Grievousness wrote: » bigepeen wrote: » Having instanced areas basically does destroy the overarching open world. What happens is people start treating the open world as a waiting lobby for their instanced PvE content. Then it'll go down the route of WoW, with a mostly empty open world with people standing around cities waiting to join their sequestored dungeons. Finally, a gigantic portion of this player-base will realize how unfun this is, and yearn for the classic WoW's open world and will literally be willing to play an outdated version of the game just because the partitioned instance PvE carebears ruined the open world. That might come as a surprise to you but classic WoW also have instances. Also Cities in AoC will have exactly the same effect that people are not in the actual world. You always will not have all people out there in the world doing stuff. This problem exists on a spectrum. If you instance everything there is no open world. If you instance a few things like a couple of boss rooms there are still people in the open world because: 1) You need to get there by walking in the open world. 2) It is impossible to spend all the time inside if you for example can just make each instance once a week.
bigepeen wrote: » Having instanced areas basically does destroy the overarching open world. What happens is people start treating the open world as a waiting lobby for their instanced PvE content. Then it'll go down the route of WoW, with a mostly empty open world with people standing around cities waiting to join their sequestored dungeons. Finally, a gigantic portion of this player-base will realize how unfun this is, and yearn for the classic WoW's open world and will literally be willing to play an outdated version of the game just because the partitioned instance PvE carebears ruined the open world.
Grievousness wrote: » @Warth "Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal."https://ashesofcreation.wiki/Dungeons#Open_world Current plans for instancing only seem to apply to lore related dungeons and arenas.
bigepeen wrote: » Yeah, I'll concede that a lot of retail WoW's problems came from things other than instancing, mostly being the removal of open world PvP. But this change was precipitated by catering to the PvE crowd that wanted a removal of all PvP content, in favor of focusing on PvE instanced content. The open world was completely watered-down by letting these people influence the game. All WoW players will admit that is very little open world interaction in WoW anymore, and I believe that the root cause of that was instanced PvE content.
Grievousness wrote: » @Warth So you assume they gate the in-game lore behind your ability to PvE? Is there any statement saying those will be challenging?
Warth wrote: » Lineage 2 has a lifetime revenue of more than 1 Billion USD. Pretty sure Steven would be a very very happy man if he could just copy paste the success of it.
Noaani wrote: » Warth wrote: » Lineage 2 has a lifetime revenue of more than 1 Billion USD. Pretty sure Steven would be a very very happy man if he could just copy paste the success of it. If that was the metric to consider, then surely they would look at WoW, not L2.
Grievousness wrote: » bigepeen wrote: » Yeah, I'll concede that a lot of retail WoW's problems came from things other than instancing, mostly being the removal of open world PvP. But this change was precipitated by catering to the PvE crowd that wanted a removal of all PvP content, in favor of focusing on PvE instanced content. The open world was completely watered-down by letting these people influence the game. All WoW players will admit that is very little open world interaction in WoW anymore, and I believe that the root cause of that was instanced PvE content. The general problem with talking about WoW is that the game is around for a long time. Things that apply to current state WoW may not apply to other expansions of it or even the base game. I personally disagree with some things you are connecting here: 1) Open world pvp: If you are a PvE only player and don't want to be affected, you can and always could just play on a PvE server. On a PvP server you can attack everyone of the enemy faction without any drawback, not even a corruption system or aynthing like that. On a PvE Server you simply can't. As a result reducing the involvement in the open world in wow cannot cater to any PvE crowd since they just played on a PvE Server and never had that issue to begin with. 2) Watering down of open world: While this happened, it did not happen because of instanced dungeons. The major system that "removed" the open world was the introduction of the "dungeon finder" in Cataclysm. It was a literal Cataclysm and killed the open world. With the "dungeon finder" you could queue up for dungeons and raids, once a party was formed people were teleported into the instance. I personally would say I was part of the PvE crowd at that time and left the game because of this new feature, if they catered to me with it they did it wrong. Another problem in WoW's open world is that they started to instance parts of the open world. If you made certain quests that changed the region. For example if you made a quest chain to conquer an area for some NPCs you had one instance before and after that. So if a player was in the area before finishing the quest you could not see any other player that had finished the quest. That concept started getting used in Wotlk I think. I personally would say that current state WoW is a good example of bad instancing while vanilla WoW has a good implementation, but too few things going on in the world that makes you go out there.
bigepeen wrote: » Grievousness wrote: » bigepeen wrote: » Yeah, I'll concede that a lot of retail WoW's problems came from things other than instancing, mostly being the removal of open world PvP. But this change was precipitated by catering to the PvE crowd that wanted a removal of all PvP content, in favor of focusing on PvE instanced content. The open world was completely watered-down by letting these people influence the game. All WoW players will admit that is very little open world interaction in WoW anymore, and I believe that the root cause of that was instanced PvE content. The general problem with talking about WoW is that the game is around for a long time. Things that apply to current state WoW may not apply to other expansions of it or even the base game. I personally disagree with some things you are connecting here: 1) Open world pvp: If you are a PvE only player and don't want to be affected, you can and always could just play on a PvE server. On a PvP server you can attack everyone of the enemy faction without any drawback, not even a corruption system or aynthing like that. On a PvE Server you simply can't. As a result reducing the involvement in the open world in wow cannot cater to any PvE crowd since they just played on a PvE Server and never had that issue to begin with. 2) Watering down of open world: While this happened, it did not happen because of instanced dungeons. The major system that "removed" the open world was the introduction of the "dungeon finder" in Cataclysm. It was a literal Cataclysm and killed the open world. With the "dungeon finder" you could queue up for dungeons and raids, once a party was formed people were teleported into the instance. I personally would say I was part of the PvE crowd at that time and left the game because of this new feature, if they catered to me with it they did it wrong. Another problem in WoW's open world is that they started to instance parts of the open world. If you made certain quests that changed the region. For example if you made a quest chain to conquer an area for some NPCs you had one instance before and after that. So if a player was in the area before finishing the quest you could not see any other player that had finished the quest. That concept started getting used in Wotlk I think. I personally would say that current state WoW is a good example of bad instancing while vanilla WoW has a good implementation, but too few things going on in the world that makes you go out there. There are no PvP servers on retail WoW though, they've been stripped of completely open world PvP. So how much of an impact do you think instanced dungeons had on the open world of WoW? I agree that the dungeon finder really affected the open world, and it never should have been implemented. The dungeon finder was made because WoW was changing from an open world experience to a linear co-op content dungeon raid experience. The dungeon finder facilitated this for their changing audience, and it would've never been created if instanced PvE dungeons had never existed in the first place.
