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Anofalye
Novice Member
Joined: 11/19/03
The enemy is so dumb! They believe that WE are the enemy! - A famous orc commander. |
12/17/06 12:45:07 PM#61
Uber raiding is the problematic, and THIS appeal to a minority within a minority. While raiding itself, not granting uber-reward, isn't problematic.
Raiding is a minority. Uber-raiding is a minority among a minority. Yet, designs are enforcing uber-raiding, and this is a very harsh mistake. - "If I understand you well, you are telling me until next time. " - René Levesque about the denial NO on the poll to his dream, project and goal. (Free translation) |
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12/17/06 12:56:00 PM#62
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12/17/06 12:57:40 PM#63
Sometimes I come across someone who says or does something where I realize that that they just don't get it (at least for the moment). Right here is just such a situition. The Guild Wars devs get it. In Guild Wars it's solo or group only. You don't have to worry about raiding because there's no raiding. I like it like that and so does many others. If you want to remain stuck with the raid paradigm or vision and not progress to a broader paradigm or vision go right ahead. I'm going with games that provide the option not to raid. That means a game with raiding but has non raid servers or no raiding in the game at all. I don't hate raiding or those who do raid I just want the option of being able to experience the whole game without raiding being required and those who offer that option will get my money. In fact if someone made a raid only server or handled raiding like how Guild Wars handles PvP I could go for that. i prefer having choices, the more the better. How odd it is that I support the decison of those who want to raid but raiders usually don't support those who don't want to raid. Spiritglow |
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12/17/06 3:21:12 PM#64
It always seems to be the same arguement, with the same "facts" quoted by each side. Jeez. We all need to learn how to "agree to disagree". Or something like that.
Personally, I'm sure the raiders greatly enjoy their form of entertainment, and that's their choice. Do I agree that it's fun? Hell no. But let them have their raids. Should they get powerful items from it? The way MMO's are designed, yes. MMOs are all designed so that "time invested = power". The more you play, the more you are rewarded. This is something raiders like. They are the Achiever type. Now it seems the casuals are upset because of the rewards the raiders get from all their time spent. I won't call it hard work, cause I know a girl who raids *non-stop* in WoW, and half the time she falls asleep at the keyboard, and people /still survive/. But, the casuals are complaining that the raiders get all the "phat lewtz". I think this is where the raiders and the casuals get a little confused. The casuals aren't bitching that the raiders get the best gear. It's that the *only way* to get this gear is through raiding. There's no epic, super long quests that drop epic items. And until recently in WoW, it was even harder to get epic gear through PvP. (I'm using WoW as the example, as it's what the majority of posters here have been using) So, understandably, the casuals complain because they are forced down a single path in order to obtain epic items. The casuals have come to enjoy a different playstyle from the game than the raiders. But once they hit the end-game, their options are simply down to one. Raiding. But the raiders complain because the casuals "want everything for nothing". They don't see how their playstyle might not be fun for other players. Some people like RTS games, others don't. Same thing with FPS games. Why should all MMO players have to raid? Why is it the "accepted form" of end-game? The new change to the PvP rewards in WoW seems like a good thing, IMO. It has allowed the casual players a chance to get an epic item, while being able to do something they might actually enjoy. Hell, I know a bunch of people that have gone from raiding to PvP for their rewards after the change. The never liked raiding, they only wanted the chance to get better gear. But they always enjoyed the PvP aspects of WoW. Now they can do both at the /same time/. Imagine that. I think both sides need to understand where each other is coming from. Should the raiders be rewarded for their hours of playing? Yes. Should the casuals have a different way of achieving the same (or similar) gear? Yes. Though it should take as long in game time as raiders spend, but can be spread out over smaller chunks. Okay, that's my point. Or not. I'm sure people will just rant how I'm wrong and say nothing constructive (or understandable) anyways. The Rev. __________________________________ Playing - Waiting on GW2 |
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12/17/06 3:26:01 PM#65
"Now what people need to understand is that, it doesn't take several "days" on end as the author so clearly put it, to be a raider" Okay, a new guild that does Molten Core can spend 5+ hour contigious blocks trying to takedown just the first major boss and get all 40 people to show up. For folks that have children, wives, etc 5+ hours is simply too much. Leveling from 1-60 I never had to stay on past an hour to get stuff accomplished. When you hit 60+, all of s udden, it takes hours to get something accomplished. It makes no sense to try to rephrase it otherwise. Next, you try to claim that casual gamers dont want loot. WHAT!??? I know even women that screamed on ventrillo/teamspeak as soon as someone stole their loot. And these were casual gamers for sure- they were content with the idea of never raiding molten core and never hitting level 60. |
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12/17/06 3:31:58 PM#66
