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Final Fantasy XIV: A Realm Reborn

Final Fantasy XIV: A Realm Reborn 

General Discussion  » Not so interested anymore

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132 posts found
  Aori

Hard Core Member

Joined: 1/28/06
Posts: 1763

10/18/13 10:24:59 PM#41
Originally posted by AmbrosiaAmor
Originally posted by Hyanmen

You exhaust everything the game has to offer or outright skip most of it, and as the result you become bored of the game.

Really, there's nothing wrong with this.

FFXIV (or any MMO, really) is only a fast-food themepark experience if you make it one.

 

There is no longevity in it. Almost every game released post 2007 suffers from this to some extent, and got worse as the years went by. In almost every case you ended up seeing server merges of up to 80% or more, or games going F2P. Like I made a thread in the past (and posted before) there are only 3 games released post 2006 that excluslvely use the P2P

Yet people still drop money on the boxes knowing full well what the game is going to be like. They will rant and rave before the game is released of how its going to fail then preorder it then bash it once completing the content.

It is the consumers fault, supply and demand.

  Hyanmen

Advanced Member

Joined: 10/11/06
Posts: 4951

10/19/13 4:32:00 AM#42
Originally posted by AmbrosiaAmor
Originally posted by Hyanmen

You exhaust everything the game has to offer or outright skip most of it, and as the result you become bored of the game.

Really, there's nothing wrong with this.

FFXIV (or any MMO, really) is only a fast-food themepark experience if you make it one.

I would agree that most, if not all of the themepark MMOs released post 2007 fall into this, simply because the company in question chose to do it this way. Streamlining the game, making the game easier to get to cap, making content easier overall, making some aspects of the game single player, etc. You can't say that about AAA MMOs prior to 2007 though. In each of those games that made it so easy to get 99% of everything in a month or less usually bled subs like no other.

From what I have seen from so many official forums, this is easily one of the top three reasons as to why people leave those games. I think Yoshi made what I would call MMO mistake 101... well maybe 102. It is a very basic mistake that has been made over and over and over again in the past 5-6 years. Now I'm not saying that content should be gated/grinded like in EverQuest, EVE Online, FFXI, Lineage I and II (all Vanilla of course)... but at the same time you just can't do a 180 and give the option where players can obtain and experience 99% of the game within a month, or two max.

There is no longevity in it. Almost every game released post 2007 suffers from this to some extent, and got worse as the years went by. In almost every case you ended up seeing server merges of up to 80% or more, or games going F2P. Like I made a thread in the past (and posted before) there are only 3 games released post 2006 that exclusively use the P2P model. They should of honestly picked a happy medium… not to this extent, but neither the Vanilla of yesteryears.

Your mistake is calling it a mistake. It is a natural progression and there is nothing to "suffer" from.

Every single design choice and the logic behind it can be opened up and followed to its roots. Each have their pro's and con's, yet undeniably less cons for the vast majority of the demographic that make it the right design choice to implement in the game.

Too bad this forum is the worst place to open that can of worms. This is just a bunch of old veterans being in complete denial. You can't have a proper discussion in that kind of environment.

FF:ARR FATE grinding: People not having fun by doing something not actually intended to get to a point that doesn't really matter as fast as possible. Just so they can do the same thing over and over again to gain a piece of virtual loot.

  page975

Apprentice Member

Joined: 6/02/13
Posts: 317

10/19/13 5:28:24 AM#43

FF14 IS TOO FAST !

Yesterday I was a Lv 35 almost Lv 36 playing Vanilla WoW. I did the chain quest for Scarlet Monastery In Dosolice, then ran with one group doing the Armory, then Cathedral, but I still needed to do the Library. So I waited in Scarlet Monastery and found another group ( got a group in about 15 min. ). We ran the Cathedral, they helped me with the Library and we decided to run the Cathedral again....

THE POINT IS :

I played well over six hours of epic content, and went from late level 35 to the beginning of level 37.  ALL day for barely over one level.  Now this game dates back to 2003 !...This is content !

  grapevine

Hard Core Member

Joined: 12/17/04
Posts: 1923

10/19/13 5:40:15 AM#44
Originally posted by page975

FF14 IS TOO FAST !

