Why Is Arena Net Afraid To Make Instances?
Why did Arena Net insist on the event being ball gagged to six turrets that can be picked up by anyone?
And made an achievement….
Bad@Thief: Kiera Gordon
Sea of Sorrows, a server never before so appropriately named.
Clearly they weren’t thinking straight.
I have no issues about the turrets being picked up by anyone, but not being able to play with the peopel you want and being forced to play with downie pubs is just ridiculous
Well if that happened it would become a raid, right? That seems like a bad word around here.
They refuse to make instanced permanent content. Ive been preaching it for months on the dungeon sub forums but alas they NEVER go there and/or reply to anything.
hard enough to make them cry, not just rivers but oceans."
They refuse to make instanced permanent content. Ive been preaching it for months on the dungeon sub forums but alas they NEVER go there and/or reply to anything.
I don’t get it, they put in a considerable amount of work in creating new content often, but they don’t want to add a simple fix that would make this content fun…
I mean, why not put Tequati in a separate instance?
Seriously why not?
Because people are complaining to high heaven about maps being empty and servers being ghost towns so you want an instance that removes 100+ players from the game at a pop?
It is called fragmentation of the player base.
Seriously that is why
I mean, why not put Tequati in a separate instance?
Seriously why not?Because people are complaining to high heaven about maps being empty and servers being ghost towns so you want an instance that removes 100+ players from the game at a pop?
It is called fragmentation of the player base.
Seriously that is why
The game is already extremely fragmented. 90% of the zones are already dead. Just give us instanced content and cantha and call it a day.
hard enough to make them cry, not just rivers but oceans."
I mean, why not put Tequati in a separate instance?
Seriously why not?Because people are complaining to high heaven about maps being empty and servers being ghost towns so you want an instance that removes 100+ players from the game at a pop?
It is called fragmentation of the player base.
Seriously that is why
100+? instances usually range from 5-40 players where did you get this figure from?
I mean, why not put Tequati in a separate instance?
Seriously why not?Because people are complaining to high heaven about maps being empty and servers being ghost towns so you want an instance that removes 100+ players from the game at a pop?
It is called fragmentation of the player base.
Seriously that is why
Fragmentation? What’s wrong with that?
Aren’t we supposed to play the game how we want it?
Don’t want to play Dragon, go do something else, no one is forcing you.
Plus, a month from now, the new Tequati zone will be dead again.
Same as Southcove.
Have you ever thought that Anet wants to bring a different challenge to MMOs? A lot like lineage 2 where world bosses are outside instances. Do remember this is new and people are swarming the area as well? Eventually it will be easy to do with a well organized team without newbs running around everywhere. But let me ask, have you tried to organize with the newbs? Maybe Anet wants to break out of the mold of “raids” and bring more life to it. Maybe, just maybe, Anet wants to push your comfort zone and have you communicate outside your group. It sounds hard and a lot work, but it makes it so much more rewarding.
I mean, why not put Tequati in a separate instance?
Seriously why not?Because people are complaining to high heaven about maps being empty and servers being ghost towns so you want an instance that removes 100+ players from the game at a pop?
It is called fragmentation of the player base.
Seriously that is why100+? instances usually range from 5-40 players where did you get this figure from?
from what is currently happening in attempt to kill Tequatl- good luck trying that with 5-40 players
you don’t have to put content in an instance to keep the pugs out and make it “raid” like. look at how DAoC did dragons and high level dungeons. they just need to be harder to get to so noobs can’t just rez zerg from waypoints that are 5 seconds away.
imo they should move the dragons to their own dedicated zones, with only 1 waypoint at the opposite end. it should require a raid sized force just to get to the dragon, and there should be no timer. the penalty for wiping should just be that you have to start completely over at the start of the zone. imo the only reason for the timer in these events is because they are so easily res zerged. if the nearest waypoint was a 5 minute run instead of 5 seconds, the whole zerg would be wiped by the time you got back, and the dragon would reset.
people would only show up to these open world “raids” if they were serious about downing the dragon. trolls wouldn’t be able to just waypoint in and screw around.
[TSFR] – Jade Quarry
How do you communicate with afk turret player?
Or a troll?
I mean, why not put Tequati in a separate instance?
Seriously why not?Because people are complaining to high heaven about maps being empty and servers being ghost towns so you want an instance that removes 100+ players from the game at a pop?
It is called fragmentation of the player base.
Seriously that is why100+? instances usually range from 5-40 players where did you get this figure from?
Because there are multiple raids occurring at the same time…. I am sure at 8 pm east on Wednesday night will easily have over 100+ players in a instance for a raid. However I have to disagree with the OP idea that a instance raid will remove even more of the population from the map. People are running instanced dungeons already… not to mention sPvP and WvW. So I doubt raids will destroy the map populations. lol They are already super low anyway.
