#Dungeons should be instanced to 20 or more random people or groups
47 messages · Page 1 of 1 (latest)
Zergs are dumb, channels/instancing is likely inevitable if the population stays high. It'll be mostly fine in the early/mid game after a week or two, but as folks start piling into end game, if we have 4-5x the pop of EA its gonna be messy
Zergs are very culturally interwoven into PG, and Citan has said many times that instanced dungeons aren't what they want. Not saying there isn't currently an issue, just that if you remove the ability to zerg, you're going to need to change a lot of how other content works at the same time. I don't see that happening, but time will tell.
Time will certainly tell. If they dont shift to channels/instancing, they'll have to come up with another solution. MMORPGs live and die by their adaptability. I trust they'll think of something if it remains an issue.
yeah i think i'd like dungeon instances. Though it would defeat what makes PG sorta unique, which is having to decide where to farm based on where its overcrowded or not. During my time playing, i had many ocassions where i saw a dungeon was being farmed by someone else and decided to do something else myself.. but currently things are unplayable due to sheer lag too lol
I think it wouldn't ruin the PG experience. There would still be a lot of people to run into and group up with
Unity constraints
No it would ruin the game, non instanced dungeons is what I love in Gorgon. Let the pop stabilize and the hype pass there's room for everybody in dungeons.
No instances, please.
Instancing, dungeon redesign to be just open areas with mobs, or removal of qatik+AM dailies (in order to split the player base more naturally instead of funnel everyone into one area every day) are options that need to be explored. The current design barely worked with 200 people and it definitely doesn't work with 1000.
i think too many people in a dungeon is a good thing..
im not defending the current situation, i know it can be annoying when you walk around and dont see mobs to kill, but i think its fun to see so many people around and it doesnt look lonely
also, if you cant kill a boss, you find other players who can help you.. last night i was in eltibule basement and tried to fight the fog boss, died, got cursed and went there again in hopes that other people will help me kill it and there were 3-4 other people and we collectively killed the boss and my curse was removed...
if you reduce the amount of people in a dungeon, you change the flow of the game too much
i can agree that the overland has issues when there are more than 1000 players, but increasing mob respawn time can fix this, same with dungeons - the mob respawn time should be automatically adjusted proportionally to the amount of people in an area
So its better for players to lag and waste time not being able to get kills and get frustrated, because some of u think this is fun, or is how the game should play?
Gms having to spawn mobs is bad design, players not being able to progress because of lack of mobs is also an issue not a feature.
If you dont like the solution all mmos do of channels think of something that will fix this problem instead of trying to make out like its a quirk you love in the game
If a game is lagging because of server popularity, there server evidently was not designed to cope with the amount of people.
I cant think of a solution past channels that will improve the lag
Adding dungeon spawn mechanics or difficulty modification based on player occupancy in a dungeon or on a map, won't fix the lag problem
Spreading the player base out is the only easy fix unless they redesign how the server handles players or something
If you are worried about not seeing others the devs just have to make channels dynamic so its not an "instance" per person but some middle ground where you still see lots of people but instead of say 40 in a dungeon it will be 15 - 30 what ever stops lag, less people on? Channels merge ull still see lots of people then but the game won't be lagging and u will actually get to kill something?
i dont know that GMs have to spawn mobs, mobs should have a respawn table that says after how many minutes they respawn
it should not be GMs' job
im not disagreeing with you, just providing a different perspective, neither my opinion nor yours is a fact and it will be nice to look at them as such - just opinions
yes, you are right that the game's and server infrastructure are probably not intended for such a large capacity and it causes problems, but if better respawn times is a solution, it will be easier to retain the concept of public dungeons, i think having instanced ones may be something that doesnt even exist in PG to begin with
you also have to take into account that the population spike is probably temporary and numbers will settle down after the initial hype is over and then unnecessary decisions like opening new servers or developing an instancing system might prove to be useless
You make a diagnostic on a very special situation : overcrowded time at launch in full servers. That will not be always like that, player levels will spread, population will stabilise. Don't change pillar mechanics of the game based on a ponctual launch weekend experience.
