109311-it-is-just-me-or-is-there-a-lack-of-instances

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5 Adventures, 4 dungeons and 3?(all i could find on the wiki) shiphands is what W* released with.  The dungeons were bar none the best dungeons in recent mmo history, while the adventures were pretty hit/miss and my shiphand experience is lacking.
 
Compare that with other MMO launches.
 
FFXIV:ARR has 3 dungeons, 6 guildhests and 1 primal fight by the time you hit 20 (W* has 1 dungeon and 1 adventure and 1 or 2 shiphands).  12 total leveling dungeons, 14 guildhests, and 4 trials (primals).
 
If you compare to vanilla wow the amount of instances it launched with blow W* out of the water.
 
 
Is it just me? Should W* have launched with a lot more dungeons, considering they were the best part of the game?  Personally i find the questing to be boring in most MMO's, so having a wide variety of instances to run while out and about makes the leveling less painfull, but when you have 2 dungeons and 2 adventures from level 15-35 it gets rather boring rather quick..
 
 	
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More are on the way. You can look around for the info, or wait for someone with more gumption than me to show you where to look.
 
Suffice to say, lots more are on the way.	
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Protostar instance as well as a 20 man if i recall are being added soon.
There is also the fact that someday they'll get veteran shiphands into the game as well. The front end to flag it on is there, but the back end of the content itself just isn't there yet.
 
Sure more will come in time...	
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			If you bump existing Shiphands into relevance, there's plenty of instanced content. Rewards just aren't quite there for alot of it yet.	
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			Honestly, I feel, that, because of the Template WoW and FF:ARR are using it's a little easier to put together Encounter designs. Carbine is arguably building their own Encounter Design Template. That requires a bit more work. That may be why things seem a bit thin. Could you imagine if there was 10 of these monsters that you needed to clear to get attuned? :o	
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More are on the way. You can look around for the info, or wait for someone with more gumption than me to show you where to look.
 
Suffice to say, lots more are on the way.
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To little to late?  I am interesting in running them, but i am currentaly so incredibly bored with leveling that i have decided to move on.  The game needed to launch with lots more and then add more, but the total number on instances currently in the game is less than the number that were available by the time you hit ~40 in vanilla wow at launch (by the time you got to SM cath you had more instances than you have in W* 1-50) and hell compared to FFXIV:ARR you have the same amount that they have 1-20 for 1-50.
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			Carbine did this thing where they only half-finished a lot of the content so that they can finish it a bit at a time and release it in monthly updates. :p	
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To little to late?  I am interesting in running them, but i am currentaly so incredibly bored with leveling that i have decided to move on.  The game needed to launch with lots more and then add more, but the total number on instances currently in the game is less than the number that were available by the time you hit ~40 in vanilla wow at launch (by the time you got to SM cath you had more instances than you have in W* 1-50) and hell compared to FFXIV:ARR you have the same amount that they have 1-20 for 1-50.
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If you actually do the math, Wildstar's shiphands/adventures/dungeons meets or exceeds Vanilla WoW's instance count, depending on how you count things like the halves of Stratholme, BRD, and BRS, and SM wings. And if you count SM as 4 instances, I feel bad for you and your standards, because Graveyard and Library were garbage * Blizzard was right to merge SM into doubled-up wings.
 
Cinsidering how the low level stuff like Wailing Caverns or Razorfens were as irrelevant at high level as shiphands currently are, it's a fair comparison.
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To little to late?  I am interesting in running them, but i am currentaly so incredibly bored with leveling that i have decided to move on.  The game needed to launch with lots more and then add more, but the total number on instances currently in the game is less than the number that were available by the time you hit ~40 in vanilla wow at launch (by the time you got to SM cath you had more instances than you have in W* 1-50) and hell compared to FFXIV:ARR you have the same amount that they have 1-20 for 1-50.
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It sounds like you havent even hit 50... You have to hit max level before you can truly determine if the game was a success or not.. This game has always been advertised as a hardcore endgame videogame... So... once you get to 50... and realize how hard the dungeons can be.. you won't want anymore for quite some time =)
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			Technically, wouldn't it be 10 adventures and 8 dungeons?  Yes, regular and veteran are similar, they are tuned completely different and flow differently with bosses having different abilities?	
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As much as I love FFXIV:ARR please keep in mind that game has been out for a while now. And the rerelease borrowed alot of assets from the previous FFXIV.
 
