EQ Never

Abefroman

Naxxramas 1.0 Raider
12,597
11,941
We need EVE style leveling in a fantasy MMO imo. Or at least try it. Would work awesome in a sandbox fantasy game. Queue up the skill you want to learn and then go about playing the game. This system doesn't gimp the casual player from a combat standpoint and is also a excellent way to gate progression.
 

Kedwyn

Silver Squire
3,915
80
I really don't mind skill based. I do mind never being able to catch people regardless of how little they play or how much I play. Little bit of skill welfare for people that don't log in much is fine with me but let me play your game and advance not just advance regardless if I'm playing or not.
 

Bellringer_sl

shitlord
387
0
If your focus is game interaction, solo vs group is fundamentally different. My point of view was regarding xp acquisition which can be design for solo or group play.
So what is the fundamental difference between A) filling an xp bar to gain a level, then spending whatever you get at that level to determine your characters path and B) Determining your path through the way you play such as if you want to be a tank you would progress by taking damage and skilling up your defensive skills while also using w/e noob threat ability you have and skilling that up in order to unlock better threat abilities?

I also may be assuming too much upon what you have implied. It's funny, when I typed the explaination for "B", I found it to be really fucking cool and refreshing, although not sure if its fundamentally different in the grand scheme of a game.
 

Tol_sl

shitlord
759
0
We need EVE style leveling in a fantasy MMO imo. Or at least try it. Would work awesome in a sandbox fantasy game. Queue up the skill you want to learn and then go about playing the game. This system doesn't gimp the casual player from a combat standpoint and is also a excellent way to gate progression.
I like this idea a lot. EVE did it well I think, and it's a way to separate the long time players from the new ones without drastically limiting combat effectiveness.
 

Bellringer_sl

shitlord
387
0
We need EVE style leveling in a fantasy MMO imo. Or at least try it. Would work awesome in a sandbox fantasy game. Queue up the skill you want to learn and then go about playing the game. This system doesn't gimp the casual player from a combat standpoint and is also a excellent way to gate progression.
This concept is being executed on a smaller scales in Dragon's Prophet. Depending on player reaction I would expect to see it introduced in more titles.
 

Oblio

Utah
<Gold Donor>
11,864
25,917
We need EVE style leveling in a fantasy MMO imo. Or at least try it. Would work awesome in a sandbox fantasy game. Queue up the skill you want to learn and then go about playing the game. This system doesn't gimp the casual player from a combat standpoint and is also a excellent way to gate progression.
Have you tried Age of Wushu? I am still very new to it and yes the translation and lack of info make it painful in someways, but the game feels so open. It is funny to me as much as people on this board are wanting for a hardcore sandbox game that AoW did not get more love. I know it is not a high fantasy setting but it is unique. I mean you can kidnap and sell people in to slavery and prostitution. If you PK too often you infamy gets too high and you get arrested and your guild can try and bust you out. If you really go crazy with the PK you get executed and have 24 hour major debuff.

With all the neckbeard badassery in this community I think that game would be the most played, yet it gets written off as a bad asian port because it does not hold your hand enough?!?!?! Oh the hippocracy here is baffling. How many times have a read a comment by this community that says something to the effect of "I don't care about graphics or setting as long as it has intriguing gameplay where choices matter!"

Not shilling the game because I only have about 5 hours played and I am lost as all fuck, but at least I am interested in figuring out what to do and why one choice is better than the other etc.

EDIT: not intended to call out Abe, his quote just made me think of others I have read with similar requests. I have no clue what Abe's gaming habits are or aren't
 

Tol_sl

shitlord
759
0
Have you tried Age of Wushu? I am still very new to it and yes the translation and lack of info make it painful in someways, but the game feels so open. It is funny to me as much as people on this board are wanting for a hardcore sandbox game that AoW did not get more love. I know it is not a high fantasy setting but it is unique. I mean you can kidnap and sell people in to slavery and prostitution. If you PK too often you infamy gets too high and you get arrested and your guild can try and bust you out. If you really go crazy with the PK you get executed and have 24 hour major debuff.
I played AoW but I feel like the gameplay was kind of shit. Class balance was pretty dumb, the translation was awful, and combat wasn't fun to me outside of rolling in a group of 5 royal guards and griefing the ever living hell out of people. It was fun for a few weeks, but not something I would play for months on end. Also, I want item loot, or pvp just feels pointless. I quit when they introduced guild hall burning, and us and the asian guilds just took turns burning down each others halls for a week straight when the other faction was asleep. Boring.
 

Mr Creed

Too old for this shit
2,394
287
One thought I had is that maybe you could force the player to make their time, or genuinely suck later on. For example, you can easily have mobs with maximum level requirements, so they are only for low level players. Give them no drop items. And then make those items some of the most important items in the game (think of resist gear and utility items like instant invis clicky, jboots, etc). And bingo, if you go blasting through the levels like a spaz, you'll miss out on all the stuff and suffer later on.

