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The Pub at MMORPG.COM  » Solution to end game

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25 posts found
  GreenChaos

Novice Member

Joined: 10/21/06
Posts: 2274

 
8/23/09 1:52:02 PM#1

The bottom line is it's just silly to have two separate games like WoW does.

1.Solo level.
2.Raid

It's just stupid, seriously people, it's stupid. If raid content is so fun why not have it at lower levels, constantly and consistently?
If leveling is so fun, why not kill the character when they hit max level so they can level again?

Just think about it for a moment.

My solution to end game.

1.Have a story generator and a dynamic world, so you have infinitely changing content.

2.Scalable, challenging raid content available at all levels without instancing. So a group of 1, 2, 5, 20, 200, or 5000 could “raid”. And they would have a very challenging and rewarding experience.

3.Optional hero classes one can switch to at max level. These characters can take on 20 non-hero max level characters. But they have limited lives. About 5. These classes would be optional.

This is gives you raid content at all level, dynamic content, and for those that do the hero-perma-death route it gives you re-leveling (which some of us like to do).

Problem solved. Next question?

  Malcanis

Hard Core Member

Joined: 8/17/09
Posts: 2440

"A very special kind of stupidity"

8/23/09 2:06:07 PM#2

(1) Skill based characters so that new players can be somewhat useful alongside older players

(2) "Wide not high" skilltree, so that after a certain point advancement comes from versatility rather than raw power.

Give me liberty or give me lasers

  kalaren

Novice Member

Joined: 4/12/08
Posts: 84

8/23/09 2:12:28 PM#3
Originally posted by Malcanis

(1) Skill based characters so that new players can be somewhat useful alongside older players

(2) "Wide not high" skilltree, so that after a certain point advancement comes from versatility rather than raw power.

 

Skill or level, it is the same if the power difference between start and end is too high.

  Gdemami

Hard Core Member

Joined: 9/23/08
Posts: 4558

8/23/09 2:12:51 PM#4

What is end game? :-D
I believe the only reasonable solution is to have none.

End game means something where the game stops, which is something completely stupid for online game with persistent world.

To have MMO atractive it has to be endless, thus no end game.

  Comnitus

Advanced Member

Joined: 6/03/09
Posts: 2507

Revenge is a dish best served with mayonnaise and those little cheesy things on sticks.

8/23/09 2:17:54 PM#5
Originally posted by Gdemami

What is end game? :-D
I believe the only reasonable solution is to have none.

End game means something where the game stops, which is something completely stupid for online game with persistent world.

To have MMO atractive it has to be endless, thus no end game.

End-game is a misnomer. The game doesn't "end"; end-game is simply the game at the end of your character's progression. In a level based game it is max level; simply, end-game is what you do once you hit max level. End-game evolves through content: new raids, new dungeons, new loot, expansions, so it never stops (unless the devs do).

 

 

 

  Gdemami

Hard Core Member

Joined: 9/23/08
Posts: 4558

8/23/09 2:22:03 PM#6


Originally posted by Comnitus

End-game is a misnomer. The game doesn't "end"; end-game is simply the game at the end of your character's progression. In a level based game it is max level; simply, end-game is what you do once you hit max level. End-game evolves through content: new raids, new dungeons, new loot, expansions, so it never stops (unless the devs do). 


No :-P

  Malcanis

Hard Core Member

Joined: 8/17/09
Posts: 2440

"A very special kind of stupidity"

8/23/09 3:05:01 PM#7
Originally posted by kalaren
Originally posted by Malcanis

(1) Skill based characters so that new players can be somewhat useful alongside older players

(2) "Wide not high" skilltree, so that after a certain point advancement comes from versatility rather than raw power.

 

Skill or level, it is the same if the power difference between start and end is too high.

 

So you read all the way to point 2, right?

Give me liberty or give me lasers

  Ihmotepp

Spotlight Poster

Joined: 10/28/08
Posts: 14557

8/23/09 3:12:51 PM#8
Originally posted by GreenChaos

The bottom line is it's just silly to have two separate games like WoW does.

1.Solo level.
2.Raid

It's just stupid, seriously people, it's stupid. If raid content is so fun why not have it at lower levels, constantly and consistently?
If leveling is so fun, why not kill the character when they hit max level so they can level again?

Just think about it for a moment.

My solution to end game.

1.Have a story generator and a dynamic world, so you have infinitely changing content.

2.Scalable, challenging raid content available at all levels without instancing. So a group of 1, 2, 5, 20, 200, or 5000 could “raid”. And they would have a very challenging and rewarding experience.

3.Optional hero classes one can switch to at max level. These characters can take on 20 non-hero max level characters. But they have limited lives. About 5. These classes would be optional.

This is gives you raid content at all level, dynamic content, and for those that do the hero-perma-death route it gives you re-leveling (which some of us like to do).

Problem solved. Next question?