Yesterday I was a Lv 35 almost Lv 36 playing Vanilla WoW. I did the chain quest for Scarlet Monastery In Dosolice, then ran with one group doing the Armory, then Cathedral, but I still needed to do the Library. So I waited in Scarlet Monastery and found another group ( got a group in about 15 min. ). We ran the Cathedral, they helped me with the Library and we decided to run the Cathedral again....

THE POINT IS :

I played well over six hours of epic content, and went from late level 35 to the beginning of level 37.  ALL day for barely over one level.  Now this game dates back to 2003 !...This is content !

 

Meanwhile the majority got to level 60 within a month and camped Ironforge (for example) calling for someone with a key to UBRS.

 

Point is, it's entirely down to how you play.   Many aren't rushing to "end game" in FF XIV either.  It's mostly the WoW crowd (ironically).  Who are used to rushing due to being conditioned into gear grinding, and linear content.

 

Even more ironic, given the post, the WoW raiding guild I'm a a member of, is drifting towards Playing FF XIV more due to it being less linear and has more substance.

  page975

Apprentice Member

Joined: 6/02/13
Posts: 317

10/19/13 5:49:06 AM#45
Originally posted by grapevine
Originally posted by page975

FF14 IS TOO FAST !

Yesterday I was a Lv 35 almost Lv 36 playing Vanilla WoW. I did the chain quest for Scarlet Monastery In Dosolice, then ran with one group doing the Armory, then Cathedral, but I still needed to do the Library. So I waited in Scarlet Monastery and found another group ( got a group in about 15 min. ). We ran the Cathedral, they helped me with the Library and we decided to run the Cathedral again....

THE POINT IS :

I played well over six hours of epic content, and went from late level 35 to the beginning of level 37.  ALL day for barely over one level.  Now this game dates back to 2003 !...This is content !

 

Meanwhile the majority got to level 60 within a month and camped Ironforge (for example) calling for someone with a key to UBRS.

 

 

Point is, it's entirely down to how you play.   Many aren't rushing to "end game" in FF XIV either.  It's mostly the WoW crowd (ironically).  Who are used to rushing due to being conditioned into gear grinding, and linear content.

 

If I were lv 35 in FF14. I would run Brayfox Dungeon one time and do three Faits and be level 36 ....This would take me ONE HOUR !

Wayyyyy less content in FF14 !

  grapevine

Hard Core Member

Joined: 12/17/04
Posts: 1923

10/19/13 5:54:44 AM#46
Originally posted by page975
Originally posted by grapevine
Originally posted by page975

FF14 IS TOO FAST !

Yesterday I was a Lv 35 almost Lv 36 playing Vanilla WoW. I did the chain quest for Scarlet Monastery In Dosolice, then ran with one group doing the Armory, then Cathedral, but I still needed to do the Library. So I waited in Scarlet Monastery and found another group ( got a group in about 15 min. ). We ran the Cathedral, they helped me with the Library and we decided to run the Cathedral again....

THE POINT IS :

I played well over six hours of epic content, and went from late level 35 to the beginning of level 37.  ALL day for barely over one level.  Now this game dates back to 2003 !...This is content !

 

Meanwhile the majority got to level 60 within a month and camped Ironforge (for example) calling for someone with a key to UBRS.

 

 

Point is, it's entirely down to how you play.   Many aren't rushing to "end game" in FF XIV either.  It's mostly the WoW crowd (ironically).  Who are used to rushing due to being conditioned into gear grinding, and linear content.

 

If I were lv 35 in FF14. I would run Brayfox Dungeon one time and do three Faits and be level 36 ....This would take me ONE HOUR !

Wayyyyy less content in FF14 !

Linear thinking and you'd get from 35 to 36 is way less time, with no other alternative content, in WoW.  That's the thing with FF XiV, one doesn't have to simply focus on progressing a single class.

 

in that hour, you could have done. :-

 

hunting logs

crafting logs

leve

guildleve

fate

duties

dungeons

guildhiest

Grand company content.

