Draegan_sl
2 Minutes Hate
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Who said convenient? It's all about development time and cost. Years since EQ, tech have nothing to do with that.
I agree, and I think that it is more than that.Who said convenient? It's all about development time and cost. Years since EQ, tech have nothing to do with that.
Well, Guess i'm out.The gaps will form through player skill
To be fair, he did see a Bard in EverQuest playing a flute and thought to himself that the Bard was a Bad Ass. Especially running around playing the flute.Is your "." key broken?
This is the goal of all casual games but as Daidraco says in his later post it just doesn't work, in real life or in games. In real life for the obvious reasons and in games because it is boring.Look at it this way, name the games out there where you and some friends can get together and play, at any point, for a few hours and have a good time together. The majority of these games are FPS, RTS, MOBAs etc. MMORPGs are tough for casual friends to play unless you either play at the same exact time always and never progress farther that the other. Or you play long enough that you are both at max level and around the same item progression point.
My personal example for this is my brother in law and I. We both have kids, our gaming is limited to a few hours a night a few days a week. Sometimes I get on an hour before him or vice versa. An MMORPG isn't something we can do together. At any point where we play by ourselves, we move beyond that other person. The challenge for future MMORPGs, in my opinion, is getting rid of linear progression paths and create more open ways for players to progress in a more organic fashion. GW2 did a pretty good job with this to start.
This relates to levels. You have to get rid of them to break this barrier. Levels are a way to gate content. These gates are so small and short that you quickly segment off players. ESO was the worst offender of this with all their phasing. This is why MMORPGs have gone far far into the solo leveling gameplay for the focus of the majority of the content.
It's the goal of every game. Who plays games to be average? As stated earlier, the goal is to let skill and experience be the divider but still allow people to play together. Just because people want artificial time constraints to separate players doesn't mean it's a better system.This is the goal of all casual games but as Daidraco says in his later post it just doesn't work, in real life or in games. In real life for the obvious reasons and in games because it is boring.
Which people want "artificial time restraints". Does anyone here admit to that?It's the goal of every game. Who plays games to be average? As stated earlier, the goal is to let skill and experience be the divider but still allow people to play together. Just because people want artificial time constraints to separate players doesn't mean it's a better system.
Exactly. My entire point is that levels aren't the problem, shitty leveling experiences are the problem. The reason why EQ worked was because it took so long to level, you actually stayed in areas longer (meaningful content), met more people, cared about the loot (you didn't re-gear every half hour, and better loot actually made your character more powerful), and were scared to die (EXP loss). Most of the tards who think that removing all that stuff is going to make the game better are not intelligent enough to realize that all that stuff is what made MMO's like the original EQ great in the first place. But I'm sure you'll all enjoy EQN for the month or so that you play it, and then wonder why you're already sick of playing it.Which people want "artificial time restraints". Does anyone here admit to that?
Most people like competition, it's part of human nature, we strive to be better. Caving to the casual crowd that only want's content that every slug can play just makes a slow, boring and ultimately empty game. Even slugs hate the games they cry for that lets everyone be special.
Nobody would watch the NFL if everyone won the Superbowl, every game, every year.
Levels are not a problem, they're a simplistic solution.Exactly. My entire point is that levels aren't the problem, shitty leveling experiences are the problem.
You've never played League of Legends I take it? When I first started playing the game a year ago, I was level 1 playing with my level 28 brother in law playing with a gold III player for funsies. The vast majority of players in this game play at level 30. The level 1-30 time period is a glorified tutorial. So your comparison really doesn't work at all.If MMORPG's keep going in the same direction at the same speed theyre going now, then we're just going to be playing League of Legends in Smite form. Honestly, separation of people does suck - but in my mind, MMORPG's shouldnt be the fucking Obama of the gaming world. Hell, even League of Legends separates its players by level regardless of skill (lvl1 vs lvl30). If you're a wealthy middle class person, chances are that you arent hanging out with the petty fucking drug dealers at the bottom of the wealth spectrum and thats real life. These types of games are the same way and just wont work that way, and deep down - you guys know that. Thats not to say you need to hide content behind phasing, or your average quest being a 15 part chain, or just something as simple as not being able to group with someone thats been playing a few hours more than you. But the MMORPG still needs that carrot, that diversity, that world that people can escape to for fun, where they can escape to and be the hero they want to be, the villain or just to obtain that feeling of achievement because they cant find that feeling in real life.
The goal of every online game is to bring people together and have fun. Obviously in a game about character progression and building you'll have layers of haves and have nots and the severity of that is up to the game developer. I'm not arguing against that design element. I'm talking about game design that doesn't physically separate people by game mechanics. Which is why I'm against levels and quest grinds.This is the goal of all casual games but as Daidraco says in his later post it just doesn't work, in real life or in games. In real life for the obvious reasons and in games because it is boring.
I think you've put yourself into a hole though - people need something to do while waiting for the "rare and unique encounter". These are subscription based games typically. Hence why we have the repetitious mindless bullshit. The rare and unique encounters to get real progression (aka, better gear) is time-limited once-a-week-typically raid encounter.Levels are a purchase where time is the currency. The end result is an increase in power and abilities.
Obviously you want to extend the playtime of an MMO by having increases in power be directly tied to time played. The problem MMOs have is that it followed the D&D model but in D&D experience was dolled out and controlled only in meaningful encounters. You couldn't go out and farm to grind levels in table top D&D like you could in EQ/WoW et. al. This to me is the fundamental flaw in the genre.
I believe the way around this is pretty simple. If you tie increases in power directly to items and abilities earned from specific rare and unique encounters, you can still have the necessary time sink and remove the ability to grind levels, which have to have a numeric value. Experience can become actual experience and not repetitious mindless bullshit.
If all PCs have a pretty set and standard amount of health (everyone has 100 core health for example), then your power level increases through more damage mitigation and the ability to overcome mobs mitigation. Avoidance will not be a factor in this game as it is manually controlled through all directional attacks and no tab targeting. This seems much easier to control, especially when you can have limitless forms of damage.