And if you don't want to "waste time" do something else, explore, find less crowded place to quest, level, farm, skill...
There's really enough space and activities even for a launch crowd.
There is only 1 noob town and u cant even click the npcs because of lag , yes we can wander off but we cant deal with any of the loot or take part in the core of the game, the issue isn't just dungeons , im currently not playing and waiting for it to die down like u say, but in reality this isn't solving the problem as first impressions are important and PG is failing them
Gms having to spawn stuff , showing that the games not coping for the playerbase
Everybody aknowledges that, problem is servers, not dungeon instanciation.
And they are hard at work on that.
Histrionics aside, everything you've complained about would only be a problem if the developers were ignoring these things. They're not.
No one informed us that AOC was going tits up and would flood into the game. Things are being worked on and fixed. Some fixes work, some don't.
so its AOC's fault this is happening? there was 300 people playing before launch and it felt right, we now have 2000 and things are aocs fault?,
in comparison Dreadmyst did 7900 at its peak before AOC failed , and being part of it apart from logging in issues on day 1 and 2 it was lag free, obviously different games, Dread is a 1 man /small team also.
but anyway im willing to wait and see how they handle it.
Im sure your right its just aocs fault
I'm a guid on the new server, and spent 18 out of the first 24 hours on day one, and 20 of 24 hours of day 2 in all chat channels. It was overwhelmingly apparent that part of the surge was AOC players finding out it was dead, and seeing the mentions on their forums of people trying AOC.
No question that a lot of new people came from there.
This feels pointless to talk about.
https://discord.com/channels/592041654677012480/1436398964227178507
It has been discussed to death over here long before launch, not nearly enough was done to prepare for the population spike despite numerous warnings.
It is just time to wait and see how many players survive this shit show.
I will just go to watch another streamer trying to kill a skeleton on a starter island for 5 minutes.
And, I'm not saying it was ALL aoc's fault, and certainly not any of the players. It was what happened. A perfect storm of events, that could not be forseen.
Fixes are happening.
my point was that 1 guy manged 8k people and we r stuggling with 2 even if its a surge of aoc, it shows to me that the system is not right and need changing, im not saying your wrong i just think there is an issue that cant be ignored
And isn't being ignored.
a few lines up one of the other discord users thinks its not a problem because the developers are not ignoring it i suppose that's your opinion too? I think its a problem till they fix it and its good to talk about it and offer opinions on solutions.
I understand you guys dont think its an issue but Suggestions and discussions in my eyes is to talk about these issues regardless of if the gms are working on it or not
Didn't say it wasn't an issue. And it's not my opinion, I know they are not ignoring it, and some things have already been fixed.
And a third server announced.
And feel free to talk, but everyone else is free to have an opinion as well.
Citan's opinion is that he doesn't want instances. He'll fix things in other ways.
thank you for letting me talk, and feel free to have opinions yourself.
and in the end like you said Citans opinion is the only one that matters, no matter where that leads i suppose
I think just the daily itself should be an instance. Either that or double/triple daily dungeon respawn rates.
I really don't understand how implementing a 20+ dungeon instance max allowance would affect the game in a negative way. It would still allow for people to run into each other randomly and form groups without the need to try and "tag" mobs before someone else gets them
Well, sidestepping other concerns, instancing takes a lot of server hardware to run. Those costs eat directly into the money for further development.
They've worked for years without enough funds. Solving a crowding problem by tossing money at server space for instancing seems counter-productive.
I definitely get that. In the long run it's probably not worth it. Hopefully newer players aren't turned off by the early dungeons. I really love the crypts dungeon
Wait that's not true, ​ servers handle hundreds of channels/ (instances) as separate threads. It’s a software architecture challenge coding the logic, not a hardware cost challenge.
​Gorgon’s engine was built for a persistent, single-world state? So it will need coding to support instancing/channels to spread the load and this would take time and developer labor. Its not a cost thing the power to ofc if the server is failing due to player load, they will need extra servers regardless, but channels and instances is no more costly
Its likely not feasible to recode the game however so instances won't be coming for that reason regardless lol