contribute to the overpopulation by supporting an unlimited size of players/server. If a server can only hold 2000 characters max (hypothetically) then those 2000 unique avatars can be anywhere they want, it's not like having 40 people in Onyxia's lair opens up 40 more slots in the world for more people to log in from the ether. It just doesn't work that way. I don't see how instancing feeds the overpopulation habit. I can see how they affect the ecomony of the server, but not the overpopulation.
I find it funny and a little disturbing that your idea of balance in an MMO is "either socialize or log out and play another game", frankly. Nevermind just doing something you actually feel like doing, why not be at the whim of the rest of the population? I have a day job that accomplishes that for me, so no thanks.
To me that's like buying a car but then being told that if there's traffic on such and such a street or if it's raining out I can't drive it. Guess what, if I want to sit in traffic then that should be the end of it, I want to sit in f*****g traffic. Prerogative, not chance.
At any rate, we're going to have to agree to disagree on the whole subject, neither point of view is changing. It's clear we each get something different out of 100% static content. I for one will never go back to such a game.
-Nah-
Last edited by Nahualli on 04/11/06 - 16:03; edited 1 time in total
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Gethy
RealPoor Master of Posts

Joined: 11 Oct 2002 Posts: 5595
Location: Tallahassee, FL
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Posted: 04/11/06 - 15:59 Post subject:
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| Gethy wrote: | | best puller lol |
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Nahualli
RealPoor Master of Posts

Joined: 11 Oct 2002 Posts: 8461
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Posted: 04/11/06 - 16:12 Post subject:
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| Gethy wrote: | | Gethy wrote: | | best puller lol |
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Dude get off his back. He pulls better than rogues.
-Nah-
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Pringles In Your Face
Luke Warm

Joined: 15 Nov 2004 Posts: 384
Location: Fattguyy's Head
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Posted: 04/11/06 - 16:13 Post subject:
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DOES ANYONE KNOW WHEN SF WAS KILLED LAST? I REALLY NEED THAT EYEPATCH GUYS
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Desaitar
RealPoor Guru

Joined: 30 Apr 2003 Posts: 2641
Location: whore island
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Posted: 04/11/06 - 16:14 Post subject:
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| Gethy wrote: | | Gethy wrote: | | best puller lol |
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