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11/13/12 1:30:02 PM#161
Originally posted by Zeppelin4 1) Have the sliders on instanced dungeons .. and the leader set it. So if you don't like the difficulty, don't go in with him. 2) Open world is more problematic. There are several ways: - let the other guy kill it in 2 swings. You deal with it socially. - if you tag the mob, it is yours and only you can fight it (unless the other person is in your group). Tagging mob is already in most MMOs .. adding a function so only you and your group can damage it .. should not be a big deal - always use the difficulty of the first person who tag it. 3) Sure, a server setting will make the game more social and less convenient. Personally i care about the convenience (since my mood of how dififculty i want my game can change) much more than the social aspect. You probably are different. |
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11/13/12 1:31:10 PM#162
Originally posted by DavisFlight Really? DCUO, DDO, LOTRO are all thriving. May not be as big as wow, but they are putting out more content & expansion. Hardly sounds like failed games. Even TOR is surviving. |
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Ramonski7
Spotlight Poster
Joined: 5/21/03
"A wise man has something to say, but a fool just has to say something." |
11/13/12 1:36:18 PM#163
Originally posted by ozmono I have an example for you to ponder for this oldest of questions. It's not about the games entirely it's about the players as well. Now I myself have come to this realization a while ago and I've made my peace with it. For as you surely cannot believe that a single player can enjoy all mmos, likewise a single mmo cannot be enjoyed by all players. Now on to my example:
We don't have the ignorance of youth anymore. Ask yourself this, 30 years ago if you could have one of two things: time or money what would you wish for? I think a majority would say money, I know I would have. What about right now? Money still? I bet it would be split. Now in 30 years from now if I asked you the same question again what would you wish for? I'd bet a majority would say time now. Unless somewhere down the road some realized early on that time is precious or someone else realized the good they could do with more money.
My main point is that our focus has changed along with the situations. This is why I say it's the players and the games to blame. What was your focus back then? Gear? Community? Power? Fame? Challenge? Like soldiers from our first tour of duty, some of us have an easier time than others adpating back to our civilian lives. So much so, that we can handle multiple tours and not miss a beat. Others are changed for life even after one tour and some poor souls seem to bring war wherever they go.
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11/13/12 1:42:55 PM#164
Originally posted by Enigmatus Yes but money was not 100% of the reason. The EQ devs said they wanted to make a game they themselves want to play. Same with Darkfall. EvE online even. Games really were made by gamers for gamers. Somebody who had a cool idea for a world and brought it to life so others people could enjoy along side them while making moeny in teh process. Now its more about just the money part. |
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11/13/12 1:44:56 PM#165
Originally posted by Zecktorin Personally i don't care who make the game if it entertains me and it is fun. I have a lot of fun playing Dishonored, recently. Would i enjoy it less if it is made purely to make a profit? No. |
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11/13/12 1:46:39 PM#166
I do feel that an equal level monster in old games like EQ or FFXI would easily give you a much harder fight than an equal level monster today. The general approach to creatures in MMO's today I feel is more about making them a time exercise, rather than a hurdle to overcome.Quests were also much more demanding, usually sending you to get out rare items that could sometimes take a couple days to scrounge together. As someone mentioned earlier, a lot of games like to clearly seperate weaker monsters from "elites" or whatever, so you rarely if ever run the risk of accidentally running into something that's tougher than what you were expecting. There is also just a large amount of information you have available a couple mouse clicks away now. Wiki's/walkthroughs/youtube have really spoiled a lot out of the experience of exploring and learning a game. A lot of this kind of information seems like it's just being incoporated ingame now with quest trackers literally pointing on a map where to go and such. |
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11/13/12 1:48:59 PM#167
Originally posted by Wolfenpride To be fair, a lot of these functions are included in the games because players want them. Take wow as an example. Before markers of quests on maps, there are lots of addons that does that. They are extremely popular. Before the interface shows you actual health numbers, there are addons that does not and they are extremely popular. Blizz is just adding functions that players want.
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11/13/12 1:56:57 PM#168
Originally posted by nariusseldon TOR HAS to keep going. It's their only hope to make back some of the investment to leave it up. It's clearly not doing well considering half the dev team has been sacked and its down to 8 servers. LotRO has been limping along in mediocrity since it launched. Never a runaway success, never a full failure, until recently. The Turbine earnings reports to WB show that they're not doing well. And DDO and DCUO were both MASSIVE failures for a long time. DDO was the punch line of every joke for a good 3-4 years until it went FTP, which briefly revived life in it. DCUO also wasn't a very big success, considering its IP, it was forced to go FTP and downsize the dev team. If "They haven't closed yet" is your metric of doing well...then nearly every MMO ever has done well. Let's be real though, if "themepark" is the way of the future, the way all games should be, how come there hasn't been a single largely successful themepark outside of WoW? How come they all shrink after launch, instead of growing? |
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11/13/12 2:00:26 PM#169
Gw2 is fairly successful and a themepark, aion is in the east. But then they are different enough to wow to grab different players.
