Shared instances
#1
Posted 30 August 2008 - 01:21 PM
It sounds very nice in theorie but it is absolutely horrible ingame
Age of Conan tryed this with 2 shared instances on at lvl 35 and one high +78 lvl ( I was a lvl 80 HoX )
result:
- lvl 70 came to the shared lvl 35 instance and killed everyone inside, nothing is so frustrating as lvl 35 playing your way trough the instance for an hour and then coming at the last boss only to be killed by a lvl 70 peep...
Basicly the same for lvl 80 instance, it was horrible, people keep camping at the entrance, everyone was killing everyone, no order totale chaos... so none did those instance every again and went deserted...
Dont get me wrong, I love a pvp server, just to get the risk being killed. But this is diff, you work your way in a instance for 1 - 2 hours with a party, doing tactics etc only to be wasted by another party just when you needed the last boss. Believe me nothing is so frustrating as that...
So I hope Aion will not do the same mistake
#3
Posted 30 August 2008 - 01:35 PM
I still like the idea, but I self-defeated it :( I guess you'd just make it open dungeon rather than instance. But, that seems like it would open the floodgates for mass griefing =\
This post has been edited by justamemory: 30 August 2008 - 01:38 PM
#4
Posted 30 August 2008 - 01:38 PM
Uhobi said:
The thing is there will be shared instances. Some of the devs have said it themselves so it isn't the point of discussion if they are there but how they gonna make them work :)
#5
Posted 30 August 2008 - 02:25 PM
The respawn time is also a factor. If the instance takes an hour to complete, the dev's have to make the mobs respawn at the entrance in order to guard the progress of the first team. Otherwise the ganking would be so easy with the path clear and the other players tied up with their mobs.
Overall I think it is a stupid concept for standard 6 man groups of players. However, If they mean these instances will be raid content, this is another story. With 6 players, a party can be overwhelmed with an extra mob from a large pull. A couple players would easily be able to kill the whole group if they are already engaged. With a raid, there is a little more flexibility to take on more opponents. However the fact remains that the advantages of the gank party far outweigh those of the original team. With a calculated attack at the right time, the second group will almost always win, numbers being equal.
That is, if the goal of the second raid is to simply kill the first outright. If we have a raid scenario similar to the one I've mentioned here: http://www.aionsourc...encounters.html , then the primary goal of the second raid is to win the boss' items, not necessarily killing the first raid's players. The fact that the boss is already engaged is also a problem for raid #2, since raid #1 has established their aggro and raid positioning. In some cases, crushing raid #1 will also wipe raid #2 if aggro and positioning fail to be established with the remaining players. Raid #1 also has a head start on total damage to the boss, which raid #2 must catch up to and surpass in order to win (depending on the encounter rules). So, these factors may even things out a bit, but we'll never know unless its implemented this way.
#6
Posted 30 August 2008 - 03:11 PM
Haradeas said:
Easiest way to avoid this is the make a level cap so when a high level goes into the instance their level will drop to the level cap of the instanced and all armor and weapons will be removed. If a high level person wants to gank some lowbies while they raiding they would have to wear lowbie gear unless they wanna get raped while naked.
This applies to friends and foes.
Aux said:
#7
Posted 30 August 2008 - 03:15 PM
Chaos_Theory said:
This applies to friends and foes.
iLike the sound of that.
reminds me of the level capped events in FFXI only with added pvp would be much cooler.
This post has been edited by justamemory: 30 August 2008 - 05:47 PM
#8
Posted 30 August 2008 - 05:44 PM
Chaos_Theory said:
This applies to friends and foes.
i am another fan of this :D
#9
Posted 30 August 2008 - 06:08 PM
Anyway, what's the "shared instances" thing? We're did you get it from?
I think instances will be more like the new L2 ones, you get access to a dungeon by conquering a fortress, or something like that. I don't think there will be a kind of raid boss instances or something, as devs have said a lot of times that most of the world will be persistent
#10 Guest_AionLuver_*
Posted 30 August 2008 - 09:05 PM
I do realize that the abyss is arranged this way, but I'm a bit concerned that this can also be found in other areas of the world. I guess we just need to wait to see how the devs resolve this issue: whether there will be a drop in level for an opponent group entering the "instance" or whether only certain levels will be able to access certain areas. It would be nice to get some more information on this, etc. Just need to see
#11
Posted 30 August 2008 - 09:17 PM
But on a RvR world it will be like a guild war, you see the enemy you kill on sight, there is no term of peace...
