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Kyleran
Elite Member
Joined: 9/13/06
A simple truth-"What people want and what is good for an mmo is not always the same thing"-mrw0lf |
7/30/09 5:20:35 PM#41
I read that Doofus has a permadeath server but that sort of game play hold no appeal to me. There's a lot of things I don't care for with many of the newer MMO's, however I've found some entertainment in several of them (at least for a few months) and I'm going strong with EVE for over 2 years now. I don't really see the problem the OP speaks of.
"Just because you aren't paying doesn't mean it's not PTW." - Amaranthar |
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Its true... I haven't played a whole lot of MMO's you guys are talking about. Armageddon, Gemstone 3, and Shadows of Isulder were all text-based, roleplay-intensive games. The reason I went to these games was because I realised games like Everquest, and every other mainstream "RPG" were all the same. Just endless hours of killing MOB's, to get increasing amounts of gold, exp, and equipment. Sure at first it was fun, it was cool going fishing etc.. felt like I was really a warrior trying to survive in a simulated world. But then I realised these games were just all about who could log the most hours and get the best equipment, I was looking for something more. |
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nickelpat
Novice Member
Joined: 11/07/08
"War isn''t about dieing for your country; It''s about making your enemy die for theirs." - G.Patton |
7/30/09 7:01:27 PM#43
Yes, Permadeath, what a great idea. Oh, your grandparents are dieing? Looks like you just lost 500 hours of play. Sorry that your dog needs to go outside to lose the bathroom, but if you leave you'll probably have die, expescially being you have no bindstone, being it's realistic. Woops, your girlfriend called? Look, you're dead and just lost years of hard work. As you see, real life gets in the way of games. Permadeath is a stupid, stupid idea. In single-player games, you can pause and save, making permadeath an option. Otherwise, no, it's not an option at all. Because that game is probably not the only thing they will be doing and something will get in the way. ____________________________ "I know not with what weapons World War III will be fought, but I know World War IV will be fought with sticks and stones." - Albert Einstein |
Originally posted by nickelpat
Haha yes this happens in permadeath games. The RPI muds I played were permadeath, but I don't think this reason alone is enough to doom permadeath, this is what you do. Your grandparents are dieing? Does that mean you have to get off straight away? No. Your dog needs to go to the bathroom? Is it too stupid to use the dog door? dont have one? Clean it up later. Your girlfriend called? Im assuming your mom answered the phone since you woulden't if you were playing a permadeath game, in which case you need to tell her to fuckoff (or wont she stand for it? *whoopish*, pussywhipped ) |
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7/30/09 7:54:28 PM#45
Originally posted by Syphex_7
Haha yes this happens in permadeath games. The RPI muds I played were permadeath, but I don't think this reason alone is enough to doom permadeath, this is what you do. Your grandparents are dieing? Does that mean you have to get off straight away? No. Your dog needs to go to the bathroom? Is it too stupid to use the dog door? dont have one? Clean it up later. Your girlfriend called? Im assuming your mom answered the phone since you woulden't if you were playing a permadeath game, in which case you need to tell her to fuckoff (or wont she stand for it? *whoopish*, pussywhipped ) Well lose your time.MMOS are timesinks aren't they? Like pong i keep bouncing back and forth between games. |
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Yeah, well. I would rather loose all my time playing a character that I knew didn't die until that point, than loose my time playing a character that dies time and time again : /. The sense of accomplishment just fades away for me when I know that my characters accomplisments only exist because of all the times I've spent running naked back to my corpse. |
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7/30/09 8:04:37 PM#47
Originally posted by Syphex_7 This will help not really since i know nothing of coding or programshttp://www.thefreecountry.com/ there is probably nothing helpful but give it a shot.See what it is like in the shoes of a developer. Like pong i keep bouncing back and forth between games. |
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7/30/09 8:22:57 PM#48
Originally posted by Syphex_7
LOL. We are all waiting with bated breath for you to accomplish this. Even if you learn how to begin to make a game and win 50million in the lottery to pay for it, it will take a few years. Perhaps I'll watch the Jiffy Lube guy the next time i get the oil changed and take notes and build my own industry-defining super car while you work on your own great achievement. |
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Stellos
Novice Member
Joined: 9/15/06
If you're going to stick it out there, don't be afraid if you get it cut off. |
7/30/09 9:34:20 PM#49
I suppose I agree that the power leveling, rat race is a cancer to the genre. But keep in mind the genre did not start out like this. Ultima Online which was one of the first big MMOs and was so great it still has subs today was nothing like the rat race you described. WoW somewhat created this version, though it previously existed, WoW made it popular. Unfortunately, many companys try to clone WoW and hope for the same success, this is why we keep seeing the same stuff. Darkfall tried for something different, but clearly it did not have the financial backing to support such ideas. Perhaps Bioware's TOR will change this mold with their new features and full voice over concept. Hopefully it doesn't become the same crappy game where you do quests to gain levels. We'll see though. |
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7/30/09 9:41:10 PM#50
closest you can get to perma death would be playing eve and never saving your clone info...every time you die...you start out with almost no skill points!