Personally I like the open raid fights. It brings more life in the world of Tyria. I personally dislike that PvP and PvE are instance separately. I love games that have PvX. Questing and seeing a fortress being raided helps me feel engulfed by the game. But when I have to teleport to a separate instance to play WvW, kinda destroys that feeling. Seeing a raid as I quest or raiding while people are running by and want to join in makes the fight feel realistic.
It’s hard to explain…
(edited by PlayerX.5307)
Make players do X events in a specific map to open the entrance to instance Y for limited time Z.
For example – Scarlet’s minions are attacking X. After completing the incasion, instance opens to fight boss Y.
How do you communicate with afk turret player?
Or a troll?
Couldn’t you let them die?
I mean, why not put Tequati in a separate instance?
Seriously why not?Because people are complaining to high heaven about maps being empty and servers being ghost towns so you want an instance that removes 100+ players from the game at a pop?
It is called fragmentation of the player base.
Seriously that is whyFragmentation? What’s wrong with that?
Aren’t we supposed to play the game how we want it?
Don’t want to play Dragon, go do something else, no one is forcing you.Plus, a month from now, the new Tequati zone will be dead again.
Same as Southcove.
I am not sure if you are being serious but ok.
The game is designed around dynamic events, those need players out in the world on the maps.
The game is also an open world game as opposed to GW, which was mostly instanced.
Fragmentation means that you split up players- if you look at Living Story it is designed to clump up players
Tequatl is an open world boss designed to build server co-operation.
You can play the game how you want it- you cannot however redesign the game to suit you
1 because you do not work for Anet
2 because you are not taking everything into consideration.
Sparkfly Fen is not a new zone- it has been in the game since launch.
( where Tequatl is)
The reason Southsun Cove mostly failed is because there is nothing there.
It seems like a place holder zone, more than an actual place.
Now there is Karka Queen but that is beside the point.
Not quite sure why you think anyone needs to force me to do Tequatl- I really like the fight
Because instances have benefits and negative consequences, and how much the game is instanced will depend on the type of game they want to make. Instances allow for building challenging, structured content easier as you can balance them to particular party sizes. They also allow for telling a more personal tale. However, they push players out of the open world and diminish the first M from the MMO acronym. In games with instanced raids, where those are the most rewarded activity, the open world becomes a leveling service, major cities become fashion shows, and everyone hides away in dungeons having their own private experiences that aren’t shared except among those in their party. A more organic world doesn’t need instances, as our world doesn’t have them. If a dragon attacked our world, we would not just send 25 people to attack it because it put up a sign outside its lair saying, “Maximum capacity 25”. We would use every resource available to us to destroy the threat. Instances also don’t affect the world around them, as the activities are contained in the instance.
As a roleplayer, I prefer a more immersive, organic world. One where challenges can be confronted by anyone that happens to see them and wants to take them on and one where doing so affects the world. I’m not saying Guild Wars 2 gets these things right, but it seems to be what they’d like. I think the game shows promise, but has much to do to get there.
(edited by SirMoogie.9263)
I have absolutely no problem with this event occurring in the open world. And I have no problem with the 15 minute limit on the event.
My biggest problem is the long time span between events and that it can be pretty tough in-game to track exactly when the events will occur. It makes it pretty tough to get a large group of people organized ahead of time for a coordinated attack.
Henge of Denravi
I mean, why not put Tequati in a separate instance?
Seriously why not?Because people are complaining to high heaven about maps being empty and servers being ghost towns so you want an instance that removes 100+ players from the game at a pop?
It is called fragmentation of the player base.
Seriously that is why
Bad example, overflows cause just as much fragmentation as an instance would but also add artificial difficulty because you can’t choose who you play with. Yesterday my server beat Tequatl and I was locked out in an overflow for over an hour before and several hours after it happened(3 failures). This is supposed to be open world content, I just think Anet is being too ambitious. There needs to be room in a map for at least 5x as many players as any single event is designed to require or else you run into bottlenecks like this is causing.
I actually like the event but perma-overflow with random strangers is sapping my desire to keep trying.
I mean, why not put Tequati in a separate instance?
Seriously why not?
Instance creates more of a divide in the community (not really with guesting at its current state, but yeah).
Not to mention the living story part…they want it to feel like things are happening in the world that will take place whether you’re there or not. If it were in in instance, that wouldn’t be true.
I mean, why not put Tequati in a separate instance?
Seriously why not?
