Instanced Dungeons with Success Points

Well-said Gav, and i fully agree. I find myself in this same impass right now, summer's coming, brother will want to play more, not my comp either so what happens ? We play maybe 1-2 hours eachs.. yay... Now you could tell me to get a new comp, yeah yeah i heard it, but i dont wanna waste 1500 $ for a new comp , hell i'm playing WR because it's free F*** new comp! :) Well yeah i'm ranting now, but LDoN was fun because of that, TIMED sessions...
 
Mow some lawns for 20 bucks each and build you a comp for 300 bucks :D

When I bought my motorcycle at 15 I did anything I could for cash. I mowed lawns, ran errands, and hauled hay. By the end of second month of summer vacation I had my bike and road my ass off for the rest of the summer.

Granted that was 10 years ago..hell you could probably get more for mowing lawns these days.
 
dungeon crawl

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.

if people were forced to do it, then wouldn't that mean it wasn't fun for them to do it?

I *beleive* WR has dungeons that are set up for one group to do a dungeon crawl. But you don't have to. Are people utilizing these zones? If not, then that would be an indication that people aren't interested in this type of zone. If they are, then implement more :p.

Or is it that everyone wants to see extra extra rewards for the dungeon crawl in the way of 'points' or some such?
 
I think dungeon crawling would be pretty cool. The ol' single player RPG feel, but you get to group with real live people - yeah, I can dig it.

Plus it makes it hard to RP when mobs inexplicably spawn out of thin air. Whaddya gonna do, tho I guess....blame it on the gods I suppose, but then thank them for letting you live again everytime you die.
 
It was my experience on live that in a normal pickup group dungeon crawling only occured as your party made it's way to it's 'camp'. Once there you stayed there until you wanted to move camps, or leave. This is largely because it's a tad safer, and because you had to camp rare spawns to get the items you wanted.

This is why the no-respawn instanced dungeons couples well with the LDON style of gaining points for items, the mechanisms that encourage camping are not present, and the mechanisms which encourage crawling are present.

But yes, there's absolutely nothing stopping people from dungeon crawling in WR or EQLive, there's plenty of dungeons to do it in. It's just the general mechanisms in place in the game don't really encourage it...
But that's fine, it shouldnt be required game wide. Not everyone should have to play the game in one specific way when there are other options available. [/quote]
 
Eh, I'm with the underdogs here I suppose. I was fond of the instanced zones, I'm sure they could be improved upon and have some storyline tied into them. They were A. Good experience B. quickish C. had some semblence of challenge D. easy to RP with, and E. had nice rewards (although I think that in WR the rewards from them should be toned down a bit because the stuff was overpowered)

I fail to see how they ruin MMO's every time I ever did one it was a bunch of people from my guild who decided they were bored of camping spawns and we were gonna go do a dungeon crawl.
 
Instanced zones made xp an instantly replenishable resource. They removed the need to look for mobs. They removed the challenge in finding a good hunting spot. They took away any challenges through competition. Instanced zones ruin MMOs.
 
Devook said:
Instanced zones made xp an instantly replenishable resource. They removed the need to look for mobs. They removed the challenge in finding a good hunting spot. They took away any challenges through competition. Instanced zones ruin MMOs.

Agreed.
 
okay, I can accept that. If they were put in I'm sure there would be a way to keep that from happening though no? Maybe HUGE ginormous time limits for how often they can be done? As I said I think they're only really cool for when you have a guild behind you that's tired of camping spawns. Ssra and whatever the other one that are limited to a small number of people in the zone are another idea I like that could give that dungeon crawl feel without instancing.
 
Easy ways to make instanced zones work (edit: in theory!);

No respawns in the dungeons.
Long lockout on instances (perhaps one full day game time after the dungeon was completed)
Different locations to begin the instance. Use clues instead of a bar on compass showing the way.
Parts of the instance only opening after a certain amount of time has elapsed, from entrance into the instance.


The one thing you can't really prevent is how instances ruin the competition aspect of mmorpgs. But you can reduce the impact. No raid zones instanced, only experience zones. No droppable loot from instanced zones. Maximum number of instances of a particular zone. Etc...
 
On Rallos Zek, being in a small guild, I relied on LDON to get decent gear. Here, not only is it not needed, it's counterporductive, for reasons mentioned earlier.
 
Eh, alright. With Melwin putting it like that I'm fine with it, seemed earlier like it was up for debate.
 
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