Theres a hardcore version of eve for ya....... lol.... op is dillusional
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7/30/09 9:45:24 PM#51
wow another crying whining sand boxer. Do you want some cheese and crackers with your whine Syphex. I can get it to ya through fedex noob |
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7/30/09 9:51:24 PM#52
OP: Hate to burst your bubble but you are more likely in the minority. People don't want realistic death and all that stuff. Of course people who log the most hours have the best chance at getting gear, maxing their characters the fastest ect. But that's not always the case. Sounds like someone just wanted to complain. But that's the MMO genre. Look elsewhere for games that are more to your liking. But you loose all credibility with a posting like that. ALL MMOs suck? Sorry clearly you have not played a lot of them. Because I think pretty much everyone here can tell you 2 or 3 great MMOs. *shrug* Stop QQing start Playing. |
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7/30/09 10:19:23 PM#53
Originally posted by Scottc
You call it mediocrity, I call it evolution. I started back in 1999 with EQ and even back then I had a difficult time calling it a game. The social aspect was the only part that was alluring. Suffice it to say that while the genre has been getting better over time, it has a very long way to go before I subscribe to a game for more than a few months. SW: TOR may be the first MMO that has the potential to really capture my interest or they could end up ruining it with all of the typical MMO bullshit, only with decent story content. What sucks about the genre is the crap load of hybrid MMOs that try to cater to casuals and hardcores, but sucking at both. Everything but end game is way too casual for hardcores, yet I consider the majority of casual content to be hardly casual at all. MMOs should have started specializing long before now, instead it's just a stagnant mess. |
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7/30/09 10:51:48 PM#54
With the main point of this thread, I totally agree with the OP in terms of how leveling is more or less becoming too important within an MMORPG. When people play the game (such as WoW) and dread levels 1-79 and consider leveling a chore, that's when emphasis on levels is too far. Let's face it. It's a measurement of your character's "experience" and overall ability and no one wants to be stuck below the next guy. I have an idea, what if we got rid of levels and make games more about fun these days. I started playing EVE Online and loved it because I can try everything and do anything I want. I felt like I was living within a world and it does a good job of getting players immersed into its environment. With World of Warcraft, its more I do things to become better than the other person and the only way to do that is if I spend more time in the game than most others at the very least and focus it on one toon. With EVE, the difference between being good and the best is a matter of improving your avatar's skills and using better strategy. I like that the person that does their research and actually learns how to play the game gets rewarded. I seen far too many people with gear on WoW that do not put out the DPS that they should be putting out (to extreme degrees). Like epicced out and only 1500 DPS (WoW players would understand). I think players should be rewarded for being smarter and better strategy (it happens in WoW but not enough) and its a more common occurrence in EVE Online. I think the leveling idea (and collect epic lewts after) takes away from this. All in all, less emphasis on levels and equipment and more emphasis on strategy, skills and choices. In regards to realism, I don't agree. I believe video games are meant NOT to be real and this is also the very reason why I enjoy anime. Anime worlds tend to have its own rules, laws, physics, you name it, they do it in some form or another. MMORPG's should be the same way. I don't care why Goku can release a massive ball of spirit that only destroys evilness (what defines evil?), I just like to see it done. Or a notebook that can spell death literally for any name written in it (how does the book actually know?!?) but its a really cool idea and I enjoyed every bit of it. Things don't have to make sense when you're living in fantasy ;) EDIT: I also agree with the poster above, I think MMO's should focus their target audience more rather than try to cater to everyone else and spread themselves thin. Personally, I think an MMO world should cater to casual players for the most part since you'll never satisfy hardcore gamers. I look at a MMO world as a place to hang out at with other people, but also in games like WoW the social aspect of these games get lost more and more and it becomes more about the individual than the community. |
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7/31/09 1:06:28 AM#55
Originally posted by Jairoe03
Just my 2 cents
