CORRUPTION/OUTDOOR SYSTEM/PVP
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At least a few will definitely require a group and maybe even a raid. But if you mean that some rando could enter your instanced dungeon, then I'm pretty sure that the dungeon being instanced is literally meant to prevent that from happening.
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Unless wow classic completely changed the mechanic or unless I somehow never heard of it, I think even wow's instanced dungeons didn't let anyone else in to your group's/raid's dungeon. And that was almost 20 years ago now, so I dunno.
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Note: I have NO idea if this is what novercalis is talking about, but I have a similar data point.
There are only so many 'camps' in a dungeon. As games get bigger, the problem's been reduced, but definitely there could be a point where there wouldn't be enough mobs respawning fast enough to support more than 6 full parties playing well. You could cram more people in, but it would just be conflict.
The only solutions to THIS are to make the dungeon bigger or to cram it with more mobs. Because of the mechanics of mobs in some games, you make the experience worse if you do the second.
So, it's not a matter of 'the game doesn't allow this many players into the area', it's that the world design only supports 30-50 players in one area trying to fight the same mobs.
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Firstly, one has no real way to tell what 'full' is.
Secondly, we're talking about the games 'before' WoW that didn't instance things at all. They had 'zone lines' but not 'instances'. Since 'elites' also spawn in the open world, you wouldn't want people to have a way to manipulate 'having two spawns of them', for example.
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So, it's not a matter of 'the game doesn't allow this many players into the area', it's that the world design only supports 30-50 players in one area trying to fight the same mobs.
I posted this before, but here's a map of a single dungeon from L2 that supported 50 farming spots, some of them for small groups and most for full ones. I expect each metro to have at least 3 of these tied to them. That'd be 15 huge dungeons for top lvl players.
Even if we assume just 20 rooms instead of 50 spots, that's ~1/5 of a full server all farming at the same time at max lvl around just 5 nodes. Then we add another 10-20 lower lvl dungeons with a few top lvl rooms at the very end of the dungeon and you have yourself enough space for probably another 2-3/5 of the server. And everyone else would probably be doing artisanal stuff or doing solo content in the overworld, or RP wherever.
And the new huge map seems to support this kind of size and we know for sure that Steven loved the dungeon that I posted and that alpha1 volcano dungeon looked somewhat big.
So I'd say that at this point it's all about having great combat and amazing mobs that would occupy the attention of a full party for enough time that they don't go to other rooms every minute.
So, it's not a matter of 'the game doesn't allow this many players into the area', it's that the world design only supports 30-50 players in one area trying to fight the same mobs.
I posted this before, but here's a map of a single dungeon from L2 that supported 50 farming spots, some of them for small groups and most for full ones. I expect each metro to have at least 3 of these tied to them. That'd be 15 huge dungeons for top lvl players.
Even if we assume just 20 rooms instead of 50 spots, that's ~1/5 of a full server all farming at the same time at max lvl around just 5 nodes. Then we add another 10-20 lower lvl dungeons with a few top lvl rooms at the very end of the dungeon and you have yourself enough space for probably another 2-3/5 of the server. And everyone else would probably be doing artisanal stuff or doing solo content in the overworld, or RP wherever.
And the new huge map seems to support this kind of size and we know for sure that Steven loved the dungeon that I posted and that alpha1 volcano dungeon looked somewhat big.
So I'd say that at this point it's all about having great combat and amazing mobs that would occupy the attention of a full party for enough time that they don't go to other rooms every minute.
I absolutely would not expect this to be a 'real' problem in any of the current generation of MMOs unless the mobs are super squishy 'PvE-lite' pinatas there to be something to conflict over.
I don't think instances are required at all, except for exactly the reason novercalis said.
Instances are so that 'everyone can get loot', in this era. Where in this case we are talking about 'material drops from elites', let's say, in Ashes.
They are there so that you can log in with the intention 'I'm gonna get the gang together and go fight exactly this and get this exact loot if it drops and no one can stop us and we won't have to have any other experiences'.
No worrying that 'the boss was just killed before you got there'. No worrying about 'meeting a higher level soloer farming the mobs just fast enough to mess up your perfect 'rotation'. No friction or frustrations.
Not Ashes.
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