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Reader Comments (44)

Posted: Dec 7th 2011 11:04AM aaradun said

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Instant Adventure, you mean port me to any rift that is open....

Posted: Dec 7th 2011 11:19AM jimr9999us said

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@aaradun

Except that they aren't rifts and they scale dynamically :)

More like instant zone events...or pve wf's.
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Posted: Dec 7th 2011 11:19AM watchawatch said

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@aaradun Not quite. More like port me to scripted events that happen in the world. I believe this is their evolution of 'pocket' zone events where you get a quest by joining to complete whatever that event is. Granted most of them will probably be kill x, gather y - spawn big bad, kill that. But what MMO isn't that? It's interesting at least. I wonder what the rewards will be to make it worth doing.
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Posted: Dec 7th 2011 12:38PM SnarlingWolf said

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@aaradun

What this really is is bringing "MMOs" one step closer to a lobby system.

Large open world where you can go anywhere and do anything you want? Nah. Instead let's make a games where you essentially sit in a town and keep queueing up for Dungeon Finder/PvP Arena/ and now "Instant Action" (yes I read how that doesn't have a queue but that doesn't change anything).

If that is what you want from a game why not just play games like Halo where you and your buddies keep doing the find match system over and over. Why even have it be an MMO and have any kind of monthly fee if it is just going to be a lobby system?

Give me an open world with no Dungeon Finder, Instant Action etc and you'll see an MMO I will gladly pay a subscription to each month.
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Posted: Dec 7th 2011 12:57PM (Unverified) said

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@SnarlingWolf You know what gets really, really old in MMOs? Traveling. It's the most inefficient system ever for trying to get to the content you want to see. Having to physically move myself across an open world, regardless if I'm flying myself or taking a taxi is BORING. Not only that but it's an incredible waste of time. I have never, ever though about MMO's and how much I want to travel in them. I do, however, think about how much content I want to do which gets me very excited.

I know there are people like you who enjoy the old, grueling system of physically placing yourself somewhere. Guess what? It's still in these games. Simply find a group of like-minded individuals who all want to physically travel to locations instead of pressing a button and... oh wait, no one wants to as it's a antiquated and insufficient method of getting something DONE in the game.

I log into games to play the content I want to see. I have a wife and kid which affords me very little time to travel the entire world just to get to what I need to. Do you really want me to spend 30 minutes of my time getting to a place that requires 25 minutes to clear? How is that better?

I'm guessing you have more time on your hands (how could you not if you enjoy that system) but those of us with jobs, kids and significant others simply don't. These systems are here to stay, and they're wonderful. Get used to it.
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Posted: Dec 7th 2011 1:08PM (Unverified) said

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@SnarlingWolf
"If that is what you want from a game why not just play games like Halo where you and your buddies keep doing the find match system over and over. Why even have it be an MMO and have any kind of monthly fee if it is just going to be a lobby system?"

Why is it a choice of one way or the other? They aren't removing zone events, dungeons, raids, pvp, seasonal events chronicles etc. to make way for this, they're adding another option for the percentage of players who enjoy the game but have limited time to play.
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Posted: Dec 7th 2011 1:37PM NeverDeath said

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@SnarlingWolf

I don't think this is as bad as cross-realm battlegroups and instance queues personally, as far as making a game less like an explorable world and more like a lobby. It's unfortunate that the kids of the WoW generation, with their sense of entitlement, make up a large portion of the MMO space at this point, and that means that the LFG queues and the cross-server nonsense that comes with it will probably always be required of any AAA title that intends to succeed to the degree that WoW once did. Granted, it succeeded without an LFG queue and without cross-realm joiners for a long time - but once the reliability upon a feature and the entitlement that it should be a given sets in, which it's had some time to do now since the feature's implementation - it will change the expectations of those players.

Is it fine for people to enjoy something, just because I don't? Sure, but I'd like to think that there are enough people who are sick of this hand-it-to-me-now, hyper-coddling, hand-holding horseshit and would like a strong fantasy title to come through with some action style combat, strong character customization (not just on the create screen but within one's role/class or even a well-done classless system) and a world people actually use, full of people who interact with each other instead of all this impersonal LFG tool nonsense. Honestly 99 times out of a hundred if I'm playing a game with this automated queue system, I feel like I'm playing with a team of NPCs, not playing an MMO with other people.