Glen ''Famine'' Swan |
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Gah im so sick of hearing about WoW. Wow sucks, it ruined what was left of the genre. I never played ultima Online, how was it different? WoW is just basically riding the Warcraft RTS series IMO. |
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7/31/09 4:02:38 AM#57
I guess I just don't fully get the appeal of having an ultra realistic game to the point of perma death and such. I understand that what you're looking for is really more of a simulator than anything, but really... why? I play games for a number of reasons, and I would love to see an MMO that pushed the artistic boundaries of the genre a bit. (I know Love is sort of promising to do that). But still isn't the reason any of us playing these is because they're fun? Because we enjoy advancing a character, we enjoy the interaction and we enjoy the competition. Plenty of games have managed to fit the idea of not dying into lore. The newest Prince of Persia had you rescued whenever you were about to fall. In Braid you had control over time its self and, thus, could not die. In Bioshock you actually could use those revital chambers. Finally in EVE you have the idea of a clone, which is a perfectly good explanation I think.
Hopefully someone gets what I'm sort of saying here. I think if you had an interesting story going on than there would be something for everyone. Like if the cities are for some reason getting sieged by the lowly creatures around town, that normally are peaceful, you'd have a lot of different things to do. The low skilled players could test their might against the lowly denizens. The explorer types would go and look for the source of the problem, perhaps there is a cave where something larger is happening? You'd also have those players who are the top of their game, banding up to find out what is going on. Of course you might have different goals for doing it (saving the world, money or what have you) so you would have conflict created that way as well.
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7/31/09 8:19:16 AM#58
Originally posted by FC-Famine
I want to hope there's more ways to portray progression rather than measuring by levels. I understand people need goals in order to play games but it doesn't necessarily have to be levels. How is progression measured at the maximum level of any game then? It definitely isn't by levels and I think even most players wouldn't even measure their own progression by levels. It seems like people measure their progression by what awesome items they have equipped, getting to the maximum level is more or less a prerequisite for many people to feel like they are even actually playing the game it seems. There are many ways to measure progression or else how would sandbox games be attractive to anyone in the first place if levels were to be that important. In my original post, I was not implying to get rid of levels all together, but to put less emphasis on it. By designing the game around maximum level, people tend to look at the game and treat the game as a chore pre-max level. Then after that, the measuring stick (at least in WoW) seems to be how awesome your equipment is (which I really find no different than attaining levels since all the equipment released tend to have the same attributes used repetitively just with higher values), which to me seems more and more like a pointless and redundant goal when there is really not much else to do in the game. In conclusion, I agree with Garrett Fuller's most recent article "LFM ULduar 25, PST Stats and Achievements" in providing other rewards/goals that require something else rather than the usual dungeon crawls (especially more rewards based on social aspects). The one thing I'm tired of seeing are people that just play for themselves, that don't bother to share mobs or even have the consideration to tell groups to hurry up so they can catch the latest VoA run. But because the game is designed around the individual, people tend to think only about themselves (they only seem to group or raid when its necessary to progress themselves and sometimes have very little patience for others around them) and I think it defeats a large portion of what MMO's really should be about. |
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7/31/09 10:14:07 AM#59
Originally posted by Jairoe03
I want to hope there's more ways to portray progression rather than measuring by levels. I understand people need goals in order to play games but it doesn't necessarily have to be levels. How is progression measured at the maximum level of any game then? It definitely isn't by levels and I think even most players wouldn't even measure their own progression by levels. It seems like people measure their progression by what awesome items they have equipped, getting to the maximum level is more or less a prerequisite for many people to feel like they are even actually playing the game it seems.
