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6/19/12 7:06:09 PM#41
Originally posted by Cephus404 I have to agree with this, the travel system in EVE is absolutely horrid. At least in other games you get to observe scenery or do stuff while you travel, EVE doesn't really work that way. 30 jumps there, 30 jumps here... I like EVE, but this... >_< And it would be OK if you could watch TV but autopilot is too dangerous. |
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Originally posted by fenistil No, I'm not trolling, nor am I lumping anyone into a certian crowd. It's just that I hear these complaints ALL. THE. TIME. I just want to hear the vocal minority back up their arguments instead of just spewing the same old "every gamer these days is a spoon fed ADD-addled brat" argument that only serves to make them look elitist. |
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6/19/12 7:31:27 PM#43
Originally posted by Irus
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6/19/12 7:36:21 PM#44
Originally posted by Fly666monkey
The argument against the group/dungeon finder by that minority is that a dungeonfinder 'is what ruined the community in WoW' which I think is patently absurd. The WoW community was toxic before the inclusion of the dungeonfinder. I had quit WoW after BC, skipped WotLK and ONLY came back before Cata released because a friend told me about the dungeonfinder. I've said it countless times: SWTOR is NOT WoW with Lightsabers. If they had intended to be a WoW clone, they would've ended up with a better game. A clone, yes, but a BETTER GAME. |
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6/19/12 7:43:15 PM#45
Originally posted by Fly666monkey Honestly, I'm not sure what YOU are asking for...? The thing is simple: everybody has at some point had some great experience with a MMORPG. And the something changed and it all turned bad. Fair enough, that was the game developers choice... sometimes they react, sometimes they don't. But usually the game will now be no longer as good as it was before. Which is perfectly normal as "the gameplay experience may change". The question is just: what was that change that ruined the game? To be honest, the one big change that ruined the MMORPG genre was for me gaming companies setting their eyes on casual gamers as targets. Suddenly games had to be "easy", had to be "accessable" for those people who don't want to spend 40+ hours each week gaming. *eeek* And that sort of kickstarted the whole decline: new features had to be added to make things even more easy, simple. I mean look at SWTOR's friggin' LFG tool! Why is it needed? Because players are no longer capable of communicating with each other. They see some people spam LFG, figure as they also need a group they should just spam LFG as well, and then everybody gets pissy because nobody actually reacts to any of the LFG spam. Had one of these spammers just straightened his balls and spoken to the other spammers, yes, maybe they could have come to an agreement where maybe another quest is done first but the group then goes on to the one that our "hero" actually wanted to do... So, are people clinging to "outdated" or "bad" game mechanics? First, this is all very much in the eye of the beholder! I always treasured the RPG part of MMORPGs, not because I wanted to go "oh sire, it is me, your humble servant. May I taketh a minute of you precious time..." etc. but because that character role stood clearly on its own, fighting was not about who is the faster twitcher but about level, attributes, abilities, yes, gear. And yes, no matter how outdated people may consider such a system, I think it is truer to what MMORPGs were/are about than what "modern" game mechanics we see these days. Second, some "modern" game mechanics are really nothing but gimmicks. Looking at GW2's Eternal Battlefield, I would congratulate ANet on the smarts to bring back a tried and true classic (see, already we are actually already off point as an outdated concept beats the crap out of most modern PvP concepts), BUT sadly they have turned the 3 faction system and the "RvR" into hollow shells. Hollow shells that are fine enough to make the casual gamer with their need for instant gratification go "yeah!"... at least for a short while when their lack of commitment becomes obvious and the more commited EBers see the novelty of this "WvW tournament system" fade away. To be honest, I guess it's maybe a bit like driving a car: take a modern car, all technology and what not where you even have senors that will allow you to determine which passenger just passed gas. Woohoo! Now, take an oldtimer: nothing of that fancy mic-n-mac, just bare bones. Both cars have a good chance to get you were you want to go... but the classic will probably require more care to do so: no automatic "please clean your screen now" warning, no GPS leading straight into a ditch, 50,000 pages manual you have to read thru to find out that that red light means there is a red light on... ;-) And just like that oldtimer of a car, these oldtimers of games require just that extra step of "work"...