The LFG tool ports me to the dungeon so my gentle fingers don't bleed from having to click autorun once or twice on what would otherwise be a grueling travel that would no doubt test my wits and my sanity. The LFG tool finds people to play with for me, because at this point I'm just too lazy and complacent to bother trying to communicate with people in a social setting like an MMO, it's a good thing they saved me from that, or I might have to stop being a virtual shut-in for a second and show some initiative! Lastly, the problems with this in terms of gameplay is that because you're tossing random people together who have probably never met or talked before, the challenge of the dungeon must be reduced so that even the most intellectually stunted person in the universe won't prevent a group from finishing, at the risk of imploding the forums with QQ posts because they were too lazy to find a group manually to ensure its success.

Yes, MMOs are becoming a wonderful way to pass the time. /E-vomit.
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Posted: Dec 7th 2011 1:51PM SnarlingWolf said

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@(Unverified)

They aren't removing zones, but that doesn't matter as Rift is extremely far from an open world. It is designed in a linear and pop from place to place style that is current WoW.

It also doesn't create choice. That is one of those things people constantly forget when they say things like "just choose not to do it". When you add in systems like this they define the maximum efficiency of leveling/progressing. It isn't as if you have a choice to level equally as fast while travelling the world, building guilds, making groups. Therefore you are essentially forced to do dungeon finders and instant groups to progress at the same rate as everyone else.

There is a certain satisfaction in travelling to a dungeon. 1) In properly designed games the path can be difficult (especially if there is some kind of open world PvP and another side/group could jump you on your way in like what used to happen in the early days of WoW (I uses WoW since most people can relate but I actually dislike that vast majority of that game)). It also gives you the extra satisfaction of surviving the hard dungeon because if you had died there is the big penalty of getting back there.

You also meet people when you travel and are forced to have some down time instead of click to queue instant action methods. In EQ I met most people while waiting for a boat or sitting outside a dungeon after a train waiting for it to calm down. Down time actually builds community.


Most of all I just see no point in paying a monthly subscription for a game that is essentially a lobby since tons of quality multiplayer lobby experiences exist in games that aren't MMOs. MMO is supposed to be a whole different type of game, but this path just makes it a more expensive version of what people have already created dozens of time.

It is just sad to see a genre that was so full of life and exciting be boiled down to a click to queue lobby and very little else. I used to be happy to give MMOs money, now the only ones I ever really play are a decade old because good ones simply aren't made anymore.
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Posted: Dec 7th 2011 1:52PM fallwind said

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@NeverDeath "If you don't like it, don't use it".

Seriously, if you want to run a dungeon or whatever with people from /trade or /global no one is stopping you from calling "team LF tank/heals then good to go" for an hour waiting for someone to come along.

I however, have stuff to do and would rather just get to it.
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Posted: Dec 7th 2011 2:18PM (Unverified) said

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@NeverDeath It must suck to realize where the genre is moving, and how you'll never, ever get what you're asking for from this point forward. People like you will hopefully leave MMO's never to return, so the rest of us can enjoy the content whenever we want, when we want, and how we want.
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Posted: Dec 7th 2011 3:02PM Rengar said

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@SnarlingWolf

I used to feel much the same way do did about MMOs. That was back in the days where I had 6+ hours to play every day and not much else to do. Waiting 30 minutes for a good group to form because we'd be together for the next 5 hours enjoying ourselves was alot of fun.

Sadly with a full time job and other real life commitments I only have 1-2 hours to play on most days. Suddenly the thought on large amounts of downtime, travel time, inconvenience of spontaneous PvP on my way to do something isn't as appealing. Games like EQ1 and FFXI had to take a back seat to games that I could just jump into, do want I wanted to do and get out.

Games like WoW, Rift, ToR, and the like appeal to people that are not super insane hardcore about their game because of the get in and get out factor. The Developers realize they can appeal to more please by adding instant fun type features to their game.

For the people that say "Just don't choose to do it". It is in fact easier said than done. In a game that requires other people to play, you'll have a hard time finding other to do it your way if it's not the "path of least resistance", as that is generally what people gravitate toward.
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Posted: Dec 7th 2011 3:36PM (Unverified) said

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@SnarlingWolf Blame the developers for not making the world more dynamic with people getting robbed or going about their business doing stuff or hidden monsters or dragons with treasure waiting to die in zones you dont expect. Thats the issue with ANY MMO as far as themepark is concerned.