Well I think that's because everything is centered around that form of progression. Game systems work around each other in sort of a balance between each other much like a circle. Everything feeds into one another and in most cases they all feed into and center around levels or skill points (in the previous non-level example). I was not implying to get rid of levels all together, but to put less emphasis on it. By designing the game around maximum level, people tend to look at the game and treat the game as a chore pre-max level. The need to establish your characters placement in the game is very important to how content is introduced to you. If the game can't detect how strong or weak you are then balance around your character becomes much harder. Thus there needs to be systems in place to say "Zork has been playing for 11 hours, character is level 25, has 283 points of equipment and suppose to be in this area." You have to remember this is only the work of engineering. Forms of character progression and measurements will almost always be there. In some way or another one of those systems will be centered around other systems. If not levels, other systems will come into play to do it for you. The mechanics behind those systems MAY differ from one another but ultimately return different outlooks on the system that the norm. In conclusion, I agree with Garrett Fuller's most recent article "LFM ULduar 25, PST Stats and Achievements" in providing other rewards/goals I agree too. There should be other achievements and rewards out there. However, I don't think it should be frowned on for developers making those achievements meaningful. Like in the example of restricting players because they don't meet the requirements of those achievements/rewards. Like the above trying to establish your "power" in order to place you is very vital. Then of course just establishing it to remove you can also be very critical. Yet that doesn't mean there can't be more systems to allow you either.
Glen ''Famine'' Swan |
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8/01/09 12:08:05 PM#60
Originally posted by FC-Famine
I guess the big thing I was trying to get at is why does everything seem to be centered around the end-game. I understand that levels are used for a variety of things on both ends of the spectrum in regards to MMORPG's, players and designers. Its perfectly fine to use it as a gauge to say this person should be here and shouldn't be here, here and here. However, at the very end, it seems to be, first of all, a much bigger theme park with more access to really a lot of the cool stuff. Taking WoW for an example, before their first expansion, a good majority of the content but not all of it was at level 60, however there was a good portion of content spread out within the 50s range which people continued to do when at their 60s. People in those days actually ran groups for low level, mid level and high level content to not only earn experience but also gear at all levels. Burning Crusade came out and people did much of the same thing just within 60s-70. Content started getting ignored around the middle levels and people preferred to get a maxed level friend or pay a maxed level player to run them through all the middle content. What was high level content in the 60s and was released in the 60s became pretty much ignored since the first several items you got from Burning Crusade content overshadowed much of the high level items pre-Burning Crusade. The mindset of players were to try and expedite the process to get to the end. Then, with patches, more and more content released was totally focused on the end game making it that much more important to skip to the end so they can actually start "playing the game". Its easy to see how the game design makes pre-maxed level become a chore. When in PvP there's a big difference between the max level and 1 level before it, that where I believe there's too much focus on the maxed level. This trend continues to their next patch in much of the same way. Why not spread this stuff out and put less disparity in terms of "power" between the max level and the rest and make leveling take a little bit longer but less of a chore (maybe to an extent where players aren't thinking about the next level so much, but looking forward to when their guild runs their next raid because the level requirement is levels 76-80 rather than just 80). Why not release new content that's middle level as well? It doesn't have to be as important as higher level content, but the newness of it might make people interested in at the very least checking it out. When everything seems to focus around maxed level, that content eventually becomes wasted over the long run when the level cap increases again. Then its all thrown away and ignored and at the very least, the company can make those old raids/instances easy to access 5-mans with less restrictions so maybe people can use it to level through the grind and gain equipment easier, making their experience easier through out what some might refer to as the "grind". If everything is going to be focused around the maxed level, then why not just let people skip to the max level after they have acquired 2 or 3 other maxed out level characters. Again, maybe it's all part of the business model but at the same time, people shouldn't have to feel like leveling is such a grind when it should be considered more of a fun experience. After all, that's what games are supposed to be about. |
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