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 Thread (38 posts)
Nomatica  3/11/08 8:18:39 PM

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Like EQ dungeons, UO dungeons ETC. Not instances i mean grouping in dungeons where you can encounter other groups and people and what not.

 
gmmonkey  3/11/08 9:01:00 PM

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People didn't like the competition for loot drops, so they instanced so everyone can be a hero and eliminate camping. I personally enjoy the competition. I loved racing to the geonosian caves on yavin in swg to try get the bones from the monster thing (can't remember it's name). Most of the times I lost out, but I loved the banter with the other campers.

 
elvenangel  3/11/08 9:17:01 PM

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Why So Serious?

WAR seems to be bringing it back by only instancing the Boss Fight at the end which I think is a far better homage to the original MMO Dungeon without the fights over camping the mob at the end. 

To be honest its really sort of been unrealistic that there'd be so many groups in the same dungeon at the same time.  Plus it caused alot of lag, chaos, fights & complaints because of the spawn times and the ability to Kill Steal.  It wasn't all fun in games down there.  It was a good laugh seeing a bad group get chased out by a death train or getting hit by someone else's train (some people didn't find it funny but you know sometimes you gotta just find the humor in the chaos lol) but ... I kinda don't miss the chaos of the EQ1 or UO dungeons.  

Heavily instancing them though did sort of take a bit of the fun out of them.  Before they were fun cause you never knew what could happen or what you'd see due to someone else's mistake but the heavy instancing killed that.  WAR and I think even AoC are bringing back a bit more of that chaos which I'm thankful for.

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terrant  3/11/08 9:22:04 PM

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The problem with those was spawn camping and loot camping. You could sit there for hours (even days) waiting for a rare to spawn, only to be ninjaed and have to wait hours or days again.

 

And "epic" dungeon encounters like Nagafen, Vox, etc were even harder to control. Whole guilds would be down there screwing with one another, until they started creating (and abiding by) raid calendars.

 
Dedthom  3/11/08 9:23:13 PM

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Originally posted by gmmonkey

People didn't like the competition for loot drops, so they instanced so everyone can be a hero and eliminate camping. I personally enjoy the competition. I loved racing to the geonosian caves on yavin in swg to try get the bones from the monster thing (can't remember it's name). Most of the times I lost out, but I loved the banter with the other campers.

Yeah since most games have become gear oriented, devs don't want to lose players because they can't wait to get the uber bauble.

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mike470  3/11/08 9:23:35 PM

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"We cannot change the cards we are dealt, just how we play the hand" - Randy Pausch

I agree with OP. I miss exploring new dungeons, never knowing what I will find and get..Kind of like Oblivion, there were so many dungeons and quests...Now THAT would make a great MMORPG.

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Terminus-Est  3/11/08 9:27:54 PM

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DDO has great dungeons (and not much else).

 
Orthedos  3/11/08 9:28:46 PM

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Dungeons exists in games after EQ1.  DarkFall of DAoC, the big prized dungeon is a huge zone on its own, real big.  Even in LOTRo, there are dungeons in which several teams can go in together.  Try the 3 caves for the epic story book 4.  The caves with mean big elite trolls.

 
samuraislyr  3/11/08 9:29:22 PM

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 A  few games still have dungeons. LOTRO has a few, where you see a bunch of other parties and such but I do know that LOTRO is not everyone's game so *shrug*.

 
nariusseldon  3/11/08 11:28:48 PM

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Originally posted by Nomatica

Like EQ dungeons, UO dungeons ETC. Not instances i mean grouping in dungeons where you can encounter other groups and people and what not.

It is HORRIBLE to rotate with 50 others camping to kill one boss. Instancing solve all that problem.

 

 
Orthedos  3/11/08 11:42:59 PM