#12
Posted 30 August 2008 - 10:05 PM
Uhobi said:
thats on carebear games
Celebrity said:
But on a RvR world it will be like a guild war, you see the enemy you kill on sight, there is no term of peace...
Yeah, its not instances, its dungeons...something like for example Tower of Insolence, Imperial Tomb, Catacombs/Necropolis', Lair of Antharas...all those lowbie ones...Hopefully its something a little more elaborate than random mobs with a radial agro range that you just kill like normal PvE grind.
#13
Posted 30 August 2008 - 10:21 PM
#14
Posted 30 August 2008 - 10:51 PM
And all instanced raids should have a Static reset timer as well.
#15
Posted 30 August 2008 - 10:54 PM
#16 Guest_AionLuver_*
Posted 30 August 2008 - 11:04 PM
Zanaionic said:
And all instanced raids should have a Static reset timer as well.
Definitely agree with you, Zanaionic. The idea of camping places just to wait for a boss to respawn seems ridiculous to me. That someone else's schedule effects mine in that way gives that other person wayyy too much power over me and my plans and vice versa. I like the idea of instancing in places just so my group and I have a "fair" shot of wiping it out and not have to deal with waiting for things or force others to wait (yawn)
#17
Posted 30 August 2008 - 11:50 PM
AionLuver said:
Actually its one of the greatest idea for any PVP-based MMO, cause it forces you to pvp if you want that uber pve rewards. All you ppl wishing to 'exp in peace' have clearly mistaken the game :)
i keep saying that, but go do a search for videos from boss fights in Lineage 2 and see for yourself, and stop comparing Aion to wow
#18 Guest_AionLuver_*
Posted 31 August 2008 - 12:08 AM
"Actually its one of the greatest idea for any PVP-based MMO, cause it forces you to pvp if you want that uber pve rewards. All you ppl wishing to 'exp in peace' have clearly mistaken the game"
This is one thing that does worry me about this game a bit, and I do realize that it's been part of the design of the game from the get-go. I'm concerned that there will be alot of pvp interaction, while someone is trying to follow the pve storyline. Again, realizing that the idea for the game was an open and persistent world that allows for real-time pvp interaction, I am expecting for rifts to appear and a bunch of alternative faction to come jumping through, but I do like some manner of organization. If you were fighting for an hour or two to complete a pve mission, only for that scenario to happen and you DIDN'T win that "uber pve reward," I'd imagine that you'd be a bit miffed, too, especially if you weren't able to move on in the storyline. Adenaline may be high, and you might have enjoyed the battle, but....yea, nothing to show for it.
#19
Posted 31 August 2008 - 12:23 AM
vasil said:
i keep saying that, but go do a search for videos from boss fights in Lineage 2 and see for yourself, and stop comparing Aion to wow
You couldnt be more wrong. The RB pvp's in L2 have nothing to do with the raid boss being in an 8 hour spawn window, all that means is you need to be ready through an 8 hour period to kill the boss. If ppl knew Antharas would spawn within an hour, they would still go and have the same pvp as if they knew it was within 5 hours. Long spawn windows are stupid and pointless...they just make you camp. If they wanted to RB to spawn at different times of the day they could just make the respawn time something like 5 days, 4 hours +/-1 hour, that way each time it spawned would be 4 hours later, and it would rotate through timezones.
This post has been edited by Calindor: 31 August 2008 - 04:20 PM
#20
Posted 31 August 2008 - 03:21 AM
vasil said:
i keep saying that, but go do a search for videos from boss fights in Lineage 2 and see for yourself, and stop comparing Aion to wow
Like more have said: nobody mentioned WoW. AoC is after Lineage 2 the only one who has some shaired instancs, and like I said failed to make them worth while (as I mentioned in my first post). I am no fanboy, I am open for diff arguments and will watch some lineage movies to see how they solved it.
Like it or not, even nobody compared to WoW, comparing is only positive imo. How can you make something better if you dont compare ?
And you even defeated your own argument, pvping to get a pve reward is just strange and give a lot of frustration. Questing and pvp ok np, after you have been killed you can continue questing and pvp. But forget about continuing the raid after you have been killed ^^
It seems not many peeps believe me on shared instances so I will post later today with the interview of the devs
1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users
Powered By IP.Board © 2010 IPS, Inc.

Sign In
Register
Help




MultiQuote