bigepeen wrote: » There are no PvP servers on retail WoW though, they've been stripped of completely open world PvP.
bigepeen wrote: » So how much of an impact do you think instanced dungeons had on the open world of WoW?
Abominatus wrote: » bigepeen wrote: » Grievousness wrote: » bigepeen wrote: » Yeah, I'll concede that a lot of retail WoW's problems came from things other than instancing, mostly being the removal of open world PvP. But this change was precipitated by catering to the PvE crowd that wanted a removal of all PvP content, in favor of focusing on PvE instanced content. The open world was completely watered-down by letting these people influence the game. All WoW players will admit that is very little open world interaction in WoW anymore, and I believe that the root cause of that was instanced PvE content. The general problem with talking about WoW is that the game is around for a long time. Things that apply to current state WoW may not apply to other expansions of it or even the base game. I personally disagree with some things you are connecting here: 1) Open world pvp: If you are a PvE only player and don't want to be affected, you can and always could just play on a PvE server. On a PvP server you can attack everyone of the enemy faction without any drawback, not even a corruption system or aynthing like that. On a PvE Server you simply can't. As a result reducing the involvement in the open world in wow cannot cater to any PvE crowd since they just played on a PvE Server and never had that issue to begin with. 2) Watering down of open world: While this happened, it did not happen because of instanced dungeons. The major system that "removed" the open world was the introduction of the "dungeon finder" in Cataclysm. It was a literal Cataclysm and killed the open world. With the "dungeon finder" you could queue up for dungeons and raids, once a party was formed people were teleported into the instance. I personally would say I was part of the PvE crowd at that time and left the game because of this new feature, if they catered to me with it they did it wrong. Another problem in WoW's open world is that they started to instance parts of the open world. If you made certain quests that changed the region. For example if you made a quest chain to conquer an area for some NPCs you had one instance before and after that. So if a player was in the area before finishing the quest you could not see any other player that had finished the quest. That concept started getting used in Wotlk I think. I personally would say that current state WoW is a good example of bad instancing while vanilla WoW has a good implementation, but too few things going on in the world that makes you go out there. There are no PvP servers on retail WoW though, they've been stripped of completely open world PvP. So how much of an impact do you think instanced dungeons had on the open world of WoW? I agree that the dungeon finder really affected the open world, and it never should have been implemented. The dungeon finder was made because WoW was changing from an open world experience to a linear co-op content dungeon raid experience. The dungeon finder facilitated this for their changing audience, and it would've never been created if instanced PvE dungeons had never existed in the first place. This is the slippery slope argument. That instancing automatically leads to dungeon finder and then to dogs & cats living together. As a general rule, slippery slope arguments are garbage, and rarely valid. If instancing didn’t cause the problem but Raid finder did (And I think this is a pretty good take on what happened) then the solution is: have instances, don’t have raid finder. And if some idiots start demanding raid finder just say no. The developers have the power to decide what features they want in their game.
Grievousness wrote: » bigepeen wrote: » There are no PvP servers on retail WoW though, they've been stripped of completely open world PvP. My bad they removed them with bfa, in favour of volunatrily being able to flag for pvp. bigepeen wrote: » So how much of an impact do you think instanced dungeons had on the open world of WoW? Kind of hard to objectify it to be frank. ... Having limited use of instances is not mutually exlusive to a vibrant open world.
Archaeon wrote: » Interesting discussion, read quite a bit of the thread. My thoughts: I think the only reasonable way to handle it is have open world dungeons / bosses with valuable items for e.g. the node building aspects of the game. E.g. you clear these raid elite mobs in the 'mystic forest' so that you can cut down magical trees used to build some node building.
Archaeon wrote: » FYI WoW Classic had open world bosses that were contested over. Yes it attracted players in massive numbers and was a laggy zerg fest. No 'fun' was had. Eventually most guilds gave up, since even if they helped larger guilds through e.g. coalitions, they never worked out. In the end only the largest guilds dominated.
bigepeen wrote: » I just think that we have fundamentally different opinions on how much of an effect instancing content has on the open world. It's not mutually exclusive, but highly disjoint in my opinion.
Grievousness wrote: » bigepeen wrote: » I just think that we have fundamentally different opinions on how much of an effect instancing content has on the open world. It's not mutually exclusive, but highly disjoint in my opinion. Instancing certainly doesn't add to the open world in a positive way if that is what you are playing at. If they can archieve truely challenging PvE content in the open world, it is fine as well. The only reason why it is a topic is that there are obvious pros to instanced content hence why they announced 20% of the dungeons to be instanced anyway so they can have a better lore telling in them.@Bricktop You always state that respawn will be far away from the location. Do you have any source for that? I looked through the wiki but didn't see it anywhere, might have overlooked it though.