I don't understand the design logic here .
Long ago , i play a Korea game called priston tale and bosses don't drop fixed item , mobs do too , boss only have higher rate to drop stuffs compare to other mobs .
Then back to other game and we see boss camping . Then they create instance so everyone can have boss drops
So the question is , do we ready need instances ?
Specially in those game where 99% of the game is for solo player , why even bore to add forced group contents like instance ?
In first place , instance create many problem , make you harder to check the cheater . Why bore with it ?
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Second, there is the gameplay angle - when most people want to acquire the best stuff, it is important to provide mechanics that give people a fair chance. This is the argument for instances. If you put the best stuff behind open world bosses, the result is boss camping. For most people, this is both extremely boring AND frustrating. If the loot is easy to acquire (thus alleviating the camping/frustrating angle), you devalue the loot and remove a common long term goal. So, instances. The boss and the loot can stay the same, the difficulty can remain high, but now you don't have to worry about competing against tons of other people.
Third, there is the balance angle - everything in the game gets balanced against something. When a designer comes up with a new boss, they have to set it's skills, damage, health etc to something. How do they choose? If this is the best loot, guarded by the hardest enemies, you want it to actually be a challenge. If you put the boss, and the loot, in the open world, then whatever difficulty you set it at can be easily overcome by simply bringing more people. So, shove it in an instance so that you can guarantee the maximum number of people present and then balance accordingly.
Finally, there is the group/social angle, related to balance - some of us like playing with other people! It is the very point of MMOs! But, fine, I agree that having all the best gear locked behind group content is not a good situation to be in for community balance. There should always be multiple routes to the best gear - solo, group, pvp and crafted. Each route should provide slightly different gear so that there is still a reason to get it all. The problem with allowing solo players to get the best gear is one of balance. You want the best gear to be locked behind the hardest content. So, how do you balance the hardest content for a solo player? To do this, all players need to be able to attain the same relative power, but that is extremely hard to do. If you have unique classes with specific roles, it is virtually impossible to achieve solo balance. How do you balance a boss when the person fighting it might be a glass cannon, or a tank, or a buffer, or a healer? This is why the hardest content is usually balanced around groups - it allows the devs to balance the content to be challenging, whilst still allowing classes to retain unique roles and strengths. The alternatives are homogenous classes (which results in boring gameplay and tactics), individually tweaking all endgame solo content so it is balanced on a class-by-class basis (creating tons more work) or by admitting that it's impossible and shifting the challenge to be time/grind based - complete something solo 20 times, or once in a group?
As far as instances - Mabinogi you rocked this. Labeling the instances so people could decide which one to be in. Good job Mabinogi. Bad job all the other games who pretend they are magaservers - lies.
Instances are not bad. They should be ready and handy for non-down-time game repairs. Take down one instance at a time and repair it leaving up the other instances so people can keep playing. Reduce game down time for overall maintenance.
Instances should be reduced when player count is low and increased during events and the United States 5pm-11pm central time.
Instances can be very beneficial if you use them wisely.
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iixviiiix, your English is atrocious. But I am glad you posted. I know it is hard to speak a language not your native tongue. You have done well, iixviiiix.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Heck, I find myself playing more Conan Exiles than any mmorpg these days.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Cryomatrix
You can see my sci-fi/WW2 book recommendations.
While I agree with you, the boss is still dropping items.
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
DAoC had crafters that mattered and item decay to prevent the game from being saturated with the best items. It was a great system, and meant that knowing a skilled crafter was a must.
This is the Topic Sentence: "Specially in those game where 99% of the game can be done by the solo player, why even bother to add Raid content like instances?"
It's about dumbing down content that some players find too hard.
Boy: Why can't I talk to Him?
Mom: We don't talk to Priests.
As if it could exist, without being payed for.
F2P means you get what you paid for. Pay nothing, get nothing.
Even telemarketers wouldn't think that.
It costs money to play. Therefore P2W.