 

  Bloodaxes

Hard Core Member

Joined: 3/03/09
Posts: 2594

10/19/13 5:55:08 AM#47

@page97

Having another incentive (Exp) instead of doing dungeons only for gear is bad now?

-----------------------------------------------------

Anyway regarding people complaining about being able to reach 50 fast, I remember a game that tried to slow it down a little (Aion) and people complained it was grindy...

There's no right or wrong someone will complain regardless.

  grapevine

Hard Core Member

Joined: 12/17/04
Posts: 1923

10/19/13 5:59:28 AM#48
Originally posted by Bloodaxes

@page97

That's bull I'd like to see proof of that.

----- ------------------------------------------------

Anyway regarding people complaining about being able to reach 50 fast, I remember a game that tried to slow it down a little (Aion) and people complained it was grindy...

There's no right or wrong someone will complain regardless.

 

Isnt bull at all. WoW has always had extremely fast leveling.  The difference in vanilla was people explored, as it was new.

  grapevine

Hard Core Member

Joined: 12/17/04
Posts: 1923

10/19/13 6:02:30 AM#49
Originally posted by Bloodaxes

@page97

Having another incentive (Exp) instead of doing dungeons only for gear is bad now?

-----------------------------------------------------

Anyway regarding people complaining about being able to reach 50 fast, I remember a game that tried to slow it down a little (Aion) and people complained it was grindy...

There's no right or wrong someone will complain regardless.

 

Didnt say it was bad, but don't complain if one decides to skip most of the content because that's all they are focusing on.  One didn't have to and many others aren't.

  Bloodaxes

Hard Core Member

Joined: 3/03/09
Posts: 2594

10/19/13 6:03:11 AM#50

He was talking about FFXIV dungeons not WOW's so I changed my response.

I don't understand what's so bad in being able to gain a level doing a dungeon run.

  grapevine

Hard Core Member

Joined: 12/17/04
Posts: 1923

10/19/13 6:09:14 AM#51
Originally posted by Bloodaxes

He was talking about FFXIV dungeons not WOW's so I changed my response.

I don't understand what's so bad in being able to gain a level doing a dungeon run.

And I replayed to the wrong person :)  So had taken your response out of context.

  ZenTaoYingYang

Elite Member

Joined: 6/23/13
Posts: 290

10/19/13 7:03:29 AM#52
well i am logging in now casually once a week for raid purposes , other then that, I am also on the boat of waiting for 2.1. I hate doing PvE full time and would love to mix with pvp and other stuff which is all in 2.1. the game still have big potential and is on the right track, but I think 2.1 is where I should consider the game complete with essential features. 2.3 though which is further down the line is where I think the game will have another milestones with new jobs and frontline seiges and will bring many players back to be very active.
  TangentPoint

Elite Member

Joined: 2/12/12
Posts: 1103

The "Real Game" begins at character creation.

10/19/13 9:38:42 AM#53
Originally posted by Hyanmen
Originally posted by AmbrosiaAmor

I would agree that most, if not all of the themepark MMOs released post 2007 fall into this, simply because the company in question chose to do it this way. Streamlining the game, making the game easier to get to cap, making content easier overall, making some aspects of the game single player, etc. You can't say that about AAA MMOs prior to 2007 though. In each of those games that made it so easy to get 99% of everything in a month or less usually bled subs like no other.

From what I have seen from so many official forums, this is easily one of the top three reasons as to why people leave those games. I think Yoshi made what I would call MMO mistake 101... well maybe 102. It is a very basic mistake that has been made over and over and over again in the past 5-6 years. Now I'm not saying that content should be gated/grinded like in EverQuest, EVE Online, FFXI, Lineage I and II (all Vanilla of course)... but at the same time you just can't do a 180 and give the option where players can obtain and experience 99% of the game within a month, or two max.

There is no longevity in it. Almost every game released post 2007 suffers from this to some extent, and got worse as the years went by. In almost every case you ended up seeing server merges of up to 80% or more, or games going F2P. Like I made a thread in the past (and posted before) there are only 3 games released post 2006 that exclusively use the P2P model. They should of honestly picked a happy medium… not to this extent, but neither the Vanilla of yesteryears.

