Quote:
Originally Posted by Commander Ryker
I totally disagree with this. If you look at how people behave in towns and out posts and then put these same people in non-instanced area's, what you'll have is a lot of people killing and stealing from others and no one killing foes. I love the serenity of instance area's. No idiots, potty mouths and players who think they are leet. Like someone else said, if you don't like it, go play wow. I like Guild Wars with instanced area's.
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I disagree. Unless the people that play Guild Wars are somehow different then players of other online games, I can't see how your conclusion could be correct.
It's kind of like in the Planet of the Apes, herd the humans up into crowded dirty cages, treat them like animals, lobotomize them and conclude that they are dumb, smelly beasts with no soul...
My guess would be that the behavior you refer to in the Outposts is precipitated by the dearth of widespread interaction elsewhere. At the very least, it simply condenses and compounds all those types of problems into a smaller slice of time and space with in the game. Rats in a cage, so to speak.
Instances have merit, and so do open free zones that can be played in, Guild Wars swung one way on the pendulum, World of Warcraft, the other way. People tend to forget that in WoW most high level content and PvP occurs in instances.
One thing that Guild Wars needs, like WoW is the
persistent instance which would preclude the problem of losing an instance if you get disconnected, etc. But, I am getting off the subject...
A little note on open zones:
Too much is made of kill stealing, the simple "tag" system determines who gets kill/loot credit and largely reduces any motivation to rush and steal a kill.
After 2 years in WoW and thousands of hours played on a PvP server, I had very few occasions where player interference (other than PvP) caused me a significant delay in getting a quest done.
Most people learn cooperation over time, but they have to have the opportunity and the need to cooperate first, before they become proficient at it. In game reputation matters a lot as well, no hiding in district #400 or such.
It's really an interesting topic:
A closed, stable system
versus an open, dynamic system. Or, security versus freedom...
I, personally, always lean toward the latter. But, perhaps the best system would allow the player to choose...