|24 posts found|
4/06/13 3:49:21 PM#21
Maybe they are trying to hide the fact that it plays just like any other generic MMO that has been released in the past 10 years. Level your character through quests, do some group dungeons on the way, reach endgame, where you have gear progression and 2 paths to acheive that progress: pve and pvp.
The reality is, most MMOs at launch have a severe lack of depth, and mostly consist of generic endgame dungeons and battlegrounds. More in depth features may get added later on when people start whining on the forums, but I'm not holding my breath. Buying this at launch and expecting to get a fully fleshed out MMO is simply not going to happen.
I am keeping my expectations as low as possible on this game. In fact i'll treat it as a single player title (worth buying for progression from 1 to 50), until I see some solid features that make me want to pick this game over any other MMO. If it is built just like any generic MMO, I'll still get my money's worth from the storyline and progression up to endgame, but don't expect me to hang around any longer if that is the case.
4/06/13 6:51:22 PM#22
Originally posted by crasset15
Why do so many noobs think they're "hiding" things. If anything, they don't want to overhype, and that's a GOOD thing. Look at archeage, people play on korean servers, all the hype is lost, we know everything about the game, and many people aren't following it anymore.
Another reason is to hide your mechanics from other developers, do you know how much funding ESO has? It's Alot. (Swtor had huge funding too, but they squandered it all on "high class" voice acting). This is a AAA mmorpg afaik, they can't risk another developer taking their mechanics and putting them in their own game.
Again, they dont want to advertise a game in development, which is what it is, anything a tester is seeing is builds behind what the devs are at, and that's many, many, many builds behind what they will get to come release.
I also dont understand what you mean by "in depth features"... or how you assume this game wont have any of these "features"...
I sometimes play under the alias "Exposed". Don't tell anybody.
4/06/13 8:59:13 PM#23
from everything i have read so far about people hands on experiences of the game at pax. i don't see how anyone can think this game plays like any generic mmo?
i am sure it will have some generic mmo features, just like any mmo no matter which game we are talking about.
i know we are speculating here but i don't see the combat in TESO playing anything like wow or the clones, we will see though.
but i totally agree with the way you are handling your expectations with this game, i take that approach with every mmo these days because none of them have longevity anymore.
when one comes out that does, i will be pleasantly surprised.
4/07/13 5:01:28 AM#24
Originally posted by baphamet
Longevity is exactly the thing I'm looking out for. Combat can hardly be considered as something that keeps players busy and entertained for a long time. It is important yes, but I don't really expect someone going: "oh the combat is wonderful, today I shall pass my endgame time by killing random trashmobs because hey, the combat is so entertaining." The problem of longevity usually comes up when you try to list the different possible activities that a person can do at endgame on a daily basis.
The 2 obvious things that every new MMO will have are:
- pvp battlegrounds/persistent zones
- group dungeons
The thing that sets apart a bad MMO (no longevity) and a good MMO, are the features that the devs have made besides the 2 obvious ones that I listed.
- deep crafting. Crafting that produces useless crap that is worse than dungeon drops or doesn't introduce any unique items unobtainable through other means, doesn't count (and yes I know they have discussed this).
- risk pvp
- daily war
- horizontal progression
- player created content (they could let us write books for example)
- in a game that advertises its combat, there should be a built-in feature for duelling or guild vs guild, or tournaments with prizes that are built into the game and don't require organising from players. How cool would it be to duel a real person in the arena from TES4.
- gear progression without a cap. Who has played RoM knows what I'm talking about. You could improve your gear infinitely, depending on your time and resources (that game was item shop based so it didn't work very well there). RoM is a generic MMO, but this simple feature is what kept it entertaining for over a year for me. You always had something to work for.
- randomised loot. Special rare drops from specific monsters. I've always liked the idea of being able to get the best item for a slot (or not the best, but best for a specific situation), from a monster that isn't endgame or part of a dungeon. Being able to get your whole gear from one source (endgame dungeons) is bad design.