So last night I was hunting bounties in a RES when another CMDR shows up. We hunt in the same instance for about 1/2 hour. Then, out of ammo, weak, and having just made my last kill, he opened fire on me, destroying me. Now with instancing, I have no way to: 1) rearm and go back after him; 2) call my friends and have them work him over; 3) contact this CMDR using any in-game method; nor 4) even have any guarantee that I will ever see this CMDR again, even if he's in the same place at the same time as me. Playing in Open is like playing a game with drive-by shooters.
But instancing causes still more problems. Even though I play in busy systems, I frequently go through much time where I don't see any other CMDRs, and when I do, it's frequently only 2 or 3; and when I'm in a Wing, I frequently see no one at all. This tells me that Instancing is working to keep people apart, and not just working to keep the maximum number of players from being breeched. So the solution is to change the instancing rules so that every effort is made to concentrate at least a minimum number of people in each instance. If 32 players are the most that instancing will allow, then there should be a minimum target number of 16, at least, which the code will try to fill. People, then, should only see themselves in an instance with less than 16 players if doing so would prevent them from spawning at all; such as when they are trying to load into a space station when their landing bay is occupied by someone else.
In most places where instancing occurs, there are less than 32 players, including NPCs, which would be using that particular location at that particular time. So why keep people apart when they need to be together to make this a social game?
But instancing causes still more problems. Even though I play in busy systems, I frequently go through much time where I don't see any other CMDRs, and when I do, it's frequently only 2 or 3; and when I'm in a Wing, I frequently see no one at all. This tells me that Instancing is working to keep people apart, and not just working to keep the maximum number of players from being breeched. So the solution is to change the instancing rules so that every effort is made to concentrate at least a minimum number of people in each instance. If 32 players are the most that instancing will allow, then there should be a minimum target number of 16, at least, which the code will try to fill. People, then, should only see themselves in an instance with less than 16 players if doing so would prevent them from spawning at all; such as when they are trying to load into a space station when their landing bay is occupied by someone else.
In most places where instancing occurs, there are less than 32 players, including NPCs, which would be using that particular location at that particular time. So why keep people apart when they need to be together to make this a social game?
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