If I can get the same items in a non-contested instanced version, why should I even bother doing the non-instanced one and find my targets gone? The only reason would be "I want the item to twink", which will not be the primary motivation of players, or "I want the item to sell at the AH", which would be the motivation of chinese farmers (and maybe some players).Lol, yea because Chinese farmers are known for their grouping game prowess and being able to contest camps against real players.
Hey guys, everything needs to be instanced because otherwise Chinese farmers get everything. Hahahaha
If I can get the same items in a non-contested instanced version, why should I even bother doing the non-instanced one and find my targets gone? The only reason would be "I want the item to twink", which will not be the primary motivation of players, or "I want the item to sell at the AH", which would be the motivation of chinese farmers (and maybe some players).
In any version that features the two versions of dungeons with exactly the same items, with just the difference between tradeable and untradeable, I expect 95% of the players to go to the easy, no hassle instanced version for their gear.
Ulduar Hardmode was a genius design IMO. I loved that shit.The repeatable +better dungeons are what killed WoW for me. Having to run the same shit 4 different times to get the same gear w different stats as asinine.
Whether you liked it or not, we should all be able to recognize it as the laziest form of progression ever invented.
Producer: “How can we radically reduce development costs in progression?”
Developer: “I mean we could just tune the same instance to be infinitely more difficult.”
Producer: “Do it!”
Developer: “It could potentially be really boring for most pla...”
Producer: “Do it!”
Oh, believe me. If it were me, there would be the open-world version AND NOTHING ELSE.This is the kind of thinking that gets you to a point where developers start believing they know how every player will play the game and starts designing systems to babysit players instead of a game world.
There were certainly a lot of complete trash dungeons in EQ that nobody ever went to. Nearly all of them had at least something to go after though and EXP bonuses. I liked that you could go off the beaten path in those dungeons and just do your own thing. If you wanted.Right. EQ1’s model for dungeons was dogshit. Just like electricity, people will always go to the path of least resistance.
I can count on one hand the number of times my guild tried to do dungeon crawls in the under itemized, poorly tuned dungeons in EQ1. We found a couple cool items (I got some clicky in Velious or Luclin that let you summon your own bandages, which was useful as a monk since you could bandage while FD), but consensus was it wasn’t worth the time and risk (which is why people gravitated to easier shit like Velk labs, karnors entrance, upper seb, etc).
It is very difficult to maintain a scaled dungeon crawl experience AND have it non-instanced with any sizable population. You either have to pseudo instance (basically shards when it hits a certain population point, which would come with its own issues since people would try to find ways to exploit to get their own shard...off top of my head, flood dungeon with alt accounts to take up space or “win trade” with other groups) or create some other type of mechanic that reduces camping but also doesn’t reduce the dungeon to empty rooms with spawns all being murdered once they pop.
Charasis. Considered by many to be awesome, but hogtied by keying requirements.There were certainly a lot of complete trash dungeons in EQ that nobody ever went to. Nearly all of them had at least something to go after though and EXP bonuses. I liked that you could go off the beaten path in those dungeons and just do your own thing. If you wanted.
But yes everyone will generally do some level of cost-benefit analysis and head to Karnor's Castle over Dalnir's Crypt.
CoM? It is right next to dru and wiz port locationsCharasis. Considered by many to be awesome, but hogtied by keying requirements.
City of Mist. Extremely good dungeon, too remote to be popular.
If you want to maximize your content use - the cost of designing said content vs the number of players who will use it, yes. Those zones are anathema.
And yet it was half-empty 80% of the time. All the popular locations were easily accessible by everyone. If you needed a third party to get there, only a handful of premade went there, on a scheduled run planned long in advance.CoM? It is right next to dru and wiz port locations