Your mistake is calling it a mistake. It is a natural progression and there is nothing to "suffer" from.

Every single design choice and the logic behind it can be opened up and followed to its roots. Each have their pro's and con's, yet undeniably less cons for the vast majority of the demographic that make it the right design choice to implement in the game.

Too bad this forum is the worst place to open that can of worms. This is just a bunch of old veterans being in complete denial. You can't have a proper discussion in that kind of environment.

You're equivocating. You're making a lot of vague assertions, but provide no specifics to illustrate what you mean. AmbrosiaAmor's arguments are quite specific and are actually backed by statements that have been demonstrably true.

Older MMOs that weren't designed with so much streamlining, soloability or ease of progression held players and kept them entertained much, much longer.

The problem Ambrosia's describing has ultimately led to a number of MMOs going F2P after their first months because there simply wasn't enough to keep people interested once they got to the very easily reached level cap and/or end-game (not everyone is interested in end-game after all). Some have been shut down altogether, particularly prior to F2P becoming a viable "life-jacket" to fall back on. Those that remained P2P have limped along (see: Warhammer Online).

The evidence for this is all there, in forums and discussions and news stories around each game, going back several years at this point. You could almost write a script for how these MMOs will go, it's become so repetitive and predictable.

The problem has been addressed even by industry people. John Smedley has gone on record as stating that they scrapped EQ-Next's first two designs, because they realized what they were doing was just more of the same, no different than what's already out there. They realized that MMOs designed entirely around quest-driven content, delivered by designers/developers, are unsustainable. There's simply no way for the designers/developers to keep up with the pace at which players can churn through content. Other developers are coming to this same realization, as well.

This is the model Yoshi-P chose to follow for ARR and, demonstrably, it's proving to not be enough. Weeks away from a major content update, and even people in ARR who aren't trying to race to the level cap are getting there and finding a shortage of things to do that interests them (italics added for emphasis).

I emphasize that last bit because the common response to someone saying they've run out of things to do, is to hit them with a laundry list of "did you do...?" items, which is typically nothing more than a blatant attempt to discredit the poster and dismiss their remarks. Like so many such arguments, it sounds like a solid argument, until you apply some critical thinking to it. To say someone's not allowed to feel the game has nothing else for them because they haven't done "x, y and z" is just weak. They may not be at all interested in X, Y or Z. Asking if they've done those things is like asking someone who doesn't like seafood if they've tried the Sea Bass or Ahi Tuna when they've remarked about the menu being limited.

By comparison, there were tons of things I wasn't interested in when I played Anarchy Online, FFXI, DAoC and myriad other old-school MMOs, even when they were newer and didn't have years of content. Still, I never ran out of things to do that did interest me. That is largely because those games were not designed to be raced through. They did not have a ton of hand-holding. They did not make progression a trivial, almost mindless task. They were created as long-term, self-contained hobbies. Not short-term, "finish it and move on" affairs, such as most newer MMOs of the past several years have been.

Going back to John Smedley and SOE, this is what led to EQ-Next's approach changing over to a more sandbox approach, where, while there will be quest content for people to complete, it's gameplay systems that will keep players engaged long-term. Things that are based around some common core ideas, but that are always changing and never the same experience. The idea of letting the player have a direct impact on the world around them is very compelling and demonstrably has far more lasting power.

Eve Online has flourished and continued to grow more popular year after year, almost entirely due to the systems it implements in its gameplay. A universe that is largely up for grabs and contestable by the players. There's always something of value to be won, or lost, or attained... so players are continuously competing over it. Things can be built and destroyed. Obtained, and lost. Corporations can be built up to super-powers, only to be infiltrated and destroyed from the inside-out. It's a dynamic that no standard theme-park MMO could ever hope to achieve, and it keeps people coming back and sticking it out for the long term.

Now, before someone attempts to dismiss my Eve example by pointing to Eve's gameplay style, or the real-time training, etc. etc... Don't bother. I'm not talking about Eve's progression system. I'm talking about the type of more dynamic player-driven content Eve presents, as compared to static quest or script-driven content of a typical themepark.

