I would agree with this and Quaid's ideas about fog of war uncovering basic terrain mini-maps as you explore.Also to note on the GPS map/radar talks , while I'd be fine with zero mini map and sense heading like old school EQ , a middle ground could be found.
But one thing needs to be 100% out - the ridiculous glowing red dot radar system for aggro mobs , make everyone actually pay attention to the damn world , no mobs should show on any mini map.
People roamed these dungeons due to player vs mob power disparity being far less than it was in EQ and downtime being what it was. Also the fact that pulling was an actual thing and simply aggro'ing the wrong mob could mean certain death without fd to reset it (the mob who sits above the pit in HS West is a good example of this).So, I've been thinking about dungeons recently... And my experiences at WoW launch vs. Kunark/Velious era EQ, and then later in EQ2 & Vanguard.
I think it's safe to say the days of static camps + pulling are over. That was an emergent gameplay mechanic that the EQ devs never intended for. It arose because of certain ability mechanics (lull, FD) in concert with loot distribution methods (named spawns on predictable timers separated by trash)This was illustrated in EQ2 + VG when, while dungeons remained uninstanced, players ran through dungeons to their 'completion', or simply ran around them over and over clearing all spawns, in a similar fashion to WoW's instance runs.
Anyway, if you played these games, my question is this:
If players aren't going to do the pull/camp technique, and are going to dungeon crawl anyway, are large social dungeons even necessary? What did they add to the gameplay experience besides waiting in queues at the zone line (+social interaction) and potential trains (+danger/risk)? Would it not be preferable given these conditions to just run instanced dungeons to their completion, which means loot/hour was more predictable, and encounters could be designed more intricately?
Which do you think is more valuable to the gameplay experience?
I'm leaning towards well designed instances...
I dunno man... EQ2's dungeons were similar to EQ. I think I can count on one hand the number of times I was in a static camp in that gameIt's hard to have the dungeon design conversation with the limits on funding.. I prefer outdoor dungeons and a lot of them..big ones that scale 10 levels at times. This also takes time and cost lots of money:-(.
Btw.. Static camps were fun for a lot of people.. I enjoyed them.. Not sure they are gone forever if the game does utility classes well.
Oooooh that's a really good point. I'd +nets you but.... Ya knowPeople roamed these dungeons due to player vs mob power disparity being far less than it was in EQ and downtime being what it was. Also the fact that pulling was an actual thing and simply aggro'ing the wrong mob could mean certain death without fd to reset it (the mob who sits above the pit in HS West is a good example of this).
Couldn't disagree more. I spent a ton of time pulling in VG - it depended on the dungeon or outdoor area. Tomb of Lord Tseng was a run-to-the-end dungeon. Karrus Hakrel was a pulling dungeon. It's all a matter of how the designers design the dungeon/area and what's more efficient. With respect to static camps - in KH, for example, the best camping was to rotate between the large room with the giants (upper), Jarru (lower) and slimes (across the way). ToLT was a run through dungeon because of slow respawn and just the way it was designed (elevators between levels, yada, yada). OTOH, the outdoor area of Karrus Hakrel didn't have any good camping areas that I recall, whereas TLT outdoor area had the wood area against the wall/mountainside where I could pull wolves and etc. to the group.I think it's safe to say the days of static camps + pulling are over.
You pretty much have to have "the magic bubble" in a seamless world game. Sadly it seems to be ridiculously small in most games, WoW especially. A one mile far-clip plane is kinda pointless if you can only see mobs 100 yards away. ;(Something else I have to mention, and with zones it should be in issue but I want to be on the record as saying this: NO POP-IN MOBS. You should be able to see everything at a distance, not have generated or unseen/slow loading content suddenly appear. This is one thing that really broke by back in VG beta about the game. Running what felt like alone through fields, then when you stopped or slowed down, the fauna would load in, much to my surprise and chagrin.
Heallun and Tad covered everything I could really add but the Devs can still create good pulling dungeons.I dunno man... EQ2's dungeons were similar to EQ. I think I can count on one hand the number of times I was in a static camp in that game
There are pros and cons but ultimately it puts a microscope on community.. So it does promote community.. Through camp steals, trains, etc.. Also added that heightened awareness to a zone bc of trainsOk maybe camping isn't 'dead', but it would certainly have to be specifically designed for. The point is, why? What are the benefits to this kind of dungeon experience?
It's fun. It's not something I want to do all the time, every day, in an MMO, but it's fun to have a static pulling group and just shoot the breeze for a couple of hours while gaining XP. It is something that was lost in WoW.Ok maybe camping isn't 'dead', but it would certainly have to be specifically designed for. The point is, why? What are the benefits to this kind of dungeon experience?
Its fun isn't a good argument?*shrug*
Ya those were pretty much the only arguments I could come up with for public dungeons, and I didn't find them all that compelling. I mean... You sacrifice a ton when you ditch instancing, including encounter design complexity and development time/money...
Instancing: limits spawn competition and increases the rate at which players eat through content (bad).*shrug*
Ya those were pretty much the only arguments I could come up with for public dungeons, and I didn't find them all that compelling. I mean... You sacrifice a ton when you ditch instancing, including encounter design complexity and development time/money...
I seriously challenge the notion that the camp/pull days were 'fun'.Its fun isn't a good argument?
ProTip: People have different definitions of what's fun.I seriously challenge the notion that the camp/pull days were 'fun'.
I never found it fun sitting at the Velk's zoneline for 2+ hours waiting for a group. Nor did I find it fun feeling like once I did get a good group, that I couldn't leave for 3-4 hours because I may not get another decent xp opportunity that day. It certainly wasn't awesome sitting in the same spot for hours on end, not being able to afk for half an hour to eat with my family...
The only really fun thing about the EQ dungeon experience was the tension that sometimes arose when another group was nearby, and the smack talk in /ooc when a rival guild group was in zone...
I don't understand how these two points are related to instancing at all. Please elaborate.Instancing: usually means smaller raid sizes and avoid the fire raiding (bad).
Instancing: leads to cookie-cutter dungeons (bad).