But sure I'd have loved more dungeons and have them been a valid source of XP to level up in.	
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Technically, wouldn't it be 10 adventures and 8 dungeons?  Yes, regular and veteran are similar, they are tuned completely different and flow differently with bosses having different abilities?
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Technically it would be; and it would be another 12 on top once vet shiphands are introduced (6 shiphands currrently, not 3 OP).
 
But silly things like facts don't matter on these forums.
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5 Adventures, 4 dungeons and 3?(all i could find on the wiki) shiphands is what W* released with. The dungeons were bar none the best dungeons in recent mmo history, while the adventures were pretty hit/miss and my shiphand experience is lacking.
 
Compare that with other MMO launches.
 
FFXIV:ARR has 3 dungeons, 6 guildhests and 1 primal fight by the time you hit 20 (W* has 1 dungeon and 1 adventure and 1 or 2 shiphands). 12 total leveling dungeons, 14 guildhests, and 4 trials (primals).
 
If you compare to vanilla wow the amount of instances it launched with blow W* out of the water.
 
 
Is it just me? Should W* have launched with a lot more dungeons, considering they were the best part of the game? Personally i find the questing to be boring in most MMO's, so having a wide variety of instances to run while out and about makes the leveling less painfull, but when you have 2 dungeons and 2 adventures from level 15-35 it gets rather boring rather quick..
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What a joke.  Do you really want to go that route? Do you want to count the DOZENS of heroics that WoW contains pre-level cap? What about the heroics at level cap? What about the raids pre-level cap? What about the out-dated raids AT level cap?  Get real.
 
There is a SEVERE lack of group content while leveling, and at end-game.  But White Knights will still defend the indefensible; Low pop servers across the board don't matter. 
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What a joke.  Do you really want to go that route? Do you want to count the DOZENS of heroics that WoW contains pre-level cap? What about the heroics at level cap? What about the raids pre-level cap? What about the out-dated raids AT level cap?  Get real.
 
There is a SEVERE lack of group content while leveling, and at end-game.  But White Knights will still defend the indefensible; Low pop servers across the board don't matter. 
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What a joke.  Do you really want to go that route? Do you want to count the DOZENS of heroics that WoW contains pre-level cap? What about the heroics at level cap? What about the raids pre-level cap? What about the out-dated raids AT level cap?  Get real.
 
There is a SEVERE lack of group content while leveling, and at end-game.  But White Knights will still defend the indefensible; Low pop servers across the board don't matter. 
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I thought we were compairing to vanilla WoW, and at launch even? WoW didn't have heroics, and it certainly didn't have pre-max lvl raids (it only had 2 of them as I recall at release: onyxia, and MC). Compairing the amount of content in a freshly released (or nearly) MMO to an MMO that's been out for even just a couple years, let alone as many as WoW has, is never a fair comparison. Or do you expect every new MMO released to have a decade of extra content worked on and ready to go before the company can release and start to make some money?
 
Now granted, I would love even just 1-2 more dungeons, but those ARE being worked on. Veteran shiphand missions will also go a long ways to fill that "I don't really want to sit down for an hour+ to run a dungeon, but I'm bored!" gap.
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Like other's have probably already said, would you rather have a handful of good to awesome instances, or a double handful of crappy ones.
 
More isn't better.I personally can't remember a single engaging fight in the SWTOR dungeons, and the only time vanilla WoW dungeons became memorable is if they got revamped.	
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Like other's have probably already said, would you rather have a handful of good to awesome instances, or a double handful of crappy ones.
 
More isn't better.
 
I personally can't remember a single engaging fight in the SWTOR dungeons, and the only time vanilla WoW dungeons became memorable is if they got revamped.
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Most of you guys just don't get it.  Wildstar is being compared to WoW NOW, not TEN years ago.  Carry on though, Wildstar is glorious and its me and the consumer (who have been leaving en masse) who don't get it.  
 
PS: No where in my first post did I say "at release (in 2004...) WoW contained X."  Nice try though.  Goal posts >>>>>>>>>>>>>
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Most of you guys just don't get it.  Wildstar is being compared to WoW NOW, not TEN years ago.  Carry on though, Wildstar is glorious and its me and the consumer (who have been leaving en masse) who don't get it.  
 
PS: No where in my first post did I say "at release (in 2004...) WoW contained X."  Nice try though.  Goal posts >>>>>>>>>>>>>
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Like other's have probably already said, would you rather have a handful of good to awesome instances, or a double handful of crappy ones.
 
More isn't better.
 
I personally can't remember a single engaging fight in the SWTOR dungeons, and the only time vanilla WoW dungeons became memorable is if they got revamped.
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But WoW also has a shitty combat system and horrible stiff movement, so if you want to compare the games don't forget to add that.
 