see, you're just making up numbers. as i stated in my post, jeff kaplan (you know, lead dev for world of warcraft, that guy...) had a presentation at the last e3 show (big event, lots of gaming devs go there to show off their stuff, you might've heard of it). now, at this thing, as i stated previously, kaplan had a presentation, if you look at the presentation, he has numbers, taken directly from the game, of how many people raid. so, i guess that jeff made outright lies to prove that the thing he loves most in games (raiding) has such a tiny following. now see, jeff put the actual number of people raiding, not a %. a calculator gave me the percent by comparing how many people play to how many raid. feel free to apologize. Good post man I knew this was the case I knew very few people that cared to raid. It was just tough- it many cases it required leaving the guild you were apart of to join a hardocre raiding guild full of people that could barely get along all because 'loot was the tie that held the guild together'. Not all guilds were like this. I stuck with my RL friends and we eventually built up enough to hit Molten Core, Onyxia, etc. Anyway, just giving a reason why many cant raid. Also, if you rolled undesireable classes like rogue, etc you might find it hard to join a raiding guild let alone get a spot on Molten Core, etc |
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12/17/06 8:50:15 PM#67
Comments above. |
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12/17/06 11:11:56 PM#68
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DonnieBrasco
Novice Member
Joined: 7/25/06
Achiever 80.00% |
12/18/06 6:16:57 AM#69
(edited) Denial makes one look a lot dumber than he/she actually is. |
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DonnieBrasco
Novice Member
Joined: 7/25/06
Achiever 80.00% |
12/18/06 6:17:52 AM#70
Spot on... (myselg, a member of majority - a casual non-raider - with a LIFE :)
Denial makes one look a lot dumber than he/she actually is. |
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DonnieBrasco
Novice Member
Joined: 7/25/06
Achiever 80.00% |
12/18/06 6:27:42 AM#71
Gotcha... (was too easy anyway :)
Denial makes one look a lot dumber than he/she actually is. |
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Ponico
Apprentice Member
Joined: 2/01/06
Can you imagine what I would do if I could do all I can? - Sun Tsu |
12/18/06 8:20:42 AM#72
Well, raiding should not be removed from a game but more options should
be available. If the game is extremely gear oriented then an
alternative way of getting the gear should exist. To be fair though,
the best MMOS I saw were the one that crafting had a huge impact on the
world.
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12/18/06 6:28:15 PM#73
I definitely think that if you put so many hours into a game and building your character, you should be rewarded with possibilities at the end of the game that will make the hard work worthwhile. Raiding is fine for people who like it, but not everyone can enjoy tedium. I'd like to see more random content, that can have the same possibility for rare drops, but is more customizable to playing style. If the gaming industry promotes an attitude that players should have no life in order to fully enjoy their games, then they will have few gamers paying their subscriptions. Especially because a gamer who spends all their time playing games has no time to work for the money to pay the subscriptions. Yeah. Anyway, I agree with this article. (\_/) |
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12/18/06 8:32:57 PM#74
Agree completely with the OP. It is refreshing to see dedicated gaming sites stating this point. This needs to said. This needs to be repeated. And most importantly some smart developer needs to DO it and show the gaming market that the tired, tedious game mechanics left-over from Everquest need to evolve. I think 2007 will be the year when MMORPGs finally see this happen. There are more than a few games that are trying to address this problem. Let's hope at least one of them gets it right, because if they don't - if at least one of those games doesn't succeeed, we will be looking at another entire decade of Raid or Die MMORPG gameplay started by EQ and perpetuated by WoW. 2007 is the year to watch. |
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12/18/06 9:19:14 PM#75
I agree with the article writer. Its a low budget way of increasing the games length. Instead of creating a sandbox environment, they use a treadmill. Its sucks, one day people will figure it out...... i hope. |
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12/18/06 11:29:02 PM#76
There's so much more the devs can do then to cling to an old paradigm. We could have player made mods, player GM's who can create content. Player made servers with custom rulesets. Raid only servers. Raid/Group/Solo servers. Group/Solo servers. Sooner or later someone will realize they can make huge money providing choices of freedom of play in a game. Gamers are becoming more vocal because of sites like mmorpg.com and it's about time rather then be spoonfed someone elses Vision. Spiritglow |
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12/19/06 2:55:27 AM#77
Steve Wilson nailed the difference between the "hardcore" and "casual' gamers and what each "generally" wants in a game. It was a well written opinion piece. I would liked to have seen "DKP's" added to the article simply because that does play a huge roll in the two play styles (casual gamers who at least "try" to do some raid content end up losing out due to the lack of accumulated points, thus leading to even more hardship on the casuals who do try to work with the "end-game raid content"). I'd like to see someone tackle that in an editorial or column: the in-game effect of external organization.
