supertouch_sl
shitlord
- 1,858
- 3
You're probably right and I don't have the answer unfortunately. I guess I am just hoping that people that are much smarter than I am, sitting in some game design office, will have an answer for this problem.Good points and they are all valid I think. In a game that is quest-hub driven you need fast travel and LFGs etc. If you can create a game that does not create a treadmill or a bread crumb, then you can start doing away with fast travel. It would be an interesting experiment to see how many people would of like GW2 more without their fast travel feature.
But the point of my post is that if you want people to tolerate a slower pace of advancement, then you need to make the game more entertaining in between those interludes. It can't be static mob camping. The game needs to be more engaging than that. It's very difficult to design it properly.
I do definitely prefer the one hotbar system over the five-to-nine hotbars of the WoW-derived model. However, my personal ideal would be a game with two hotbars: one devoted to combat abilities, and one for non-combat utility (which would, of course, actually require the game tohavenon-combat abilities, which developers seem to have an issue with including). I generally like gw2, but it does become a little annoying when I'm having to weigh the worth of replacing one of my already limited combat skills with something like a speed buff.A lot of games are actually doing this now; GW2 is the most recent. TSW did this as well. TESO is also designing a "deck building" system for their skills as well. I do not enjoy games where you need more than one hotbar for abilities.
Grim, for fuck's sake. First of all, who are these people you think are ruining their own experience by "rushing to the endgame"? Clearly anyone who levels faster than you is "rushing to the endgame" and "not enjoying the journey." That's one of the laws of MMO forum retardation. If you go to the EQ progression forums, right now, you will see hundreds of posts by the same two people repeating this exact mantra. People who have outrageous /played times yet are stuck at level 40 and put out post after post that basically stay STOP HAVING FUN YOUR WAY. SOE SHOULD FORCE YOU TO HAVE FUN *MY* WAY. THE TIME LOCK SHOULD BE AT *LEAST* 3 YEARS PER EXPANSION!Only by changing the leveling paradigm such that it has no relation to current mmos, can you then force players to give up the "rush to endgame" and get them to enjoy the journey.
It's amazing how you were able to actually point out the subject of the conversation, yet totally ignore it in the totality of your rant.But anyway, who the fuck are you to tell people how they should enjoy a game? It's like telling someone they are evil and wrong for fast forwarding past the story scenes in a porno. I'm sure the people who worked on all those pointless scenes feel bad that nobody watches them ever but, they are the idiots who made something that nobody gives a shit about.
/what a mess
Why don't you view his post as a possible question a designer would ask about his own ideas for an MMO? "How do I keep people logged in, having fun and spending many hours in my game". Think about it, they spend hundreds of man hours designing, developing, creating artwork, mobs, and quests for a zone that your average power gamer will smoke through in about 3 hours. If I was looking at it from the point of designing a game, I would want to somehow "force" a player to slow down and spend time in that zone, with the added benefit of spreading players throughout my game world, and not all jammed into the top 3-5 zones while all but ignoring the other 66 I designed because they are not max level/raiding zones. It's a legitimate question.Grim, for fuck's sake. First of all, who are these people you think are ruining their own experience by "rushing to the endgame"? Clearly anyone who levels faster than you is "rushing to the endgame" and "not enjoying the journey." That's one of the laws of MMO forum retardation. If you go to the EQ progression forums, right now, you will see hundreds of posts by the same two people repeating this exact mantra. People who have outrageous /played times yet are stuck at level 40 and put out post after post that basically stay STOP HAVING FUN YOUR WAY. SOE SHOULD FORCE YOU TO HAVE FUN *MY* WAY. THE TIME LOCK SHOULD BE AT *LEAST* 3 YEARS PER EXPANSION!
Easy there cowboy, you misread my post and where I am coming from. I was responding to the general tone of the last few pages and telling people what would have to be done (imo) to accomplish this "enjoy the journey" they have been discussing.Grim, for fuck's sake. First of all, who are these people you think are ruining their own experience by "rushing to the endgame"? Clearly anyone who levels faster than you is "rushing to the endgame" and "not enjoying the journey." That's one of the laws of MMO forum retardation. If you go to the EQ progression forums, right now, you will see hundreds of posts by the same two people repeating this exact mantra. People who have outrageous /played times yet are stuck at level 40 and put out post after post that basically stay STOP HAVING FUN YOUR WAY. SOE SHOULD FORCE YOU TO HAVE FUN *MY* WAY. THE TIME LOCK SHOULD BE AT *LEAST* 3 YEARS PER EXPANSION!
I only wish this was hyperbole.
