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The line that says that Guildwars uses instancing to eliminate the monthly fee seems like conjecture or opinion. City of Heroes uses tons of instancing for missions, and it has a monthly fee. I am not sure how the person who wrote that statement can justify it, unless they work for Arenanet, or NCSoft.(the companys responsible for Guildwars (NCSoft also does City of Heroes)) - Synapse001 15:48, 30 November 2005 (UTC)[reply]


Wouldn't Instances in theory cause the company to spend MORE money, therefor having to *maybe* put a 'Pay to play' order into effect to pick up the slack? because in my theory (I Have no clue as to how instancing actually works) is that you create a networking farm around the one game server. when the players enter the instance, it migrates their data onto the instance server and then that server does whatever from there. More servers = Larger power/bandwidth bills, yeah? --Wallaby 14:29, 1 January 2006 (UTC)[reply]


While it does seem like conjecture, using instancing heavily could distribute load across hardware utilizing resources to their fullest. The concept is simple in that a players who are transfered to a new zone or instance would have their server processes migrated to a node of the cluster which has more free resources then their current system. Again, it is only a cost saving mechanism, but wouldn't eliminate the need for revenue.

While Guild Wars does not charge a re-occurring fee it does seem as if they have plans or have implemented plans for some additional revenue from existing players. Going strictly from their website, new "chapters" can be purchased that open up new zones, abilities and equipment. While not a subscription model it does indeed explain how they can offset costs involved in running a server farm.

Unless someone can substantiate the claim it would probably be best just to clean this article up and remove it. --Cylix 11:56, 15 January 2006 (UTC)[reply]


Instancing reduces bandwidth usage in almost all cases. It would be impossible to substaniate the claim that it would reduce or increase the amount of servers needed though. Bandwidth is reduced because you have lower numbers of players in a 'zone' and there are is a lot of data that needs to be sent to all of the other players in an area. An example would be each players positional data needs to be transmitted to each other client (N2). Thus reducing the number of players has a vast effect. There really isn't a clearcut example of it increasing or decreasing the needed resources (although it is certainly possible). kotepho 13:02, 17 March 2006 (UTC)[reply]

Anarchy Online

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Anarchy Online was the first to use instances. They are the creators of this technology and plan on using it in an MMOG/RPG/Action/ETC Age of Conan

No, they weren't considering The Realm had instanced dungeons back in 1996. kotepho 13:02, 17 March 2006 (UTC)[reply]

Eve Online

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It seems inapprpriate to include EVE-Online in the list of games that utilize instances, as CCP, the company that runs the game, makes it a point to advertise that EVE uses no instances and keeps all of the users on the same server shard. javiskefka 10:45, 29 March 2006 (UTC)[reply]

Sensible to keep EVE-online there, therefore, in order to have a demonstration of the opposite POV/methoodology imho. --Vamp:Willow 15:38, 12 April 2006 (UTC)[reply]
Eve clearly has instances, they're called deadspaces. It's how 500 people can run the same agent in the same system. Deadspaces have been arround for years, either from the start of the game or first expansion, not sure which, but either case YEARS. I removed the blurb about it not having them and re-added it to the list of games with instances. Deadspaces are created on-demand by users that gives them a separate area with mobs of their own they can kill without competing for the open mobs (belt rats) that everyone in the system can easily find. Although admittedly it's a bit different then other MMOG's cause others can enter your instance, but it clearly falls within the definition of what an instance is according to this article. Raeky (talk) 07:51, 1 September 2008 (UTC)[reply]
I don't see how that's true. The first line of the article states that "an instance location is a special area, typically a dungeon, that generates a new copy, or instance, of the dungeon map for each group that enters the area." The definition of an instance clearly states that one must be generated for each group that enters. Either the definition is wrong or EVE has no instances. --Andrewy (talk) 21:22, 15 May 2009 (UTC)[reply]

Ragnarok Online

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As far as I know, Ragnarok Online does NOT have instance dungeons. I have played the game for a long time, and I have never seen anything that was instanced. The only thing I can think of is having multiple servers (i.e. Chaos, Loki). I'd like to see the reasoning behind putting it in this article. OkaleVI 06:57, 22 December 2006 (UTC)[reply]

Ragnarok Online does not indeed have instance dungeon. The only part in the entire game where you play alone is during the job change test. However, because the job change map is not an instance since it is not a copy of the map created for the player (if a player is alredy playing on that map, you must wait), I will remove it from the list.

--201.81.18.85 20:37, 28 March 2007 (UTC)[reply]

Recent updates have added instance dungeons to the game, e.g. Fallacious Okolnir and Endless Tower. Niektóry (talk) 10:38, 6 September 2010 (UTC)[reply]

MapleStory

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Seince when did MS have instancing? This article should be updated. -- DePottey 20:45, 24 December 2006 (UTC)[reply]

remove "Dungeon"

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I would suggest remove "dungeon" from this article. Destiny_(video_game) uses instancing, but they aren't dungeons. The concept of instances is getting more broad than just dungeons. The article already states "an instance is a special area", in other words, the concept is an instance, not an instance dungeon.--K.Nevelsteen (talk) 19:48, 22 June 2015 (UTC)[reply]