Monsters and Memories (Project_N) - Old School Indie MMO

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Szeth

Trakanon Raider
2,228
1,024
You will have "Camp" based playing with anything that is non-instanced and the names/loot holders do re-spawn etc.
You will have "Dund Crawl" playing with anything that is instanced and things/named/loot do not re-spawn

Or you have the EQ2 midground and it still is...kinda...both?
It's all based on what you can hold down with a group right? The reason people did camps, even if they could potentially handle more of a dungeon is because they had to lay claim to the most valuable placeholders. Lower Guk is a prime example. A good group could hold down 3-4 named placeholders, but because there are 6 groups who want those 4 placeholders you end up staying in one room, and taking less overall so that you can protect your most previous commodity.
 

Nirgon

Log Wizard
13,769
21,648
I think the eq2 model of spawning another instance if one hits X # of players is OK. Just as long as you can still freely enter any of them.

Going into an instance, that no one else can get into, and it plays through like a carnival ride is bleh.
 

Daidraco

Avatar of War Slayer
10,046
10,357
I think the eq2 model of spawning another instance if one hits X # of players is OK. Just as long as you can still freely enter any of them.

Going into an instance, that no one else can get into, and it plays through like a carnival ride is bleh.
They've changed TLP EverQuest to basically have "channels" like that. Its fine, but the threshold should be lower for that specific game, imo. The WoW - long hallway, kill everything as you go through it.. its "ok" for a little while. But I really do miss the EverQuest open dungeon feel. Having both is preferred, though - ya.
 
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