-Ashyn |
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12/19/06 5:16:57 PM#78
Gotcha... (was too easy anyway :)
To address the first quote. I've always opposed guilds and other raiders who were in the mind set that, we needed to raid for several hours on end, even though there were examples of guilds out there across other servers that managed to do it faster, better, with less people. In part by putting in a higher level of skill obviously, either through the various members simply playing their characters better, or by having a highly efficient management system for raids and the guild it self. I'm a firm believer that the raids were always able to be accomplished in a better or faster way then how others usually did them. And more often then not, proved that the guilds that I were a part of, could always accomplish far greater things at a faster pace then the members the guild thought possible. I'm not at all surprised when WoW raiders moan about spending countless hours at raids. Many of them are first time MMORPG players, and I'd reckon just as many are first time raiders too. It all boils down to the way the guild is managed, and the competence of the raid leader(s) and other guild officers/leaders. Key individuals are what makes the raids endurable, and not drag out for countless hours. To address the item distribution issue, there's various ways to distribute items accumulated at a raid. I've seen various systems, multiple variations of DKP and what not, and the one system that I favor the most is having set key individuals distributing items based on various criteria. Such as attendance, how much of an upgrade said item is to XYZ players, class benefits the most, ect ect. This system eliminates the extreme need or feeling that you must show up at all raids. Obviously it doesn't mean you can't just log on randomly whenever you want, it obviously comes with certain expectations from the members of the guild to contribute a certain level of attendance, but that level can vary a lot all depending on the type of guild and it's overall goals. |
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12/20/06 1:27:43 AM#79
Great article - and the writer made a very good point. At best, the current 40-man ZERG style of raiding is a "stuck" paradigm, the MMOG equivalent of monsters jumping out of closets in the FPS genre or peasants chopping wood in the RTS genre. At worst, it's just damn lazy. Look, I work in the casual games business and I can tell ya, the devs I know work their butts off coming up with new content on a daily basis. Yeah, yeah, I know that "WOW is infinitely more detailed than Bejeweled 2" but the fact remains - how come smaller developers can come up with plenty of fresh content but WOW sticks players with one uninspired, repetitive dungeon after another? WOW has sold almost as many copies as Halo 2, and that's before you factor in the $15 a month X 7 million subscribers. Sure staff and servers are expensive, but with their massive war chest WOW could easily afford to add new challenging small party quests every few months, if not every month. But time after time WOW takes the easy road by creating another VIP room that only 5 percent of the population will ever see. But as a long-time Blizzard fan, I do want to think that the former reason (stuck paradigm) is more to blame than the latter (Blizzard are a bunch of lazy/greedy SOBs). One can only hope that new games will either redesign the raiding dynamic to make it more fun for all involved or eliminate it alltogether. |
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12/20/06 10:05:41 AM#80
According to PARC (Play on), very few players even in WoW raid.
More info can be found here: http://blogs.parc.com/playon/archives/2006/03/raid_content_us.html. I think any developer willing to risk it will see a huge market for gamers that do not want raiding (or even pvp) as their sole end game content. |
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