Theres no real reason for exploration because what monsters are where is predecided by the zone its in. Its why levels are an antiquated and useless idea because it limits the kind of things you can do with encounters or just plain surprising people. All because everyone is afraid little Timmy wont want to play again because his new character got killed by a Master Dragon that just so happened to live in the mountain cave next to the newbie Village.

To me, thats what an MMO's world should be filled with...uncertainty. When you already know how everything is going to shake down, whats the point of going through it more than once, even if its just to have some slightly shinier threads than you had previously? the way i see it, the idea of "zones" needs to die and more interesting monsters and activities needs to be shuffled around more. And we need to bring back the idea that sometimes powerful things can be just around the corner ready to eat you if get in their way.
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Posted: Dec 7th 2011 6:52PM NeverDeath said

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@(Unverified)

It's true, it's kind of sad that the genre has become filled to the brim with a bunch of entitled "Me me now now wah wah" children who don't even want to play a game so much as they want to watch while a game plays itself. In my post, I already alluded to the fact that the genre is moving in that direction and that because of impatient, entitled WoWkids like yourself, it will probably never turn around, with the exception of niche games - which don't kid yourself, will always exist in some quantity.

Indeed, the golden days of MMOs are gone, but history does repeat itself, and eventually even these newbs will grow tired of throwaway content. Keep in mind (if you are capable of such a feat) that the glory days of yesteryear were once the future of the genre, and your time and this phase too, shall pass. Every era is just a stepping stone to the next stage of evolution. Just like the entitled WoWkids of today to think that their collective thought process is the only one that matters, and will like some form of miracle remain unaffected by change and progress, or unfaded by the sands of time. Tragic.


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Posted: Dec 7th 2011 6:59PM NeverDeath said

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@fallwind

Who are you quoting there, I don't remember anyone intelligent ever saying such a thing. I've already been down this path before with people intellectually similar to yourself, who were incapable of grasping the concept that a mainstream feature changes what is possible and that the level of difficulty can and does increase when trying to circumvent that system, for many reasons such as the type of people a game attracts based on specific features like the LFG tool.

There is little point in trying to impart wisdom and point out the flaws inherent in this way of thinking, in the same way it is pointless to exhibit the holes in a piece of Swiss cheese - it's still a piece of Swiss cheese as any mildly intelligent person could assert, and since it changes nothing, the act itself is pointless.
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Posted: Dec 7th 2011 7:57PM Graill440 said

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@NeverDeath

After reading one to many of your posts Neverdeath i find you are the type of person that is what we call....a busybody, a person that worries about what everyone else is doing, why they dont do it your way and why they argue with your views in the first place? That sum it up?

I bet you even play Rift..........

(shakes heads and waves dismissively)
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Posted: Dec 7th 2011 11:11AM Unshra said

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Not bad, I like the idea of being ported to a special (reading as instanced) adventure that dynamically scales with the group size. Hopefully this actually works out well and it remains as they claim "no waiting".

Still not sure if I will return to RIFT but I like little things that this that help those who just want to get into the action "now".

Posted: Dec 7th 2011 11:22AM watchawatch said

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@Unshra Rift doesn't instance unless you're in a warfront, dungeon, or raid. I believe these are just out in the open world. They're just making it easier for you to get to the action I think. If you happen to be there, you probably just join like a normal event.
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Posted: Dec 7th 2011 11:28AM (Unverified) said

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When I heard about the ability to solo dungeons a few months ago, I was very interested. I was hoping it was a way for me to help level beyond lvl 30 with my toons without grinding out boring ass quest. Then I found out it was for lvl 50 only and then I was angry. When I first read this article I was sorta interested until they mentioned the zones which are around~ lvl 50.. So once again, nothing to help make the long boring questing experience in Rift any better. I like that RIFT is pumping out stuff for people to do, but dammit, they need to add stuff for all the levels to help break up the grind!!

Posted: Dec 7th 2011 11:31AM real65rcncom said

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@(Unverified)

agree with this. they put the level limit TOO high on this mechanic. the noobs are the people Trion is counting on for the future, not the people already mostly done with the endgame content.

Low zones are barren and you have people level 25, 30, 35 queuing for dungeons and sit there for hours while they solo. They can't even do rifts and invasions that low because they can't find enough people.. the main mechanic of the game!

This would have been better for the low areas.
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Posted: Dec 7th 2011 12:12PM aaradun said

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@(Unverified) long questing, took me 2 weeks to get to max level and i wasn't even rushing.
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