That aside this game does need more instances, but more importantly are tutorial dungeons and an armoury system like FF14 so that players can quickly and painlessly switch between roles. Having gear sets take up space in your inventory is so archaic.
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But WoW also has a shitty combat system and horrible stiff movement, so if you want to compare the games don't forget to add that.
 
 
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If you seriously expect any new MMO to have the same amount, not quality but just the raw amount of content compared to an MMO that's been out for 14 years, you're going to be let down 100% of the time. Please, prove me wrong, find any newly released MMO that had the sheer volume of content compared to 14 years of patches and expansions.
 
I'm not saying that it doesn't feel a little short on dungeons, I said as much in my last post, it feels like it could use 1-2 more at least for release, but it does have something else going for it. I had a LOT of fun in the dungeons we did get. After I ran STL for the first time at lvl 20 (actually the 2nd time, after I reworked my tanking spec/gear since I got thrashed) I thought to myself "this is proof of concept that you don't need 20-40 people to have raid difficulty content!". I haven't played WoW in a long time, granted (I played from release to the end of BC, and took another look for cata but it didn't hook me again) but most of the non-raid content there could be summed up as "tank/spank with 1-2 things to do otherwise, don't stand in red".
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The combat in wow has definitely degraded over the years, but the animations/movement is some of the most fluid in any mmo ever.  W* came close to being as fluid as wow but not quite.
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Most of you guys just don't get it.  Wildstar is being compared to WoW NOW, not TEN years ago.  Carry on though, Wildstar is glorious and its me and the consumer (who have been leaving en masse) who don't get it.  
 
PS: No where in my first post did I say "at release (in 2004...) WoW contained X."  Nice try though.  Goal posts >>>>>>>>>>>>>
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The only MMO with a resounding success that WoW has maintained since its launch is FFIX: AAR.  And they have several different options when it comes to playing with a group while leveling.  Far beyond Wildstar.  Tried AAR, not my cup of tea, but they do have A LOT of content, no matter what your opinion of quality is.
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			Edited out a double post... 	
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Agreed...the argument that "WoW had XXXXX at launch, so our game should also have XXXXX at launch" works for most arguments, but not all (such as this one).  Having to do UBRS, LBRS, both Stratholme and Scholo was ok in vanilla WoW because it was all new and exciting. If you look at TBC and Wrath you will see that they had a ton of instances at their respective caps.  TBC had 15 level 70 heroic dungeons, later on that would be increased to 16.  They were also available in normal mode, with i think 7 of them being available at level 70 as normal mode too, the others being available at slightly lower levels.  WOTLK had 12 heroic dungeons on release, and later that would increase to 13 then shortly after to 16.  Initially for normal mode at level cap you had 4 i think? and that would go up to 8 when the others dungeons got released.  Cant comment on Cata dungeons though cause i wasnt around and i'm not gonna look it up on a wiki.
 
Why the huge increases in number of dungeons at each expac? could it be because partly because they know people will burn through that content faster?  Thats why I think that WS needs to release "Drop X, holy shit we just added a bunch of instances!!!".
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I'm talking about the leveling game, and yes SM was 4 different instances as by the time you were level appropriate for cath the mobs in GY were grey.  And i would hope that a game that launched in 2014 has better dungeons than a game that launched in 2004.  Now that said i don't know how many shiphands there are, the wiki says 4 with 2 of those being faction specific (so 3 per faction) That means that you have 4 dungeons, 5 adventures and 3 shiphands for a total of 12.  
 
Vanilla wow at launch, all the way up to 60, had RFC/WC/VC/SFK/BFD/Stocks/Gnomer/RFK/SM gy/lib/arm/cath/RFD/Ulda/ZF/ST/BRD/Scholo/Strat dead/live/ LBRS/UBRS  22 dungeons to run (almost double!) 17 if you don't count different wings (5 more!) or 15 if you don't count VC/stocks for horde and RFK/WC for alliance (unlike in W* however it may not have been designed for your faction you could still run it if you could get to it, and yes i did VC on my hord characters quite often for that leather set)
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Seriously?  Cause I remember playing through the main story and quests, and then being forced to run with massive zerg balls between world events from the time I logged in to the time I logged out.  Forced because you had to level each class separately but quests weren't repeatable.  Dungeons were only worth doing for new gear every once in a while.  The zergball that I spent 90% of my time in had no groups and chatting was kept to a minimum since you had to do your damnedest to to tag every mob.
 
I dropped that game after about a week of that crap and haven't looked back.
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