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6/19/12 8:04:20 PM#46
Originally posted by Fly666monkey I'm sorry but it is true! People were complaing that in SWTOR nobody's on the servers. Yes, of course, not 10K or even 5K, maybe not even 1K. The averaged average according to Scorpienne was at 350 for low pop servers. Now, let's be fancy: 50/50 split on Rep vs. Imp: so that's 175 to each side. Ever been in a crowd of 175 people? It is a lot! And people keep saying that they can't find anybody to group with? Of course, people may not be on your planet, they may not be of your level, etc. but seriously, running around on planets with less than 8 people I kept running into those same guys at hubs. And yes, there was no problem for us just teaming up for this quest or that one. And yes, beyond that we may also have teamed up on a more regular base after a while... fact is that most gamers these days lack social skills! I mean when was the last time that you were at a MMO wedding or even just a normal ingame party? Ask the "spoon fed ADD-addled brats" to join something like than and you can already imagine their faces going blank (not to mention their brains): do we get gear from that? Will there be PvP? Is the environment set up for complete interaction? etc. It is like this cliche where kids rather than playing a boardgame or telling stories around the campfire they rather just pull out their mobiles and PSP to have fun in their own little world. And yes, this goes as far as 2 friends sitting right next to each other on a bus rather texting each other than speaking to one another. So, forgive me for not holding today's gamers in high regards but, well, they are not really worth it! |
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6/19/12 8:09:13 PM#47
Originally posted by Fly666monkey I'm sorry but it is true! People were complaing that in SWTOR nobody's on the servers. Yes, of course, not 10K or even 5K, maybe not even 1K. The averaged average according to Scorpienne was at 350 for low pop servers. Now, let's be fancy: 50/50 split on Rep vs. Imp: so that's 175 to each side. Ever been in a crowd of 175 people? It is a lot! And people keep saying that they can't find anybody to group with? Of course, people may not be on your planet, they may not be of your level, etc. but seriously, running around on planets with less than 8 people I kept running into those same guys at hubs. And yes, there was no problem for us just teaming up for this quest or that one. And yes, beyond that we may also have teamed up on a more regular base after a while... fact is that most gamers these days lack social skills! I mean when was the last time that you were at a MMO wedding or even just a normal ingame party? Ask the "spoon fed ADD-addled brats" to join something like than and you can already imagine their faces going blank (not to mention their brains): do we get gear from that? Will there be PvP? Is the environment set up for complete interaction? etc. It is like this cliche where kids rather than playing a boardgame or telling stories around the campfire they rather just pull out their mobiles and PSP to have fun in their own little world. And yes, this goes as far as 2 friends sitting right next to each other on a bus rather texting each other than speaking to one another. So, forgive me for not holding today's gamers in high regards but, well, they are not really worth it! |
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6/19/12 8:12:03 PM#48
It's the same reason people remember their first relationship with such fondness. It was a completely new experience at the time. All the relationships afterwards usually pale in comparison to that first one because none can re-capture that feeling. Women (for me at least) and MMO's have more in common than we think. |
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6/19/12 8:14:51 PM#49
Originally posted by kartool Not completey so. If the girl (or the MMO) has a sack over her head, it's for reasons other than first kiss memory stuff. I think the glory in MMORPG gaming can return, but you need mystery, danger, and freedom (to explore) and not have players as quest puppets directed by NPC's. |
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6/19/12 8:32:26 PM#50
Originally posted by stevebmbsqd If a player doesn't want to communicate, he's not going to. If you have soft grouping, the player will contribute to the group. If you have manual grouping, all you end up with is a tagger of some sort who walks around by himself almost never joining anything because it's a commitment (while soft grouping isn't). There shouldn't be and can't be any strategy in any non-challenging event. On the other hand, go find a deserted DE a bit higher level or go to the dungeons and you'll find plenty of strategy. The reason people solo on quests is not because of soft grouping (which most games do not have - where did manual grouping help WoW? Where does it help TSW?), it's because the quests are soloable. Which is fine. Except, in GW2, groups actually have an effect on events so having multiple players doesn't trivialize content, nor does it create a leveling problem as it does in other games. And I am not sure what you mean by communication? What do you want people to say? Did you speak to them? You say hi, they'll probably say hi just fine. People rezing is, to me, far more significant than people "communicating" by throwing around random meaningless comments. Tbh, I am not sure what you are referring to. I haven't seen any communication in WoW even in dungeons. You can go through a dungeon without anyone saying a word. Where is your evidence that manual grouping is superior to soft grouping? Because I don't see it anywhere. In fact, Rift's optional auto-group feature has significantly enhanced my community experience. |
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6/19/12 8:35:40 PM#51