The industry is beginning to move away from the strictly theme-park, content-driven progression MMO model. I think it's going to take one or two big MMOs to successfully pave the way for it to take off (just as F2P/Cash Shops were met with overwhelming resistance in the Western market until a few larger Western developers embraced it and showed that it was "okay" to do). But it's going to happen.

Themepark MMO hasn't been a mistake all along, as it was a viable and solid model for several years. However, it's just about run its course, the market is saturated with them, and there's not a whole lot of difference between most of them. Same concepts, same basic gameplay, just a different skin and a couple unique gimmicks. To create yet another themepark and to try drinking from that well yet again at this point, I would argue, is a mistake. The writing is on the wall.

 

 

My philosophy on MMORPGs:

Leveling is what happens while you're playing the rest of the game.

Don't worry about levels. Just play.

  bcbully

Elite Member

Joined: 3/03/12
Posts: 7020

10/19/13 9:59:36 AM#54
Originally posted by flizzer
This is ridiculous. I don't see anyting in this game to justify a sub.   But I have to say spending so much time in the game and then complaining you are bored, really?   There is no game that would satisfy this poster considering how he lives in these games.  I can't blame the game on this one. 

don't blame the player. He liked the game, so he played. When I first started WoW I was fortunate enough to play like OP. I did not lose interest. I've been fortunate enough to play Wushu like that, I have not lost interest. 

 

I tried to play Swtor like that. I lost interest. I tried TSW like that. I lost interest. I tried to play GW2 like that, I lost Interest. There was not enough to these games. They are missing something. TSW was great for 4 months. I loved GW2 for 3 weeks.

 

Don't blame the player when the game only offers questing, dungeons, battle grounds, and capped progression. Flashy lights and great graphics can only last so long. I 100% blame the developer for using tired, old systems. I blame them for starting mmorpgs 3-5 years ago based on what was hot then, with no regard for what things will be. 

 

 

  drivendawn

Elite Member

Joined: 4/17/11
Posts: 888

10/19/13 10:19:24 AM#55
Originally posted by TangentPoint
Originally posted by Hyanmen
Originally posted by AmbrosiaAmor

I would agree that most, if not all of the themepark MMOs released post 2007 fall into this, simply because the company in question chose to do it this way. Streamlining the game, making the game easier to get to cap, making content easier overall, making some aspects of the game single player, etc. You can't say that about AAA MMOs prior to 2007 though. In each of those games that made it so easy to get 99% of everything in a month or less usually bled subs like no other.

From what I have seen from so many official forums, this is easily one of the top three reasons as to why people leave those games. I think Yoshi made what I would call MMO mistake 101... well maybe 102. It is a very basic mistake that has been made over and over and over again in the past 5-6 years. Now I'm not saying that content should be gated/grinded like in EverQuest, EVE Online, FFXI, Lineage I and II (all Vanilla of course)... but at the same time you just can't do a 180 and give the option where players can obtain and experience 99% of the game within a month, or two max.

There is no longevity in it. Almost every game released post 2007 suffers from this to some extent, and got worse as the years went by. In almost every case you ended up seeing server merges of up to 80% or more, or games going F2P. Like I made a thread in the past (and posted before) there are only 3 games released post 2006 that exclusively use the P2P model. They should of honestly picked a happy medium… not to this extent, but neither the Vanilla of yesteryears.

Your mistake is calling it a mistake. It is a natural progression and there is nothing to "suffer" from.

Every single design choice and the logic behind it can be opened up and followed to its roots. Each have their pro's and con's, yet undeniably less cons for the vast majority of the demographic that make it the right design choice to implement in the game.

Too bad this forum is the worst place to open that can of worms. This is just a bunch of old veterans being in complete denial. You can't have a proper discussion in that kind of environment.

You're equivocating. You're making a lot of vague assertions, but provide no specifics to illustrate what you mean. AmbrosiaAmor's arguments are quite specific and are actually backed by statements that have been demonstrably true.

Older MMOs that weren't designed with so much streamlining, soloability or ease of progression held players and kept them entertained much, much longer.

