Instanced Dungeons with Success Points

Stormfyst

Dalayan Beginner
Obviously I didn't want to plainly spell out how this is handled on live. I thought it was one of the best expansions available. It gave back to the game soo much of what had been taken away. I'm sure there are tons of people here who don't want such an idea but for me it's worth asking:

How much have Wiz and crew thought or put effort into such an idea for Winter's Roar?
 
It was a good idea but the eqlive "dungeons" were all very samey, not even real dungeons, boring easy and insulting..

Corridor > room > corridor > room > fork > room etc.

3 mobs in each room, 1 mob in each corridor or whatever

They lacked any of the fun of zones like Old Sebilis..


Don't doubt wiz and the crew could do better tho if they chose :)
 
melwin said:
LDON sucked balls

Why the hell did you sugar coat that Melwin? I would give you the real scoop on LDON but I imagine it would make Melwin blush and ban me!
 
They had good intentions with that expansion, but it fell to nothing. I enjoyed the idea of an alternate way to gain high end items without being a raider though. However, as was stated...there is nothing like good old seb.
 
I think maybe using 1 or 2 of the dungeons would work but they overdid it since most of the dungeons have an extremely similar layout to begin with.
 
instanced dungeons

The idea of instanced dungeons for a group of 6 is a good idea, but the execution on live did suck.

They could have fleshed the dungeons out with atmosphere and events. Like having text that described each room as you entered them, or instead of having the room with mobs, it'd be empty when you went in...then three ninjas attack from the rafters! Ok, yeah, the ninjas probably wouldn't fit into everquest too well, but you get the drift.

The main thing I liked about LDoN, was that you would always fight mobs that are appropriate for your level. IE, you could log on, form quick group, and immediately start killing blue mobs without having to spend an hours searching for place with blue mobs only to discover that someone else is already camping those mobs.

Now, given the server population, we are no where near being crowded as yet. And so far, when I come across people killing blue mobs, they gladly let me join them instead of shouting "ORC 1 CAMPED!!! BEAT IT NEWB!!!"

LDoN was geared for the casual gamer. Someone who only logged on for a few hours each week.

Of course, if instanced dungeons where put into the game, I think it would be nice to have them started in INNS! not some ramshackle tents erected in the middle of nowhere.
 
Im with you on the INN idea. Imagine if it worked like the old rumor tables from PNP games. Ohh the joy of it....
 
I think it would be pretty cool to be able to just log on step into the inn and be transported to a fun place to fight with mobs geared towards my and my groups level. Never played live though so I'm not sure how it works in EQ. Anarchy Online had kind of a fun system but it basically killed outdoor hunting.
 
Jartik said:
I think it would be pretty cool to be able to just log on step into the inn and be transported to a fun place to fight with mobs geared towards my and my groups level. Never played live though so I'm not sure how it works in EQ. Anarchy Online had kind of a fun system but it basically killed outdoor hunting.

Imagine eating a rice cakes for every meal the rest of your life and you have what Lost Dungeons felt like. It got to the point where I almost dreaded doing them, for a while though it was the only group you could get.
 
I'll give props to Sony for going out on a limb and trying instancing. BUT, I'd like to keep the "Massively Multiplayer" in my MMORPG.

Eredhel
 
i think ldon sucking balls is a subject statement. but since the subjectiveness came from one of the people involved in keeping WR alive, i take it that it's a moot point to keep the post going.

not everyone hated ldon. :)
 
LDoN, as an innanimate object, did not have the capacity to suck balls.

However -- It was an expansion for casual players, with gear rewards for those who play like hardcore raiders. /sigh.

I liked the idea - but the dungeons were repetetetetive.
 
I rather liked LDoN. I honestly don't see how people can complain that the dungeons were generic and boring, when most of these same people spent hundreds of AAs at the same spot grinding fire tables or BoT. LDoN let me log on and do one or two quick dungeons a day with friends without having to worry about camps and such, or having to worry that we had a perfect group. It was easy, fast, and decent exp, and let me get some nice gear, without having to deal with all the regular eq BS.

It was no velious, but I enjoyed it far more than PoP, luclin and gates.
 
I like the idea of instanced zones for overpopulated and overcamped servers, but all I can is: huh? WR is huge and to date the most number of people that have logged on at once is 286. I'm level 50 and I only remember maybe twice showing up to a spot I had myself set on camping only to find it already camped. My friends and I have a whole list of spots we love to go to, and another list of spots we still want to check out. We simply decide on a spot, do a /who all zonename, and 90% of the time the zone is empty, so we head over. If it's not empty, we just go somewhere else on our list.

Not to mention instanced zones are just nonsensical in terms of the "RP" part of MMORPG....
 
you guys dogging ldon for being "geared towards 1 group of people" are aware that you can take an entire raid force there right (you could when i played)? i don't see a valid argument against ldon type zones in wr if that's what you are saying.

1. we currently have a zone that is limited to 6 people. i don't care to have more zones like that.

2. when i mentioned instanced zones with success points, i was referring to a style of play that increased the depth at which one can equip themselves.

the game is fine to me how it is. does that mean it should never change?

and thinking outside the box, who said that the instanced zone had to be one of the ldon zones. maybe it could be crystal caverns, Vex Thal or for kicks even Burnt Woods. in either case this idea seems dead to begin with. / shrug
 
The most important aspect of LDON was that everyone who participated in a successful mission got points. Everyone could use those points to buy something marginally useful to them, and in some cases depending on the players advancement, they could buy something hugely useful to them.

This aspect of it was one of the best MMO idea's I'd seen. Now granted it wasn't implemented perfectly, but I saw glimers of what it could be, and it could be huge.

Think on the basic reasons why grouping occurs. Obviously there are the social aspects of it, but beyond that it basically boils down to grouping for a selfish reason, hopefully while achieving a larger objective. The selfish reason can be xp gain, or possible loot gain from the camp being attempted, or loot gain from a quest drop being obtained. The only above reason that is guaranteed to be achievable by every member of the party is the XP gain. Obtaining loot or completing a quest is rarely achievable by more than one party member at a specific camp. So you end up with a group of 6 people (best case) and of the 6 only 1 is hopefully going to increase his characters power through a new item, the other 5 are just along for the xp, with hope that at some point it will be their turn to have an item camped for them. Which may not happen if they don't have good friends, or may only happen once every few weeks. Of course this is talking about 1-group stuff, raid stuff is different.

Compare this to the LDON model. At the end of a 45 min mission, EVERYONE in the party added to their point total for that camp, possibly allowing them obtain an item they can use to increase their character's power. EVERYONE sees advancement, even if the actual frequency of loot gain is comparable to doing it the old way by camping items and rotating who gets the loot.

Additionally the built in timer was awesome. It guaranteed that a session was not going to take longer than 90min, no matter if you succeeded or failed. This is great for those who have very short playing times, combined with the ability to quickly gain access to correctly leveled experience mobs, it made EQ much more casual gamer friendly.

I've not played on WR long enough to compare WR to EQlive, I'm just bringing up some points that I thought were very nice about the LDON expansion. Yes the dungeons sucked, but who says you have to use them? You like Seb/Guk/SolB so much, figure out how to spawn instances of them! :)

One more thing I loved LDON for.... it _forced_ people to dungeon crawl because of the lack of respawn. Dungeon crawling is fun. camping one spot for hours and killing the respawn is not.
 
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