If players feel compelled to skip huge portions of the game that they might enjoy just to reach the part that they like the most, sure, that's a little odd. But isn't that simply the game's fault for not making all aspects equally entertaining for everyone? (examine the ridiculousness of that statement and how it reflects on your constantly repeated argument, please) For the most part, the entire leveling process in any post-EQ MMO forces you to see every inch of the game anyway. So why is rushing bad? Are you concerned with the health risks inherent in sitting long hours? Hell, what do you even call rushing? Is it leveling faster than you do? Playing 8 hours a time instead of 2? Not stopping to gaze longingly at each sunset? Not taking time out to splash around in a pond, or perhaps roleplay a bit at the local inn?
Here's a question that I ask everyone who ever says this nonsense about enjoying the journey: How do you know that they are not enjoying the journey? I assume you think they are hating every second they spend leveling and just want to get it over with. Well did it ever occur to you that maybe they enjoy the journey so much that they play it for hours on end until there is no more journey left, and then they are stuck with nothing to do except whatever endgame treadmill exists until new content is released? Or, Xenu forbid, just go do something else for a while?
The problem then has nothing whatsoever to do with people "rushing" at all. It just means that it is impossible to make an infinite amount of static game to enjoy, and therefore you reach a point where the game either has to say THE END and roll credits or it has to rely on repetition that is extended by RNG (loot tables) and/or lockout timers. The thing is, levels vs skills makes NO DIFFERENCE. TSW had no levels, you still played through the game in a mostly linear zone to zone fashion exactly like any other MMO. All content in all games is gated somehow. You have to do A before you can do B. That's all it comes down to. It's only a 'problem' if you game runs A-Z and people can somehow ignore the entire alphabet in between, and last I checked the only way to do that in any MMO in existence ishttp://www.playerauctions.com/- the MMO equivalent of downloading a save game right at the final boss.
But anyway, who the fuck are you to tell people how they should enjoy a game? It's like telling someone they are evil and wrong for fast forwarding past the story scenes in a porno. I'm sure the people who worked on all those pointless scenes feel bad that nobody watches them ever but, they are the idiots who made something that nobody gives a shit about. And this is a relevant metaphor because you said players should be *forced* to play the game exactly one way, the One True Way, as if a MMO was a 500 hour long movie that must be watched beginning to end.
/what a mess
PS: This thread should just be called Make Vanguard Again.
I think a lot of unused content can be fixed by just implementing a design I brought up before. If a lowbi dungeon goes unused let the mobs slowly gain power/levels. Their skills/difficulty would advance along with that. No need to let all that work become a ghost town.Personally, I don't care how people play their game. What bothers me is the huge amount of time and money wasted by devs creating worlds and encounters that are rarely used. And then those devs funneling everyone into a lobby where we all have to do dailies of the same dungeons over and over to advance out players. Really, being level 100 plus in FoTM in GW2 is ridiculous.
The standard notion of levels is what helped cause this issue. Leveling is usually the easiest way to increase a players power. If you take that power increase away from leveling and give it to other systems, then by design you are forcing players to rethink the whole concept. That isn't telling them how to play their game. It is just changing the way people think, and that is a good thing.
How many dev hours do you think are spent on the cutscene that pops up the first time you load a game, and then never see again? How many hours do you think they spend on the well crafted lobby on MAP01 in some_fps that you blow through in half a second because there are no monsters there?Personally, I don't care how people play their game. What bothers me is the huge amount of time and money wasted by devs creating worlds and encounters that are rarely used. And then those devs funneling everyone into a lobby where we all have to do dailies of the same dungeons over and over to advance our toons. Really, being level 100 plus in FoTM in GW2 is ridiculous.
The standard notion of levels is what helped cause this issue. Leveling is usually the easiest way to increase a players power. If you take that power increase away from leveling and give it to other systems, then by design you are forcing players to rethink the whole concept. That isn't telling them how to play their game. It is just changing the way people think, and that is a good thing.
WoW called that Heroic Dungeons.I think a lot of unused content can be fixed by just implementing a design I brought up before. If a lowbi dungeon goes unused let the mobs slowly gain power/levels. Their skills/difficulty would advance along with that. No need to let all that work become a ghost town.
I quit WoW when MC was the only raid zone. I am talking about large open world dungeons...People feel they are a waste of Dev time because players will eventually level past them. That is one way to keep them being visitedWoW called that Heroic Dungeons.
GW2's deleveling system could advantage of their world and give players endless options. But they threw it out and decided to go the lobby route. It's not impossible to do, it just requires devs to stop copying the existing lobby endgame.I think a lot of unused content can be fixed by just implementing a design I brought up before. If a lowbi dungeon goes unused let the mobs slowly gain power/levels. Their skills/difficulty would advance along with that. No need to let all that work become a ghost town.