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I'm tired of game companies and developers trying to deceive me into keeping my subscription for longer because desirable gear only drops every 1,000-5,000 mob kills, or requires a large raid just to get 1 or 2 pieces of worthwhile gear, that will go to less than 2% of the party who helped get It. |
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9/20/09 11:45:05 AM#2
Games that focus heavily on crafting tend to do this. You get the meterials to make make an item every 5 or 6th kill. (plenty of exceptions). |
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9/20/09 12:08:03 PM#3
Originally posted by NeverLand7 But gear is not the only thing that keeps people coming back. Its just one piece and its a piece people really need. Eventually fun runs out, because new things to do run out as well. After theres nothing else new to do, you need a carrot. WIthout the carrot, people quit. Its just the way it is. IN a hypothetical world, you'd never run out of new content, but thats just not the real world=) |
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9/20/09 12:12:23 PM#4
Originally posted by NeverLand7 Did you mean that gear should drop more frequently off random mobs, or that named mobs should drop the totality of their loot table each time they are killed? Gear-grind is the carrot that makes PvE-grinder have plenty of customers willing to pay to better their statistics, don't expect things to get better anytime soon. |
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9/20/09 3:07:05 PM#5
It's not as simple as adding more loot. Let's say you farm a raid 2 months and get 10 pieces of loot. Quite infrequent. So let's increase how frequent players are expected to get loot. Now you get 20 pieces of loot in 2 months. The loot itself will fall somewhere between these two extremes:
Problem with small upgrades is you're taking items where you're already getting like +0.5% crit chance, and spiltting that to each upgrade giving +0.25%. Eventually things start to get ridiculously trivial (many players consider even 0.5% to be laughably small.) Problem with significant upgrades is it significantly raises the maximum power characters can attain. As the difference between a "Fresh 80" and a "Ultra-Veteran 80" increases, the community becomes more segmented. Also gear becomes significantly more important for PVP (and too much of this ruins PVP.) Also balancing the difficulty of PVE fights becomes a lot harder as power disparity increases. None of these are absolute reasons not to increase loot frequency. The point here is that gains in fun (looting more items) will incur increasing costs in these problems, and at a certain point it's not worth it.
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9/20/09 4:22:24 PM#6
You need to only look at Mass Effect's loot system to understand how sh1tty LOTS of loot thats just slightly better than the next is. You get 1 gun, then in the next area you get another gun thats just a little better, than 10 minutes later you find 3 more guns that are all slightly different but equally useless in actually determining if you're any better. It was retarded and got extremely tedious. Theres a reason fans told them to totally scrap it all for the sequel. For loot to matter and it has to matter;) You can't dole it out constantly with tiny incremental changes. People eventually stop giving a crap, which makes the entire loot system a total waste of time. |
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9/20/09 4:27:28 PM#7
I agree with the above posters. If the loot becomes to abundant, it ceases to have meaning. Any fool can criticize, condemn and complain and most fools do. |
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Lansid
Novice Member
Joined: 8/21/03
"Remember... no matter where you go... there you are!" |
9/20/09 4:30:25 PM#8
Go play City of Heroes. No "phat lewts"... no equipment. I see your toon is from Everquest. You no longer have to be in "their world", friend... EQ is a bad benchmark for the MMO environment to be judged off of. There is also DDO... which I've recently tried again since its release. Gear is a factor... but it's not the 100% deciding factor of the game, like EQ or WoW. "There is only one thing of which I am certain, and that's nothing is certain." |
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9/20/09 4:32:28 PM#9
Originally posted by NeverLand7
Then play something else other than gear-centric raid MMOs? |
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9/20/09 4:34:43 PM#10
Originally posted by Nightbringe1
In static loot systems, certainly.
MMOs with dynamic loot and mutliple uses for the loot can have their loot "flow like wine" to the players and still retain value and meaning.
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9/20/09 4:54:22 PM#11
Loot should not be the driving force. These carrot-on-a-stick raiding MMOs are tiresome when you get the endgame. There should be no such thing. In addition, wolves should not drop shoes. Wolves should drop leather, or teeth, or something that can be used to create something. All decent gear should be crafted. An addition serious problem of gear-centric games is that to keep people interested, over time, the gear because ridiculously powerful, and then player skill and player skills lose meaning when compared to the gear. If gear were crafted and lost durability over time, to the point that it would have to be replaced at some point, crafting suddenly has serious meaning, and harvesting from monsters suddenly has meaning. That is a key to a sandbox though, I think theme-park people like other things. "Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true — you know it, and they know it." —Jeff Strain, co-founder of ArenaNet, 2007 |
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Originally posted by Josher
That sounds like more of a problem of poor gear design as oppose to frequent drops. |
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9/20/09 9:36:41 PM#13
I think your looking for a game where building a player character is the primary purpose and equiping your character is simply to make your build style play out more smoothly. I agree, that would be ultimate, however, I think a far more complicated character build is required then the traditional MMORPG comming out today. players might even risk building there character real poorly to the point where it just wont function effectivly, which im not opposed to. The only way I can think of to make a player feel like his character is more his own than just another one of the same thing is to make the character strength to monster strength grossly unbalanced. So that would mean a hack and slash rpg or the exact opposite which would be more like "it has a zillion hit points, but that doesn't matter because I am perfectly capable survivalist". which I guess would be called something like a "systematic slash" game. I would consider a game like wow to be placed somewhere in between a hack and slash and my conceived "systematic slash" like game. Forgive me if there is an actual gamer term for the antonym of hack and slash, but i couldn't find one.