But maybe people would rebel against that. Or maybe it would harm the freedom of people who do already play intelligently, because they can no longer just explore and have fun and instead have to specifically find a route through the game that takes them through all these key 'checkpoints'.
I would rebel against that. I think an MMORPG should give you as much freedom as it can allow without compromising, here you arent only suggestion the optimal path being clearly laid out, but also spiked with penalties if you stray from it? I didnt think that is the kinda of game you look for, because after the first clueless week there will be a clear, set-in-stone A-B-C-D progression line that EVERYONE has to follow, or reroll a new char.

What you're basically asking for is where every mob is like an elite like EQ was. I would actually love that. Monsters should be monsters. You should want to avoid them unless you are prepared to fight.
Every mob might be too much for todays gaming world, but whole areas definitely. Vanilla WoW was fine in that regard with many regions of pure elite mobs. The game failed to provide rewards for tackling them so they werent used and later removed, though.

Let's get real, you were pretty much the same character level 10 to 80 in GW2 with a few higher stats. It was garbage they way they did it.
It's actually one of my favorite parts about the game. But then again my favorite game wouldnt be level based and GW2's system (and it's downleveling if you are too high for the content) get you close to that.

Putting infinite levels in front of someone is just going to promote people to get to the level ceiling as fast as possible. It's human nature, it'll always be that way. I mean if you give people 500 levels. People are going to look at it and say, "What the fuck?" Once you start designing something to say "impossible to get max" or "making levels trivial, but we give you a lot of them!" is just bad. If your level becomes trivial, then just stop using them.

If you have to have a number just use completion percentages or something similar.
My point is if levels are irrelevant why have them? Why not replace them (or attempt to) with something more interesting or failing that, something different.
500 levels maybe looks reachable. 10,000 looks like a slap in the face. So you're right, take them away. You can throw out the whole level grind and instead allow players to allocate xp towards skills and stats as they like. See EVE or PS2. A system like that needs to come with a very broad sidegrade variety so people can drain their xp away. the character doesnt get much more powerful like with levels, but has more options to prepare for specific encounters. Some might come out as metagame must haves but so what, you still get more options that will be useful at times from playing more, without dwarfing the player that has less time to invest.



I was just using GW1 as an example to the fast leveling issue brought up.

Other than that it was highly instanced. Which I don't like. GW1 was a great game and did a bunch of things much better than any other game (even GW2) but it had it's issues as well.


edit: One of the things GW1 did very well was the limited skill bar. You only had 8 to chose from. Much of your power was based on hunting for new skills (and choosing the right skill set for the encounters). Which is another great way to get away from standard leveling.
And GW1 even allowed dual classing, the combination possibilities were huge. There was the usual meta the elitist jerks players demanded, and thats fine for that kind of player, but there were also tons of options. You could screw up your character and be useless, so maybe take steps against that (Gw2 did but went too far towards safety, and as a result has filtered skills down into very few boring choices), but otherwise give the players freedom.

We need EVE style leveling in a fantasy MMO imo. Or at least try it. Would work awesome in a sandbox fantasy game. Queue up the skill you want to learn and then go about playing the game. This system doesn't gimp the casual player from a combat standpoint and is also a excellent way to gate progression.
This concept is being executed on a smaller scales in Dragon's Prophet. Depending on player reaction I would expect to see it introduced in more titles.
Problem is the game sucks, so any good features it has will be overlooked because it will crash and burn.



And damn did this thread move quickly this night, I thought we actually had new information =( ... but its just the repeat of page 50 - 60 from 5 weeks ago. I wonder if the Info SOE wants to give out at the Fan Faire will be enough to allow for more focused discussion and not just repeated what we'd like to see without any relevance to the product the thread is about.
 

Abefroman

Naxxramas 1.0 Raider
12,597
11,941
Thanks for the info on the games that use a EVE like skill system. I'm gonna go check them out.
 

Draegan_sl

2 Minutes Hate
10,034
3
We need EVE style leveling in a fantasy MMO imo. Or at least try it. Would work awesome in a sandbox fantasy game. Queue up the skill you want to learn and then go about playing the game. This system doesn't gimp the casual player from a combat standpoint and is also a excellent way to gate progression.
Alganon Online.
 

Draegan_sl

2 Minutes Hate
10,034
3
So what is the fundamental difference between A) filling an xp bar to gain a level, then spending whatever you get at that level to determine your characters path and B) Determining your path through the way you play such as if you want to be a tank you would progress by taking damage and skilling up your defensive skills while also using w/e noob threat ability you have and skilling that up in order to unlock better threat abilities?

I also may be assuming too much upon what you have implied. It's funny, when I typed the explaination for "B", I found it to be really fucking cool and refreshing, although not sure if its fundamentally different in the grand scheme of a game.
A) Standard form of progression in a level based game.
B) Skill system much like UO/Darkfall etc.