Originally posted by ReallyNow10 Well, yes... alas, here is the problem: if you don't give the players something that they are supposed to do, they won't know what to do ;-) I remeber my first MMORPG more than a decade ago, of course there were quests in there, but many I just ignored, had my Ranger shoulder his bow instead and go out into the countryside to find monster that were of fitting level for a fight. Now, I might have met up with other people and we may have teamed up for taking down this or that mob, but to us there was never this "hey, I need to run this quest, wanna join?" moment. The fun was in just going out there and see what one finds... Now, look at games these days - with GW2 being probably the most extreme example - but if the gamer isn't taken by the hand, he'll just stand there and without a clue what to do. Which is understandable, given that today's gamers don't have the time/drive to invest a lot into a MMORPG game: it needs to allow them to progress fast to "endgame" at which point... well... usually they find there isn't much of it to the game and leave for the next one. That maybe "endgame" could be something that they could create themselves, that is beyond their scope of understanding these games. :-( |
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6/19/12 8:38:50 PM#52
Originally posted by Fly666monkey Didn't some poster already give you pretty good arguments? Maybe it's all just a matter of opinion, eh? I don't like fast travel, for instance. I prefer moving by foot, vehicles, mounts, special installations, w/e. It makes it feel more like an adventure to me. Fast travel feels too gamey and loses authenticity. |
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6/19/12 9:07:16 PM#53
Originally posted by Irus I think it's the fact that you don't understand how important communication is, that, well, gives you (IMO) a bit of an odd look on things. I think we can agree that in just about any MMORPG when you log in at roughly the same time each day you will start seeing "the usual suspects". Now, you have 2 options: ignore them or try to "bond" with them. Me, personally, I'd feel a bit like a moron if I were to run to each oh them and go like "hey, my name is so-and-so, do you want to be my friend?" But on the other side you may just come across somebody who is in need of help. Just a quick jump in, help him/her kill that mob or even just heal him/her, and a simple communication may follow: "hey, thanks man, yeah, they jumped me out of nowhere." - "no problem dude, I know this spot, happens all the time... there is a better spot a bit to the left, you want me to show you?" - "hey sure, cool, I could really use some XP/gold" - "if you want to we can team up? makes things a bit easier?" - "nice, definitely!" Of course he may also just run off without saying anything. The point is if you don't try you will never know! GW2's soft grouping takes that need completely out of the game: you are at the right spot at the right time and you are in a group. But you will probably never know a single of your "fellow adventurers" in that "group". Frankly, I think I'm old enough to judge if I want to play with somebody or not. So, being auto-group would be my worst nightmare: "ah, shit, played with him, what a douche, played with her, clueless like a headless chicken, played with him, Napoleon complex10... thanks but no thanks" - "sorry, you were auto-grouped" So, just remember that communication shares a lot with community ;-) (I know, sound like something from a motivational speech, but hey, it's true...) But yes, you are also right that games fail to use natural chances to make grouping more, well, natural. When I played the first TSW BWE I felt like FC somehow just didn't see the obvious moments to make people group. I mean, heck, here I am, a complete Templar freshman and I'm send out alone to investigate a completely unknown situation? Not even something like, hey, here is your handler? Or even better: make me join up as a team - and no, I'm not talking auto-group but rather have an NPC give a speanybody wanna join me exploring that forestech about how teaming up can help you/save your butt. It's these moments of "okay guys, anybody up for joining me having a look at these woods? Okay, cool, may see you other guys then later in town" where naturally grouping can come. Or should come... if they were there... |
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6/19/12 9:20:41 PM#54
Originally posted by XAPGames And this post here pretty much answers the OP's very loaded question perfectly.
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6/19/12 10:19:22 PM#55
Originally posted by Irus So long as you stay out of low-sec, it's completely safe. Since I hate PvP, I never ventured into low-sec under any circumstances. So I watched a lot of TV. Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, Aion, Allods, lots more |
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6/19/12 10:21:12 PM#56
One of the big things that always gets me is people crying about "Open Worlds" and then those same people quickly rush through it or skip it and spend most of their time in instances anyway. Unless this is a FFA PvP game we are talking about there is no point in having a PvE centric Open World. |
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6/19/12 10:26:39 PM#57
The people who think manual grouping doesn't build community never played FFXI. GW2's grouping is shallow and doesn't build anything. Yea people work together and raise each other, but they also forget that person's existence the second they turn away. |
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6/20/12 12:30:50 AM#58
I'd rather ask why so many devs follow such narrow trends, seeming to imitate each other, rather than making all different sorts of games, for all different sorts of players, with all different sorts of preferences.. I understand there's this idea of mass appeal, but I swear, it's gotten unrealistically narrow, and I highly doubt its anywhere near as limiting as all that. When I want a single-player story, I'll play a single-player game. When I play an MMO, I want a massively multiplayer world. |
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6/20/12 12:50:40 AM#59
Originally posted by Goreson |
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6/20/12 12:51:03 AM#60
I ran into a couple of those 'eight" guys too. They would race to get to the mobs before me, or skip ahead to the chest, or try to tag that node or door or console before me every time. IF I was killing the mobs they were taking the easy road while I did the work. A higher percentage of gamers these days are selfish, instant gratification junkies; more so than ever before. I would rather not group with these people. They don't deserve it. |
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