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Posted: February 26, 2004, 3:53 pm
by *~*stragi*~*
kyoukan wrote:Blizzard has to make a game that I've truly fallen in love with, and it seems that SOE has lost quite a large portion of their designers that made EQ such a great game originally.
Most of those people have gone to Sigil.
Posted: February 26, 2004, 11:27 pm
by Sartori
kyoukan wrote:
WoW seems to rely on a lot of instanced dungeons combined with a focus on high level raiding content, which sounds like a disasterous combination to me for just about everyone playing who doesn't cross over with their guild from EQ. Having to share a dungeon with 60 other people is a big part of what made EQ into the massive social experiment it turned into. EQ's roots were planted, I think, in the old days when everyone was packed into a few popular zones and were forced to cooperate. If most of the content takes place away from everyone else then a lot of people will never really meet anyone.
I agree with this actually. At first I looked at it as "it will be nice to be able to avoid people that suck", but...at the same time it is pretty cool to run into people in dungeons and socialize. I hope they do balance it somehow, but I wouldn't be surprised if they fuck it up. To be honest, when I first heard AO's mission generator would produce instanced "mini-dungeons" (or whatevery they call it) I really didn't like the idea...
Posted: February 26, 2004, 11:40 pm
by Kcale
masteen wrote:Not necessarily. The community mangler confirmed today that there are timezones in WoW. So looks like we'll have some West Coast/East Coast action in-game with WoW.
wheres tupac when you need him
Posted: February 27, 2004, 12:28 am
by masteen
Sartori wrote:kyoukan wrote:WoW seems to rely on a lot of instanced dungeons combined with a focus on high level raiding content, which sounds like a disasterous combination to me for just about everyone playing who doesn't cross over with their guild from EQ. Having to share a dungeon with 60 other people is a big part of what made EQ into the massive social experiment it turned into.
I agree with this actually. At first I looked at it as "it will be nice to be able to avoid people that suck", but...at the same time it is pretty cool to run into people in dungeons and socialize. I hope they do balance it somehow, but I wouldn't be surprised if they fuck it up. To be honest, when I first heard AO's mission generator would produce instanced "mini-dungeons" (or whatevery they call it) I really didn't like the idea...
The biggest dungeons might not be instanced. The previews talk about big ass "world dungeons" which sound like places that take a raid type force. Maybe the instanced ones will be for groups?
Posted: February 27, 2004, 3:59 am
by kyoukan
what is the difference? players should be forced to share dungeons with other players just like they should be forced to group to excel.
EQ can get away with it because most of the players have been around for years.
Posted: February 27, 2004, 9:04 am
by Kcale
the death penalty is practically going to put no downside on dieing.
I think i might like how quests will be > then grinding but im not going to like it if at high levels i need a guild just to xp.
Posted: February 27, 2004, 11:04 am
by archeiron
I am afraid that I can't recall which interview on which site had the details, but I do recall one of the designers describing the "massive" world dungeons.
As I understood it, the first (large) peice of the dungeon is a social environment and shared dungeon crawl. When a group fights their way back to the l337 zone boss section, they will enter an instanced section that has a short crawl and then the boss.
It is a substantial possibility that the instanced dungeon technology will kill off the social aspect that was present in L Guk and Sol B (pre-RoK), and Seb (during RoK). Those dungeon eras did get excessively crowded and crazy at the end, but during their peak they were fantastic places to play.
If they are smart the area before instanced dungeons will be like L Guk was, so that you have your shared dungeon and then when you want to jump in to a "PoJ/GoD style trial to kill the zone boss" you take your crew and head in.
Personally, I would, also, like to see the instanced dungeons share a public channel so you can chat shit to the non-instanced section and the other instances (if you want to!).
Posted: February 27, 2004, 11:24 am
by Animalor
I believe that, atm, whole dungeons are instances of their own so that way a group can't just coat-tail another group through a place easily and then just have to contend with the boss.
Posted: February 27, 2004, 11:46 am
by Xyun
Blizzard wrote:Players will come across two types of dungeons while playing World of Warcraft: micro dungeons and world dungeons. There are more than a hundred micro dungeons throughout the world of Azeroth, ranging in relative size from small to quite big. Micro-dungeon locations will include tombs, haunted mines, ice caves, and sunken ships to name a few. The transition into and out of these dungeons will be seamless, and you'll be able to run into other players anywhere along the way.
World dungeons, such as Medivh's Tower, the Westfall Deadmines, and the Scarlet Monastery, are grander in scale than micro dungeons and are specifically designed for more epic encounters. All these locations have common areas where players can meet up and fight together. But, deeper in the dungeons are areas set up specifically for more private group (or sometimes guild) adventures. These areas, called "instanced zones," allow you and a group of friends to have a more personal experience, exploring, adventuring, or completing quests in your own private dungeon. You also have the ability to invite others into your instanced zone to join you. This relieves many of the camping, kill-stealing, and farming issues that MMORPGs sometimes face. The monsters in instanced zones are typically more powerful, so groups of players will have to work together to defeat them, but with greater dangers come greater rewards!
Posted: February 27, 2004, 2:44 pm
by Kaldaur
If WoW hasn't struck your fancy, check out Lineage 2. If it hits as big here in the US as it did in Korea, then this game could be a new market in North America for MMOGs. I don't think anything will ever capture the same feelings as EQ did in the first few months, but so far I'm really impressed with this game. The concepts behind it are interesting, if not necessarily innovative. It's worth a look if WoW doesn't suit you but you're tired of EQ.
Posted: February 27, 2004, 2:51 pm
by Aslanna
Kcale wrote:masteen wrote:Not necessarily. The community mangler confirmed today that there are timezones in WoW. So looks like we'll have some West Coast/East Coast action in-game with WoW.
wheres tupac when you need him
Witness relocation program!
Posted: February 27, 2004, 3:00 pm
by Ashur
Winnow wrote:WoW is so overhyped.
I'd like to see a massive online Pong game. Everyone would be a paddle. Paddles of Fire would be the first guild to conquer the Super Breakout Zone!
Dropped:
Paddle Glue +10
Can hold onto the ball with your paddle for an extra 10 seconds.
Super Bouncer 20%
Increase speed of ball.
MOPONG > WoW
The only problem with MOPONG is the fucking zerg guilds that would just surround the goal so the ball would never drop, sure - the retards would succeed but they still have NO SKILL and POE (Pong Online Entertainment) would have to create harder and harder breakout zones instead of addressing the problem by limiting the number of paddles in any zone to 32.
(p.s. yes, I know it was a joke, so was my reply)