The difference is how you plan your gameplay sessions. In a game of A you play the content given in whatever fashion. Gain points, gain levels, get stronger. In a game of B you play your game, but you also really just end up macroing abilities. In the end, unless you put in artificial barriers, Choice B leads to mindless repetitive play that leads to macroing and scripting like you saw in the games I mentioned.

The problem with the way B games have been designed is that players who script, or spend more time doing boring shit in game completely dominate newer players and it becomes more difficult for them to catch up in long term.
 

Draegan_sl

2 Minutes Hate
10,034
3
I played AoW but I feel like the gameplay was kind of shit. Class balance was pretty dumb, the translation was awful, and combat wasn't fun to me outside of rolling in a group of 5 royal guards and griefing the ever living hell out of people. It was fun for a few weeks, but not something I would play for months on end. Also, I want item loot, or pvp just feels pointless. I quit when they introduced guild hall burning, and us and the asian guilds just took turns burning down each others halls for a week straight when the other faction was asleep. Boring.
Agreed, Age of Wusho is completely awful. It has some nice concepts but the game is crap.
 

tad10

Elisha Dushku
5,534
601
We need EVE style leveling in a fantasy MMO imo. Or at least try it. Would work awesome in a sandbox fantasy game. Queue up the skill you want to learn and then go about playing the game. This system doesn't gimp the casual player from a combat standpoint and is also a excellent way to gate progression.
Why doesn't it gimp the casual player?
 

tad10

Elisha Dushku
5,534
601
Former WoW lead on his regrets while trying to shill his new game:http://www.mmorpg.com/showFeature.cf...-Too-Easy.html

The main thing we lose when lowering the difficulty curve is a sense of achievement. When the bar is lowered so that everyone can reach max level quickly, it makes getting to max level the only sense of accomplishment in the game. We lose the whole journey in between, a journey that is supposed to feel fun and rewarding on its own.
 

Draegan_sl

2 Minutes Hate
10,034
3
That article is a giant eyeball roll shill for Firefall. Is that game good yet? It's been waffling around for 2-3 years now.
 

Draegan_sl

2 Minutes Hate
10,034
3
Lol too true.

Apparently giving qwerty a 10 hour infraction is crossing the line and I'll be regretting it. Just warning you guys in case you give him some negative internets.
 

Mr Creed

Too old for this shit
2,394
287
Why doesn't it gimp the casual player?
Every character can learn anything he wants, no class restrictions apply. You have different ship and weapon types and you can train skills for all of those if you want, But: Maxing them all would take years, if you also consider non-combat skills it would take many years. The thing is you dont have to do that.

Trying ships or playstyles out, deciding what you like and focusing your favorite doesnt take nearly as long (depending on ship/weapons it's days to fly it, weeks to fly it well, and months to master it). Once you have the skills for your ship type of choice you are just as capable in it as a 5+ year veteran. The older players advantage is in having more choice in what to fly because he mastered more ships and/or other gameplay aspects (economy, exploration). Again you can be proficient enough in each gameplay aspect by dedicating a couple of weeks, master it in a couple of months.

Skill training is passive and mostly a function of time, though some ingame assets can speed it up a bit. So you arent gimped in between while learning something new, you can fly the ship you are proficient with until you considering the new skills sufficient for the next one you want to try out. Also, its not simply a bigger is better situation with ships, it depends on what you want to do. I had 2 characters in EVE that attained a sizable amount of skill points (15 mill and 35mill iirc, might be off) and neither of them could even fly a battleship because I didnt care for it. While most players focus on combat you could dedicate all your training to "crafting" or trading if you want. There are of course specific ships for that too.

Mudflation is fairly limited as far as character power is concerned. Sure there are expansions and new content or balancing changes the status quo, but you never come back after 2 years and your character become worthless because he's 20 levels and 2 expansions behind and could replace all his stuff in the AH. Generally you can come back, read up on the changes and refit your ship a bit to match then go right back to doing what you did before if you want. EVE's skill system is well suited for a long term game.
 

Grim1

Ahn'Qiraj Raider
4,918
6,929
Lol too true.

Apparently giving qwerty a 10 hour infraction is crossing the line and I'll be regretting it. Just warning you guys in case you give him some negative internets.
qwerty just doesn't know when to let up, he's too defensive by far. He's not an idiot and makes valid points, but because he posts so much I end up just automatically skipping his posts. Which I rarely do for anyone else. The 10 hour infraction has been a nice break.

Not sure what his issue is and I really don't care, but if he doesn't learn some basic posting etiquette then I wouldn't be adverse to an to an even longer break. When half of the posts in any one thread are his then it is too much.

As for negs, I very rarely have given anyone a neg. Just not my nature.