This is just an idea... Anyways, I dont see a MMORPG being capable of being a open world hack and slash, But I do think it could work for the opposite of that, because you wouldnt need a ludacris spawn rate to make sure there's enough for everyone. So players could just build there characters around surviving in various ways based on whats appealing to them. Basically what i'm invisioning is different survival tactics, like knockback, trip them, confusing, stuns, snares, summons, fears, shield, lifesteal, debuffs, mana shields, heals, mitigation skills, vanishing, blindness, roots, teleport and more, to keep fast running, punching to hard gorilla from stomping all over my genitalia before I can stomp all over his. Its a very capable player character that specialzes in receiving as little damage as possible. Add signature here. |
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Bigdavo
Novice Member
Joined: 1/21/06
''Life is what you make of it, not what others make of yours.'' |
9/20/09 9:53:44 PM#14
Yep the game sucks you in because at the start it is fun and the loot flows, then before you know it you're grinding out raid after countless raid to get that bit of loot, that last bit in the set. It's crazy how some MMOs can suck you in, keep you playing even though you aren't really having fun. It's a pretty damn good way to retain players, albeit a cruel one. O_o o_O |
Originally posted by Bigdavo
Aye. The first time you play MMORPG's and for quite a bit after that, you don't really question the game design, graphics style etc, you just accept what is being put out there on your plate, and eat It like a hungry dog. But once you take a step back from constant playing and no thinking, and really take a deep look at the whole of the game design for all these MMORPG's, there is many controversial aspects of the aforesaid game design and all that follows It. |
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Lansid
Novice Member
Joined: 8/21/03
"Remember... no matter where you go... there you are!" |
9/22/09 1:49:52 PM#16
Evolution takes a "bit"... The first "mainstream" MMO was Ultima Online, released in 1997. So what... 12 years later... we have what we got today. Pretty damned diverse if you look at the amount of MMO's, mainstream or otherwise, up for grabs. Comparatively, I started playing an Atari 2600 around 1981... so 12 years later... I was playing Mechwarrior 1 or Wolfenstein 3-D on my 386DX-40, or playing the new badass game Mortal Kombat that had just come out for the SNES. Compared to now, stuff was pretty archaic. Point is... Things are still evolving and progressing. Call of Duty: World at War "could" be said to be a "clone" of Wolfenstein 3-D, or people can say that World of Warcraft is a clone of EQ... or Aion is a clone of World of Warcraft... on and on... but there's a significant evolution between each of them when compared to their mainstream predecessors. Problem with loot... is just that it is what it is. It's a paradox. You want that awesome thing that one person has that makes them better. But I submit to you a great quote of wisdom from Beavis and Butthead... "If nothing sucked, and like, everything was cool all the time... then it's like, how would you know it was cool?" If you'd ever played in a D&D "Monty Hall" campaign, and you're just putting down +5 Vorpal Sword because you can't fit anymore into your Bags of Holding because they're filled with more +5 stuff, gems the size of watermelons, and your 500k worth of platinum in the other Bags of Holding till you get back to your empire of city-sized castles, elite gold dragon guards, ect... Or like if you use trainers in games... say for instance diablo... you hack all the best items to have... so then now what is the point? Replayability is zero. Similar to being able to get a 999999 high score on an old arcade machine in one hit or jump. and the whole screen is filled with people who have the same damned 999999 score. What's the point? "There is only one thing of which I am certain, and that's nothing is certain." |
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9/22/09 2:47:51 PM#17
Originally posted by LynxJSA
Then play something else other than gear-centric raid MMOs? or he could change his mindset and not be all about gear. |
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Originally posted by Lansid
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9/22/09 3:12:57 PM#19
Nope, I think it should not drop frequently at all. If you want it to be that simple then you should start the game with it... whole premise behind an MMO is that its supposed to be an on-line world without an end... so to speak. |
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9/22/09 3:15:03 PM#20
After all, aspartame gives you brain tumors. |
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