 

A "raid" is a group of groups.

So if your game has grouping with groups of 6, a raid is a group of 6, plus another group of 2 to 6, in one "raid".

It makes no sense to say a raid of one or two. That is not a raid.

If your game has a group max of 8, then a raid is a group of 8 plus another group of 2-8, or more groups of 2-8 combined.

It is combined groups into one larger super group.

There is no such thing as a raid of two players.

Scalable = solo game.

If you can do it solo, there's no reason to raid.

  GreenChaos

Novice Member

Joined: 10/21/06
Posts: 2274

 
8/23/09 4:44:54 PM#9
Originally posted by Ihmotepp
Originally posted by GreenChaos

The bottom line is it's just silly to have two separate games like WoW does.

1.Solo level.
2.Raid

It's just stupid, seriously people, it's stupid. If raid content is so fun why not have it at lower levels, constantly and consistently?
If leveling is so fun, why not kill the character when they hit max level so they can level again?

Just think about it for a moment.

My solution to end game.

1.Have a story generator and a dynamic world, so you have infinitely changing content.

2.Scalable, challenging raid content available at all levels without instancing. So a group of 1, 2, 5, 20, 200, or 5000 could “raid”. And they would have a very challenging and rewarding experience.

3.Optional hero classes one can switch to at max level. These characters can take on 20 non-hero max level characters. But they have limited lives. About 5. These classes would be optional.

This is gives you raid content at all level, dynamic content, and for those that do the hero-perma-death route it gives you re-leveling (which some of us like to do).

Problem solved. Next question?

 

A "raid" is a group of groups.

So if your game has grouping with groups of 6, a raid is a group of 6, plus another group of 2 to 6, in one "raid".

It makes no sense to say a raid of one or two. That is not a raid.

If your game has a group max of 8, then a raid is a group of 8 plus another group of 2-8, or more groups of 2-8 combined.

It is combined groups into one larger super group.

There is no such thing as a raid of two players.

Scalable = solo game.

If you can do it solo, there's no reason to raid.

 

 

CoX has scalable mission, and it's one of the most group friendly games out there, because of the scalability, so your point is totally false.


I put the word raid in quotes for a reason, letting you know I was misusing the word a bit.  I am talking about challenging content.  As and far as scalable = solo, not if the rewards scaled with the size of the group.

 

  Ilvaldyr

Novice Member

Joined: 8/31/08
Posts: 2163

8/23/09 5:11:00 PM#10

Best solution is to get rid of the item-ladder and just make all "end-game" activities count towards some secondary character progression that takes place after the player has hit the level cap. Let people achieve meaningful progression via whatever end-game activity most appeals to them rather than trying to "push" them in the direction of specific content by means of a carrot onna stick.


Playing: EVE, Final Fantasy 13, Uncharted 2, Need for Speed: Shift

  User Deleted
8/23/09 6:23:22 PM#11

 Here's the question you need to answer:

 

Why waste time low-level raiding when you can grind to the highest level and do the hardest raids?

  Ihmotepp

Spotlight Poster

Joined: 10/28/08
Posts: 14557

8/23/09 6:59:33 PM#12
Originally posted by GreenChaos
Originally posted by Ihmotepp
Originally posted by GreenChaos

The bottom line is it's just silly to have two separate games like WoW does.

1.Solo level.
2.Raid

It's just stupid, seriously people, it's stupid. If raid content is so fun why not have it at lower levels, constantly and consistently?
If leveling is so fun, why not kill the character when they hit max level so they can level again?

Just think about it for a moment.

My solution to end game.

1.Have a story generator and a dynamic world, so you have infinitely changing content.

2.Scalable, challenging raid content available at all levels without instancing. So a group of 1, 2, 5, 20, 200, or 5000 could “raid”. And they would have a very challenging and rewarding experience.

3.Optional hero classes one can switch to at max level. These characters can take on 20 non-hero max level characters. But they have limited lives. About 5. These classes would be optional.

This is gives you raid content at all level, dynamic content, and for those that do the hero-perma-death route it gives you re-leveling (which some of us like to do).

Problem solved. Next question?

 

A "raid" is a group of groups.

So if your game has grouping with groups of 6, a raid is a group of 6, plus another group of 2 to 6, in one "raid".

It makes no sense to say a raid of one or two. That is not a raid.

If your game has a group max of 8, then a raid is a group of 8 plus another group of 2-8, or more groups of 2-8 combined.

It is combined groups into one larger super group.

There is no such thing as a raid of two players.

Scalable = solo game.

If you can do it solo, there's no reason to raid.

 

 

CoX has scalable mission, and it's one of the most group friendly games out there, because of the scalability, so your point is totally false.


I put the word raid in quotes for a reason, letting you know I was misusing the word a bit.  I am talking about challenging content.  As and far as scalable = solo, not if the rewards scaled with the size of the group.