I dont think the majority of players only want to ever get Reagents/componets from hunting , its a novel idea that wont work ...........imo
I don't play MMOs to play a co-op game. I play MMOs to be surrounded (even if I don't group) by huge amounts of people, and have the OPTION to be in a huge group.
In GW2, the world vs world has no limit on players. In EVE there can be 1000 people in a system and massive sized fleets (groups). These are far more true to the "MM"O experience than most themeparks that just have co-op groups. Like...I can get a far better co-op experience in FPS games or co-op RPGs or a multitude of games. That isn't why I play MMOs.
Imagine instead of a stupid co-op sized instance (how is that a "MM"O experience?), it was a huge massive open dungeon. 100s of people in the dungeon, maybe 1000s, and at the end is a huge boss (which is VERY hard to kill) that EVERYONE takes part in killing. Now that would be a real "MM"O experience, and how classic MMOs used to do it.
I'd definitely do a dungeon like that, that would be epic. It be a huge open dungeon that isn't instanced, and it could fit countless people in it and there would be multiple dungeons across the world like that. That would make getting the "end" item far better and actually a massively multiplayer experience.
My Skyrim, Fallout 4, Starbound and WoW + other game mods at MODDB:
https://www.moddb.com/mods/skyrim-anime-overhaul
I don't get why (in most games) the boss and mobs are always in the same spot within an instance. I might make it more random, or at least have several different choices.
_____________________________
"Ad eundum quo nemo ante iit"
It would be nice if we got that but it won't happen. Cash shops and soloist killed it.
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
it has simply been an EASY system to keep copying,game design has become more about Bosses/raiding and end game loot and nothing more,almost NOTHING a role playing game should be.
When we think about the word BOSS,it usually means someone of higher prominence it does NOT mean they might be wielding a higher tier weapon.Yes in some movies we portray some Kings wearing top notch armor and a golden sword but more often it is the Hero who does.Often the MAKE SENSE part does not,like creatures dropping weapons or armor.
Quite often in mythology we have seen great items protected by a dragon or beasts or by an entire army inside a castle but hardly ever is a Leader/Boss wearing the best loot.Often a leader or Boss is simply sitting at a throne with no items at all or has some powerful creatures protecting him.
We have seen great magical Bows hidden or protected at some shrine by friendly monks,the Golden Fleece protected by a 3 headed dragon,an evil magician that can control Dragons and Fiery dogs/Cerberus so many others but the actual Boss is not usually the powerful item holder.
Jason and the Argonauts,he fought skeletons risen from the dragons teeth,giant Tiger,Scorpions,so many stories can be told without the need for some Boss at the end of a dungeon holding the best loot.It really proves the sheer LAZINESS in game design,everything is rolled out liek an assembly line of clone designs,terrible creativity.
Never forget 3 mile Island and never trust a government official or company spokesman.
Why do they even bother putting trash mobs in dungeons before the boss?
Everyone who can actually stand a chance at taking out the boss is not going to have any issue with these at all. They only provide a time sink getting to the boss.
Not all games are like this, but almost every game the trash mobs are so worthless, thats why they are called trash mobs.
The problem with open world design is how the fight scale with the amount of people, it is harder to design.
RNG has become a system that only work with hardcore players, and not many games target such a specific audience. Of course RNG is more rewarding (for players and devs) in the long run, but too many of the instant gratification crowd and casuals fall off during the dry reward periods.
"I am my connectome" https://m.youtube.com/watch?v=HA7GwKXfJB0
And most games still allow regular mobs to drop real cool stuff at rare occasions.
The spawn camping thing have more to do with the regular lazy spawn locations and stupid boss AI that just stands around waiting for players to kill them. There we have room for improvement.
Success and presence of WoW is a living proof of how popular that design is.
I prefer how EVE works personally, so don't shoot the messenger! :P
Finding a rare peice of crafting material became a pain as they would have to find the crafter hope they could pay the price then be totally dependent on that person to do it and basically wait around till it happened. That just wasn't any fun. It became more fun when they finally did have dropped loot.
Just put in a difficulty slider, and everything will be fine.