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11/13/12 2:09:19 PM#170
hard or easy isnt that just opinions that will be different with every person? some people might think makeing mobs harder to kill by having us do less damage to them and having them do a little more damage to us makes that encounter harder. personally i find that to be a cop out. harder to me would be makeing the challenge about knowledge of the situation. tactics on how to kill a mob not just swing my weapon 100 more times.
aim high? aim low? is the mob more vulnerable to fire? or maybe slashing? good thing i have multiple weapons. oh wait if this mob hits me twice with his magic im dead i better keep moving! If i attack that mob im going to have his whole crew on me i better be carefull and only fight groups i can handle. Damn if i die way out here in the middle of that mess of mobs im going to need help getting my body back i better be carefull.
Those are all things that i use to have to deal with in a older MMO. in todays MMOs i have my one weapon for every encounter no matter what. i stand there and just swing it a million times pressing some skills when they are off coodown. if i die who cares i just come back to this area in about 2 min ( because anything longer would be considered stupid and this game is dumb ).
There is no real threat from the mobs in games anymore, if we start off at level 1 and can actually die to a mob people would have a melt down on how lame that is. personally i would welcome the challenge from day one. tired of all the hand holding. |
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11/13/12 2:11:28 PM#171
Originally posted by DavisFlight Well Vanguard has just as many features of the pre 2004 MMOs if not more.
Open world housing. http://wiki.silkyvenom.com/index.php/House Crafting. http://vanguard.wikia.com/wiki/Crafting Havesting http://vanguard.wikia.com/wiki/Harvesting Diplomacy. http://vanguard.wikia.com/wiki/Diplomacy Caravans Manuels http://vanguard.wikia.com/wiki/Manuals You can also learn skills of certain mobs,attack them and they will use a skill that is specific to your class and you will learn that skill. You find these mobs through exploration out in the world. Non instanced dungeons. http://vanguard.wikia.com/wiki/Dungeons Raids overland and dungeon raids. Fully controllable flying mounts. More that 40 land mounts. Apperance system LFD System Brotherhood system http://vanguard.wikia.com/wiki/Brotherhood Mentoring http://vanguard.wikia.com/wiki/Grouping#Mentoring Vast player made guild halls. http://www.youtube.com/watch?v=-gYJSIyp59U Fully controllable ships of all seizes that are all player made. http://www.youtube.com/watch?v=YfYgDU2ghwI&feature=related Vast open world. 15 classes. 19 races. A robust fishing system that puts all other fishing systems to shame, fresh water fishing and deep water fishing. It did start off with FFA PVP. Seems to me you've been playing the wrong MMOs
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11/13/12 2:17:36 PM#172
Originally posted by DavisFlight How about GW2? How about Diablo 3 (not a mmo, but close enough)? Heck, how about GW1? |
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11/13/12 2:19:40 PM#173
Originally posted by DrunkWolf That is the whole point i was trying to make. That is why a difficulty slider is the solution. There is a game you actually can die (very often i may add), at Level 1. Diablo 3. Set MP to 10 .. and you will die. |
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11/13/12 2:24:51 PM#174
so for the ones that complain games are too easy, ever consider seeing how high you can level using only lvl 1 gear ? Or no jewelry or armor at all or just gear 10 lvls below your toons lvl ? All I am saying is no one is forcing you to wear that 'leet' raid gear. of course it is easier and cooler to jump on a forum and bittch about how your skills are so great you are bored isn't it LOL as far as I am concerned no MMO ever did require the skill like a good wargame or FPS, all it takes is a tremendous amount of time. Don't take much skill to grind mobs/raids till you get the drops you want
A more appropriate title would be "is the problem really that MMORPG's do not require the time investments they did years ago" |
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11/13/12 3:36:13 PM#175
Originally posted by nariusseldon how could you do this in a open world? only maybe in a instanced/zoned game, and arnt we all tired of that crap by now? |
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Originally posted by Ramonski7 I was considering weighing in with my own opinion after finishing reading this thread until I read your post. I read a few post that made great points and even though some of them contradicted each other it was impossible to deduce an absolutely correct answer no matter how cautious I would approach the subject. Than I read your post and I agree. First of all it's a personal preference, second of all our preferences change and third of all hindsight isn't twenty twenty and neither is memory. That said people who share my interest, interest me as do their opinions. :) I'd like to thank everyone who replied to this thread and gave their opinions, especially those who did so with care. I've read the whole thread and even though it took me longer than I anticipated, some of it was interesting and insightful. Cheers. |
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11/13/12 6:20:41 PM#177
1. they arent hard 2. they lack innovation in the genre 3. they cater to people who wont stay long to play 4. they lack alot of world simulation that the old games used to have
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11/13/12 6:26:14 PM#178
Originally posted by VengeSunsoar SHHH! Your logic is not appreciated in the gamer's paradise! |
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11/13/12 7:51:16 PM#179
Originally posted by Enigmatus Hah! I feel like half the people on this website need to read this and stfu! |
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11/13/12 7:55:28 PM#180
Originally posted by jadan2000 ^^^^ This for me. Also, some of Nariuss' ideas. A difficulty slider in-game on an MMO would be cool. Imagine the starter zone set to mega hard, and then people forced to group together to do any of the quests. It would solve a lot of the "We need more social aspects" problems people keep yelling for. And solve "this is too easy" problem people keep yelling about. |
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