Da_Realest wrote:Swindler wrote:By the looks of it, you just came from SRO and haven't played or tried any other MMOs on quite a while. Most MMO's today dont let you KS since the first one to attack the monster is the one who is getting the exp/loot, if another players start attacking the same monster he/she wont get anything.
Botters do not exist as much in other games as in SRO, so botters I cant give a crap about and if you lag because there is other people around you, I would suggest upgrading your PC. (If there is PC lag you talk about)
Jumping is purely cosmetic in most MMOs, yes. But there is currently 2 MMOs that is soon to be released that got pretty much the exact system as Dragon Nest fighting system(dodging etc.) Tera and Guild Wars 2. Both non-instanced. Pulling off the same mechanics as Dragon Nest is probably really easy in a developers eye. Making it instanced is just a way to save some cash developing and hosting the game.
>> Played over 20 different MMOs.
What you said is easily exploitable as someone can easily 'tag' a mob before you can run to it and hit it. The system doesn't prevent KSing but changes how people must go about it. Typically, melee users suffer the most.
True, not many MMOs have as many bots as SRO but of course they still have them.
No, I don't get lag but much of the current generation of MMOs and future MMOs are targeting the casual audience. A typical gamer may have no trouble running the game on med/max settings with no lag on their PC. However, casual players who are likely using integrated graphics and trying to game on a 4+ year old computer? Yea, they'll probably have issues with the lag. Dragon Nest's graphics aren't very good yet I still see people in chat complaining about graphical lag. Being instanced based helps alleviate this a bit.
There can also be client-server lag in an MMO due to there being too many characters in one place(I know Aion suffers from this.) Again, being instanced based helps lessen this.
You're also listing 2 MMOs that are relatively new with big budgets. Yea, it's probably gotten easier now to achieve but it hasn't been over the past few years in a none instanced environment. From my understanding Tera is a disappointment in Korea and I can't speak on GW 2 as it's not out yet. Saying they made it instanced based just to save money and development time is a poor argument. I'm not saying they didn't do it, but I can name many none instanced MMOs where it's blatant obvious where the devs cut corners in the open world to save resources.
I'm not suggesting instanced based MMOs are the perfect MMOs but they do have advantages over none instanced MMOs.
Saw my first gold rabbit in Dragon Nest today.
That's why most melee classes have some sort of ranged skill, such as warriors got some kind of fast casttime bow/crossbow skill, which are great for pulling and tagging. So no, it's not that easy exploitable, unless the person playing the melee class is extremely slow, then it is his own fault.
If Tera is a big flop or not in korea had nothing to do what we are discussing, slow paced or not, it's still around the same way the combat works in Dragon Nest. (Tho Koreans would say playing Audiosurf with Dragonforce - Through fire and flames is slow paced)
No, saying that making the game instanced to save money is not a poor argument, yet it's something that most developers would say that I'm right in. Most instanced MMO's is designed that way to keep server cost & development costs as low as possible.
To comment on that FF XIV video. Using the same textures over and over if highly common in every game, even in the big boy game World of Warcraft. Tho I agree that SquareEnix went over the top with that copy pasted terrain.
Instanced MMO's may have some advantages, but they do not deserve to be called MMOs since they are not MMO's by pulling the players apart with instanced maps.