In Luclin they introduced ring events where the engagement force had to stay in an area and anyone who entered or left the area after the event got started were ported to the zone evac safe point.
It just seems like a really convoluted way to solve an issue.
Shawn was one of the pioneers of instancing in MMOs, yet somehow we're discussing ring-event boundaries, forced teleports, participation lockouts, and all these other elaborate mechanisms to prevent players from interfering with an encounter. Why are we stacking workarounds on top of workarounds? In 2002 or whenever Luclin launched, I can understand it. But in 2026? Why are we intentionally reaching back for decades-old solutions to problems that have already been solved?
This is what I find so frustrating about a lot of the design discussions surrounding this game. It feels like there's an enormous amount of effort being spent recreating the limitations of old MMOs rather than learning from the lessons the genre has accumulated over the last twenty-five years. The ring-event example is actually a perfect illustration. Instead of asking, "What's the best way to deliver this experience?" the conversation becomes, "How do we preserve the old-school version of the problem while minimizing its downsides?"
That's backwards. At some point you have to stop treating every modern solution as a compromise and every old solution as inherently more authentic. Honestly, this mentality might explain a lot of why development has taken so long. When you're constantly trying to engineer around self-imposed design constraints, every system becomes harder to build than it needs to be. Instead of solving problems directly, you're solving problems created by earlier solutions, which themselves were created to preserve older design philosophies. It's a never-ending cycle.
The MMO industry didn't spend twenty-five years developing better tools, better encounter design, better instancing technology, and better content delivery systems just so we could voluntarily ignore them and recreate the headaches that led to those innovations in the first place.