The problem Ambrosia's describing has ultimately led to a number of MMOs going F2P after their first months because there simply wasn't enough to keep people interested once they got to the very easily reached level cap and/or end-game (not everyone is interested in end-game after all). Some have been shut down altogether, particularly prior to F2P becoming a viable "life-jacket" to fall back on. Those that remained P2P have limped along (see: Warhammer Online).

The evidence for this is all there, in forums and discussions and news stories around each game, going back several years at this point. You could almost write a script for how these MMOs will go, it's become so repetitive and predictable.

The problem has been addressed even by industry people. John Smedley has gone on record as stating that they scrapped EQ-Next's first two designs, because they realized what they were doing was just more of the same, no different than what's already out there. They realized that MMOs designed entirely around quest-driven content, delivered by designers/developers, are unsustainable. There's simply no way for the designers/developers to keep up with the pace at which players can churn through content. Other developers are coming to this same realization, as well.

This is the model Yoshi-P chose to follow for ARR and, demonstrably, it's proving to not be enough. Weeks away from a major content update, and even people in ARR who aren't trying to race to the level cap are getting there and finding a shortage of things to do that interests them (italics added for emphasis).

I emphasize that last bit because the common response to someone saying they've run out of things to do, is to hit them with a laundry list of "did you do...?" items, which is typically nothing more than a blatant attempt to discredit the poster and dismiss their remarks. Like so many such arguments, it sounds like a solid argument, until you apply some critical thinking to it. To say someone's not allowed to feel the game has nothing else for them because they haven't done "x, y and z" is just weak. They may not be at all interested in X, Y or Z. Asking if they've done those things is like asking someone who doesn't like seafood if they've tried the Sea Bass or Ahi Tuna when they've remarked about the menu being limited.

By comparison, there were tons of things I wasn't interested in when I played Anarchy Online, FFXI, DAoC and myriad other old-school MMOs, even when they were newer and didn't have years of content. Still, I never ran out of things to do that did interest me. That is largely because those games were not designed to be raced through. They did not have a ton of hand-holding. They did not make progression a trivial, almost mindless task. They were created as long-term, self-contained hobbies. Not short-term, "finish it and move on" affairs, such as most newer MMOs of the past several years have been.

Going back to John Smedley and SOE, this is what led to EQ-Next's approach changing over to a more sandbox approach, where, while there will be quest content for people to complete, it's gameplay systems that will keep players engaged long-term. Things that are based around some common core ideas, but that are always changing and never the same experience. The idea of letting the player have a direct impact on the world around them is very compelling and demonstrably has far more lasting power.

Eve Online has flourished and continued to grow more popular year after year, almost entirely due to the systems it implements in its gameplay. A universe that is largely up for grabs and contestable by the players. There's always something of value to be won, or lost, or attained... so players are continuously competing over it. Things can be built and destroyed. Obtained, and lost. Corporations can be built up to super-powers, only to be infiltrated and destroyed from the inside-out. It's a dynamic that no standard theme-park MMO could ever hope to achieve, and it keeps people coming back and sticking it out for the long term.

Now, before someone attempts to dismiss my Eve example by pointing to Eve's gameplay style, or the real-time training, etc. etc... Don't bother. I'm not talking about Eve's progression system. I'm talking about the type of more dynamic player-driven content Eve presents, as compared to static quest or script-driven content of a typical themepark.

The industry is beginning to move away from the strictly theme-park, content-driven progression MMO model. I think it's going to take one or two big MMOs to successfully pave the way for it to take off (just as F2P/Cash Shops were met with overwhelming resistance in the Western market until a few larger Western developers embraced it and showed that it was "okay" to do). But it's going to happen.

Themepark MMO hasn't been a mistake all along, as it was a viable and solid model for several years. However, it's just about run its course, the market is saturated with them, and there's not a whole lot of difference between most of them. Same concepts, same basic gameplay, just a different skin and a couple unique gimmicks. To create yet another themepark and to try drinking from that well yet again at this point, I would argue, is a mistake. The writing is on the wall.

 

 

It's the same way with most things, I could say the same thing about sandbox mmo's. Most of them are big empty worlds where most of what you have to do is kill people for their stuff, explore and build things.