It is pretty simple to figure out. GW2 is a game that catters to casuals and attempts to create content that all players can participate in regardless of skill, character level, and time put in. If people could form groups for this, all of the uplevels, casuals, and general bad players(aka the people that die every other time that Teq releases a wave) would be unable to do the content. With it this way, the bad players, casuals, and uplevels are subsidized and able to participate in the content.
Because instances have benefits and negative consequences, and how much the game is instanced will depend on the type of game they want to make. Instances allow for building challenging, structured content easier as you can balance them to particular party sizes. They also allow for telling a more personal tale. However, they push players out of the open world and diminish the first M from the MMO acronym. In games with instanced raids, where those are the most rewarded activity, the open world becomes a leveling service, major cities become fashion shows, and everyone hides away in dungeons having their own private experiences that aren’t shared except among those in their party. A more organic world doesn’t need instances, as our world doesn’t have them. If a dragon attacked our world, we would not just send 25 people to attack it because it put up a sign outside its lair saying, “Maximum capacity 25”. We would use every resource available to us to destroy the threat. Instances also don’t affect the world around them, as the activities are contained in the instance.
As a roleplayer, I prefer a more immersive, organic world. One where challenges can be confronted by anyone that happens to see them and wants to take them on and one where doing so affects the world. I’m not saying Guild Wars 2 gets these things right, but it seems to be what they’d like. I think the game shows promise, but has much to do to get there.
Well spoken. I agree! +1
I think you told what I was thinking clearly.
Fragmentation already exists, and while I agree these events are doing decent job putting players together, outside of that, most players play differently.
Personally, I stopped caring about the open world the moment I got 100% explorer.
Adding instances wouldn’t destroy the game.
I’m fairly sure there are still tons of people out there who hasn’t played FOTM to this day because they don’t like it.
I mean, why not put Tequati in a separate instance?
Seriously why not?Because people are complaining to high heaven about maps being empty and servers being ghost towns so you want an instance that removes 100+ players from the game at a pop?
It is called fragmentation of the player base.
Seriously that is whyBad example, overflows cause just as much fragmentation as an instance would but also add artificial difficulty because you can’t choose who you play with. Yesterday my server beat Tequatl and I was locked out in an overflow for over an hour before and several hours after it happened(3 failures). This is supposed to be open world content, I just think Anet is being too ambitious. There needs to be room in a map for at least 5x as many players as any single event is designed to require or else you run into bottlenecks like this is causing.
I actually like the event but perma-overflow with random strangers is sapping my desire to keep trying.
I also agree with this. That is a technical problem. Not really a boss fight mechanic issue.
Turret Trolls, general AFK’ers.
No centralized VoIP/people listening to instructions.
Not being able to play with guildys on the map/event because the maps full because of them.
Super long reset time per attempt.
This makes instancing it out way, under level players in the zone, seeing other players do things they can’t help with.
I would simply just make it instanced as an option and make it even more challenging for those who want the raid type of content/challenge. But ofc it will not happen.. instead more mindless zerg-content for the casuals, hurray.
Because instances have benefits and negative consequences, and how much the game is instanced will depend on the type of game they want to make. Instances allow for building challenging, structured content easier as you can balance them to particular party sizes. They also allow for telling a more personal tale. However, they push players out of the open world and diminish the first M from the MMO acronym. In games with instanced raids, where those are the most rewarded activity, the open world becomes a leveling service, major cities become fashion shows, and everyone hides away in dungeons having their own private experiences that aren’t shared except among those in their party. A more organic world doesn’t need instances, as our world doesn’t have them. If a dragon attacked our world, we would not just send 25 people to attack it because it put up a sign outside its lair saying, “Maximum capacity 25”. We would use every resource available to us to destroy the threat. Instances also don’t affect the world around them, as the activities are contained in the instance.
As a roleplayer, I prefer a more immersive, organic world. One where challenges can be confronted by anyone that happens to see them and wants to take them on and one where doing so affects the world. I’m not saying Guild Wars 2 gets these things right, but it seems to be what they’d like. I think the game shows promise, but has much to do to get there.
I’m not much into role-playing, but I also prefer open world events that anyone can join versus restrictive instances, and I have to give ANet credit for trying to do that. The part that is unfathomable to me, though, is how BADLY they keep making these things.
Stormbluff Isle [AoD]
Perpetually in overflow thus far and overflow seems to be at a disadvantage when doing this content. I really love this change overall but feel that the problems with it are related to a major problem with this game in general… lag. Lag during those epic battles in WvW, lag during epic battles in PvE, lag limiting the number of players who can battle Tequatl on the same map pushing the rest to overflow. If lag issues were sorted some of the other problems with this game would be lessened considerably and the enjoyment of epic content would be increased by large amounts.