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General Discussion

General Discussion 

News & Features Discussion  » [Column] General: Do MMOs Need More Danger?

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72 posts found

Elite Member

Joined: 10/02/13
Posts: 660

1/24/14 9:29:48 AM#61
Originally posted by centkin

PvP danger leads to stupid things like having to form a group to do solo quests.  Aion was this bad at some points where you could expect to die 20 or 30 times if you wanted to adventure in level appropriate areas, not from the monsters but from the PvP. 


As for more danger in general, yes.  I liked the idea of sand giants and griffons etc in Everquest.  Thing is a monster like that does not discriminate like a griefer can. 

I don't think by danger this column is talking about harder PVE but the danger of other players, but I agree, PVE in general needs to be much harder in most MMO's.  The games referenced were all hardcore PvP games.


Apprentice Member

Joined: 8/23/12
Posts: 29

1/24/14 9:33:53 AM#62
Everquest Sullon Zek server.  No rules complete free for all deity based alignment.  It was very fun.  The good part was this server probably pulled every douchebag from every other server to this one.

Novice Member

Joined: 1/14/04
Posts: 970

1/24/14 10:04:52 AM#63
Yes sure lots of danger all over the fantasy World is fun.What is less fun is not beeing able to move anywere without a support from a group, simply boring and hopefully is fading away from games.

Apprentice Member

Joined: 1/18/14
Posts: 2

1/24/14 3:23:10 PM#64

Few days ago there was an article about how MMOs became boring and it's deepy connected to this issue. I gave an example of RPG samp servers (that I concidered true next-gen MMO material - despite it's age) which featured constant danger/benefit on interacting with other regular player, however at the time I thought it was just my personal preference. If the numbers here are correct (about the demand of that type of game features) it seems to be more objective than I thought then.


For people arguing that there is no need for more danger, but instead challange - come on. In most mainstream games there is a true challenge in getting the final titles/gear where you put tons of hours into game and turn your gameplay into perfection. That challange does not make the overall game experience any better, since you really didn't have anything of significant value to claim or taken any risk while claiming it. It's just regular.


Novice Member

Joined: 9/25/04
Posts: 387

1/24/14 8:26:40 PM#65
I'm not a pvper.  I don't mind dangerous wandering mobs in PVE centric games but I'm not interested in games where I can be griefed by other players.  No thanks.

No bitchers.


Hard Core Member

Joined: 3/12/07
Posts: 482

1/24/14 9:44:46 PM#66
We need a stiffer death penalty in PvE. Equipment has to be lost or damaged. That way you keep the crafting economy going and people will be more careful instead of charging straight in like crazy.

Apprentice Member

Joined: 12/17/13
Posts: 224

1/24/14 9:54:02 PM#67
More PvE danger with death penalties yes, but I'd also like to see optional PvP flags that make PvE XP gain faster. So grinding while open PvP will get you faster XP but you can be jumped.

Currently playing: Eldevin Online as a Deadly Assassin


Elite Member

Joined: 4/06/11
Posts: 420

1/25/14 3:31:01 PM#68

You need danger, but at the same time, Darkfall's model just doesn't work. I mean, Unholy Wars is already tanking huge and it's not even been out for a year.


You need danger, but at the same time, you *cannot* have an MMO model where the bottom 10%, bottom 25% of skilled players just *cannot* have fun. Darkfall is that kind of game - huge PVP focus, and - well - if you are a below average player, you're going to have a bad time.


That's the kind of game Day Z is. It's a great premise and it will be a financial success, but  I predict it'll be at about half of its starting subscribers after its first year. Why? Each month, the bottom 10% will quit because they aren't having fun. They can't have fun, because all the game is to them is "spend hours getting gear, step outside, get crushed, lose all your gear, start over." But once they're gone, there's a new bottom 10% - the ones who could only beat the 10% that just quit. Now they'll follow the previous model, and eventually quit. 


I do agree - players don't know what they want. They want Hardcore, at least as long as they're giving as good or better than they're receiving. Once they find themselves in the bottom 10% via attrition, they get fed up and move on. 


After 12 months of the bottom 10% quitting, it's not going to be a pretty picture. Darkfall followed about the same pattern until there's just a handful of hardcores left in a very empty world.   


Day Z should just take the money it's going to make and run, because at this point, the more money they invest, the more they'll probably lose. 



Hard Core Member

Joined: 2/13/06
Posts: 57

1/26/14 4:27:46 AM#69
Problem is players want to be in Control: Example how can you Control 50 9 year old Pvpers that like to Corpse camp and harass you (with 50 ppls you know and trust ? omg i wouldn play that game way too time intense) how can you Control going linkdead and loosing all your gear by random (you cannot in a mmo)there needs to be controlable danger and risk so if you as a player arent prepared may be able to loose something you wouldn like to loose. But it needs to be a fair Danger not a Monster that randomly instant kills 1 of 12 ppls or so in example. Something u can avoid by Playing skillfull and by having an escape plan in case stuff goes wrong.

Advanced Member

Joined: 3/24/09
Posts: 1835

1/27/14 10:12:27 AM#70

My main problem with MMO's today is simply that they are brain-dead and illicit little feeling of excitement, mystery or association with you character or the world around you.

I'm not generaly in favor of FFA PvP as those tend to be more socio-path simulators then anything else. Fine if I happen to be in a mood for a completely distopian experience but in most cases I'm not.

Loss from death's main function was to increase the hardship of the game because it removes simple brainless repetition until one stumbles upon the correct "formula" for success as a viable strategy. It places consequences on failure and therefore allows Developers to design for the possability of failure. It also creates a sense of adversity and hardship that encourages players to band together to assist each other in overcoming....remeniscent of the scenario's presented by true table-top gaming....rather then FFA PvP which are the antipathy of that.

Evoking a sense of danger and fear is important, but there are many different ways to achieve that. FFA PvP doesn't really do that for me....mostly it evokes a sense of being a virtual anger therapy device for angst ridden tweens, not something I'm really interested in.

I want a game experience where the player fears the creatures that go bump in the night, not some teenager sitting in thier mom's basement.

I want a game experience that makes the player think....actualy involves the word "strategy" and that allows for failure and gives a consequence to failure.

I want a game experience that encourages comradship and cooperation with fellow players to overcome adversity.

I want a game experience that makes one feel connected to the world and ones character and place in it.

I want a game experience that is about creating ones own story, not acting out the script of the Developers story....and this is where recent Bioware games tend to really fall down.


Elite Member

Joined: 1/13/10
Posts: 13204

Currently playing EVE, SMITE, ArcheAge, and Combat Arms

1/27/14 11:23:24 AM#71

The cool thing about having scores of MMOs to choose from is that you can pick the one that has the level of risk or danger that you want. 


Currently playing: EVE, Mortal Online, Pirate 101

I would not mind in game advertising, it does not break gaming ethos. - Scot


Novice Member

Joined: 4/04/13
Posts: 16

1/27/14 3:28:10 PM#72
As long as there are people out there that are willing to spend hours camping low level areas, no. Absolutely not.
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