  Nanfoodle

Hard Core Member

Joined: 5/23/06
Posts: 3367

10/19/13 10:21:52 AM#56
As much as OP has played I would be needing a break as well. Says nothing bad about the game. If you claim there is not enough content you are not fooling anyone that knows the game. 
  Juaks

Novice Member

Joined: 10/09/04
Posts: 275

10/19/13 10:31:13 AM#57
I have been playing for a month, have 3 50s but not as geared as yours and not quite ready for Coil but I still enjoy the game and I subbed. At least you can say you made those 30 bucks worth.
  Nanfoodle

Hard Core Member

Joined: 5/23/06
Posts: 3367

10/19/13 10:32:08 AM#58
Originally posted by bcbully
Originally posted by flizzer
This is ridiculous. I don't see anyting in this game to justify a sub.   But I have to say spending so much time in the game and then complaining you are bored, really?   There is no game that would satisfy this poster considering how he lives in these games.  I can't blame the game on this one. 

don't blame the player. He liked the game, so he played. When I first started WoW I was fortunate enough to play like OP. I did not lose interest. I've been fortunate enough to play Wushu like that, I have not lost interest. 

 

I tried to play Swtor like that. I lost interest. I tried TSW like that. I lost interest. I tried to play GW2 like that, I lost Interest. There was not enough to these games. They are missing something. TSW was great for 4 months. I loved GW2 for 3 weeks.

 

Don't blame the player when the game only offers questing, dungeons, battle grounds, and capped progression. Flashy lights and great graphics can only last so long. I 100% blame the developer for using tired, old systems. I blame them for starting mmorpgs 3-5 years ago based on what was hot then, with no regard for what things will be. 

 

 

If what you called old tired systems out dated and lazzy developers crutch. Then you should stop MMOing. Because you praise WoW in the same breath and all they did was recycle what worked with past MMOs. Its rare to find something new and uniqe. I have been gaming for over 30 years and I can count the times I have been blown away by something rare and unique.

  Alders

Elite Member

Joined: 1/28/10
Posts: 1652

I cannot fiddle but I can make a great state of a small city.

10/19/13 10:39:19 AM#59
Originally posted by Bloodaxes

 

Anyway regarding people complaining about being able to reach 50 fast, I remember a game that tried to slow it down a little (Aion) and people complained it was grindy...

There's no right or wrong someone will complain regardless.

 

There's a difference between grind and slow leveling.

You were literally grinding on the same exact undead mobs in one spot for the final 10 levels in Aion.

If there's enough varied content options and leveling paths, then the time to level shouldn't matter.  

  DamonVile

Elite Member

Joined: 11/22/05
Posts: 4399

10/19/13 11:11:34 AM#60
Originally posted by Nanfoodle
Originally posted by bcbully
Originally posted by flizzer
This is ridiculous. I don't see anyting in this game to justify a sub.   But I have to say spending so much time in the game and then complaining you are bored, really?   There is no game that would satisfy this poster considering how he lives in these games.  I can't blame the game on this one. 

don't blame the player. He liked the game, so he played. When I first started WoW I was fortunate enough to play like OP. I did not lose interest. I've been fortunate enough to play Wushu like that, I have not lost interest. 

 

I tried to play Swtor like that. I lost interest. I tried TSW like that. I lost interest. I tried to play GW2 like that, I lost Interest. There was not enough to these games. They are missing something. TSW was great for 4 months. I loved GW2 for 3 weeks.

 

Don't blame the player when the game only offers questing, dungeons, battle grounds, and capped progression. Flashy lights and great graphics can only last so long. I 100% blame the developer for using tired, old systems. I blame them for starting mmorpgs 3-5 years ago based on what was hot then, with no regard for what things will be. 

 

 

If what you called old tired systems out dated and lazzy developers crutch. Then you should stop MMOing. Because you praise WoW in the same breath and all they did was recycle what worked with past MMOs. Its rare to find something new and uniqe. I have been gaming for over 30 years and I can count the times I have been blown away by something rare and unique.

Wow did it 10 YEARS ago when putting it all together in one game was a new idea. Companies still trying to do it now isn't the same thing.

People are like cats. When they die, you get a new one.

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