 

 

There is a difference between "group friendly" and a good grouping game.

CoH is very group friendly, but not a good grouping game.

DAoC is not very group friendly necessarily, but when originally released a great grouping game.

I want good grouping games, not necessarily "group friendly" games.

  bigtime102

Novice Member

Joined: 9/18/05
Posts: 159

8/23/09 9:17:17 PM#13

I got an endgame for ya. Death. The End.

  Dafong

Apprentice Member

Joined: 8/15/09
Posts: 226

8/23/09 9:21:57 PM#14
Originally posted by Comnitus

End-game is a misnomer. The game doesn't "end"; end-game is simply the game at the end of your character's progression. In a level based game it is max level; simply, end-game is what you do once you hit max level. End-game evolves through content: new raids, new dungeons, new loot, expansions, so it never stops (unless the devs do).

 

 

 


 

You know you have used semi-colons when you should have used commas and you have used colons when you should have used semi-colons.

Dafong Xfire Miniprofile
  Czzarre

Novice Member

Joined: 9/10/07
Posts: 3738

MMORPG Character Monuments

...When its time for your character to take a well deserved rest...

8/23/09 10:07:20 PM#15

I would say PvP is a viable end game as well

  bonobotheory

Apprentice Member

Joined: 4/30/06
Posts: 1019

Tis an ill wind that blows no minds.

8/24/09 4:35:37 AM#16

Upon reaching maximum level, characters should perform one final grand quest, then retire forever.

Every character the player has retired would grant a passive bonus to all of the player's other characters, based on the retired character's class and their final quest.

Screw the end game.

  Papadam

Apprentice Member

Joined: 12/09/07
Posts: 2083

8/24/09 4:53:26 AM#17

I joined my first raid in DDO at lvl 8 (with level cap 20). Raiding is a great way of levleing in that game so people do it. Make soloing more inconvinent and make grouping more convinient so people will group.

The reason people rush to end game is because thats where it is always easy to find people to form groups/raids. During leveling everybody is spread out so its hard to find people to group with and much easier just to level alone (but more boring)

If WoW = The Beatles
and WAR = Led Zeppelin
Then LotrO = Pink Floyd

  Axehilt

Elite Member

Joined: 5/09/09
Posts: 5369

8/24/09 5:31:23 AM#18
Originally posted by Malcanis

(1) Skill based characters so that new players can be somewhat useful alongside older players

(2) "Wide not high" skilltree, so that after a certain point advancement comes from versatility rather than raw power.


 

Yes, this fixes it, but doesn't work for all types of games.  I'd enjoy such a game, but not all players want a lateral progression game (vertical progression games are wildly popular for a reason.)  Even I want a vertical progression game sometimes.

I largely agree with GreenChaos.  I want fun from level 1.

WOW's way of doing things isn't without advantages:

  • "Endgame" is yet another dangling carrot.
  • Changing up gameplay ("varying the pattern" as I call it) is crucial for a game to remain interesting for a long time.

But I'd prefer fun from level 1; the advantages of the WOW method aren't better than the advantages of the other method.

The trick to the "story generator" idea is that a random mission generator simply isn't enough for the hundreds of hours of content you need in an MMO.

After 400 hours of running quests in WOW the entire game becomes different and there's all-new stuff to learn.  After 400 hours of running mission generators in any existing MMORPG I've played, I think I'd have become a quivering lump of flesh on the ground.

So the total solution to the problem is more than just random mission generators providing randomized stuff, but to actually trickle in completely new gameplay mechanics as players level to keep things fresh.  And ideally to provide a way for veteran players to not have to spend tons of time in the lowbie content with their alts, after you've shown them how much more awesome your game is with all the cool stuff at higher levels.  (which really is my concession that you'll never get the full fun at level 1...not without your game being stupidly inaccessible to players.)

  MMO_Doubter

Advanced Member

Joined: 7/28/09
Posts: 5133

8/24/09 6:27:42 AM#19
Originally posted by Ihmotepp

There is no such thing as a raid of two players.


Technically incorrect. You can make a raid with just two people.

"" Voice acting isn't an RPG element....it's just a production value." - grumpymel2

  MMO_Doubter

Advanced Member

Joined: 7/28/09
Posts: 5133

8/24/09 6:31:24 AM#20
Originally posted by bonobotheory

Upon reaching maximum level, characters should perform one final grand quest, then retire forever.

Every character the player has retired would grant a passive bonus to all of the player's other characters, based on the retired character's class and their final quest.

Screw the end game.

I have been thinking about something similar for quite a while. Have maxed characters retire to a 'Hall of Heroes', which players could view to see their accomplishments and what players own them. They could come out of retirement for special heroic events and when the level cap goes up. To encourage alts, the account could get some special perks to aid leveling of other characters.

"" Voice acting isn't an RPG element....it's just a production value." - grumpymel2

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