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All Posts by Magiknight

All Posts by Magiknight

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722 posts found
Originally posted by NobleNerd
Originally posted by aesperus

Honestly, I hate to say it but, the players.

I am so sick of people being stuck on this linear, quest grindy, reward driven, level-based progression model.

We have the ability to play these games differently, yet we chose not to and complain that they aren't different. I would love to see a change in mentality that would actually allow for different types of MMOs to exist. I would love to see more sandboxy games that don't rely heavily on quests or pvp. But I would love to see them actually thrive, instead of being really small, clunky, niche genres.

I'd love to see more RPGs using the zelda model of progression. Obtain tools to allow you to traverse more of the gameworld, over simply getting a high enough lvl to survive.

I'd love to see more interactive combat (I miss the skillchain system FFXI had, for example).

I'm not huge on crafting, but it would also be nice to see more interesting crafting systems in these games. Though again, if it's too intricate, people don't seem to bother using them.

- Though, I will also say that I've met a lot of really great people through these games. So it really has been a mixed bag. I just wish the status quo was a bit different. Maybe in a few years.

Nail on the head!

Seeing you brought up FFXI... let's continue along that road. I miss what FFXI offered when it came to community and communication. People took the time to talk to one another, not troll the chat-ways. Modern MMO games and players have created a toxic community of griefers and trolls that do not even try to fit into a game world nor be a part of the game world.

Skill chains in FFXI were nice... LOTRO also had a similar system. 

You can't have the kind of community you used to have with modern, fast paced, combat in MMOs. If I wanted to smash buttons as fast as I can I would play street fighter.

Originally posted by Alders

There's no more danger while running through zones.

I remember the first time i tried to run from San d'oria to Jeuno in FFXI.  I decided to do it at night, which meant more dangerous mobs,  and was met with death after death until i teamed up with some folks.

I miss that aspect.

First trip to Jueno was soooo hard!

Originally posted by Spankster77
Originally posted by DavisFlight

Some of the stories are beautifully written. The problem is, no matter how well written, it isn't going to be anywhere near as good as a singleplayer game.

Unless you do what SWTOR did, dedicate all your time and money into making your MMO NOT feel like an MMO. And at the end of the day, SWTOR is still just a shitty version of KOTOR.

The only stories MMOs can tell well are simulated world stories, meaning tons of players getting involved, or little things you stumble across. You can't make a singleplayer feel like the sole hero without shattering the illusion.

Scripted linear stories are NOT meant for MMOs. Everything that has tried to put them in there has just hurt the genre.

^ this is what I am talking about.  In MMOs lore, setting, and back story are extremely important but following a linear in depth storyline (i.e. GW2, ESO, SW:ToR) makes the game feel like a single player RPG by setting people on a strict path that you follow to progress, only the mood is killed when the fate of the world rests on your shoulders and your shoulders alone to kill said creature or complete said ritual and there are 15 other people doing it next to you. 

 

IMO what made the early MMOs so immersive was the fact that they gave you a sense of what was going on, some general direction and an awesome fantasy environment to do what you wanted in it. 

Again, just because terrible games have done stories terribly doesn't mean that stories are a bad idea for MMOs

Originally posted by DavisFlight
Originally posted by Magiknight
Originally posted by Spankster77

My number one complaint about most modern day MMOs is that they lack immersion.  Games are so focused on features, balance, storyline, etc but most seem to lack the ability to make the gamer feel attached and immersed in their character and in the game. 

 

I know some will say that storyline is what captures the gamer but I would disagree.  Sure storyline and it's delivery are important but these things by themselves do not captivate most gamers.  A good example is watching a sport verses playing a sport, which is similar to what I am talking about with most modern MMOs.  When I first picked up EQ and WoW I felt like I was the story, my character was part of a ever changing digital world and my purpose there was to pwn players and NPCs alike.  I have yet to play a game since TBC WoW that has made me feel like that.  I was never particularly immersed in the WoW storyline but I was deeply immersed in my character and I felt as if he had a purpose inside that digital world.   

When you say that "games are so focused on....storyline" you have to be kidding. The storylines are jokes. Bad stories implemented badly. Just because they are bad stories doesn't mean stories shouldn't be in MMOs.

The #1 complaint about modern MMOs that I have is their efficiency and need for more content all the time.

Some of the stories are beautifully written. The problem is, no matter how well written, it isn't going to be anywhere near as good as a singleplayer game.

Unless you do what SWTOR did, dedicate all your time and money into making your MMO NOT feel like an MMO. And at the end of the day, SWTOR is still just a shitty version of KOTOR.

The only stories MMOs can tell well are simulated world stories, meaning tons of players getting involved, or little things you stumble across. You can't make a singleplayer feel like the sole hero without shattering the illusion.

Scripted linear stories are NOT meant for MMOs. Everything that has tried to put them in there has just hurt the genre.

SWTOR had a terrible story and was a terrible MMO. That's no argument against MMOs having good stories. A story doesn't have to have you be the sole hero.

Originally posted by Spankster77

My number one complaint about most modern day MMOs is that they lack immersion.  Games are so focused on features, balance, storyline, etc but most seem to lack the ability to make the gamer feel attached and immersed in their character and in the game. 

 

I know some will say that storyline is what captures the gamer but I would disagree.  Sure storyline and it's delivery are important but these things by themselves do not captivate most gamers.  A good example is watching a sport verses playing a sport, which is similar to what I am talking about with most modern MMOs.  When I first picked up EQ and WoW I felt like I was the story, my character was part of a ever changing digital world and my purpose there was to pwn players and NPCs alike.  I have yet to play a game since TBC WoW that has made me feel like that.  I was never particularly immersed in the WoW storyline but I was deeply immersed in my character and I felt as if he had a purpose inside that digital world.   

When you say that "games are so focused on....storyline" you have to be kidding. The storylines are jokes. Bad stories implemented badly. Just because they are bad stories doesn't mean stories shouldn't be in MMOs.

The #1 complaint about modern MMOs that I have is their efficiency and need for more content all the time.

Pre WoW no one would have said that MMOs are just about the combat. People like that would be playing DotA or COD or whatever else.
Companies already exists whose sole purpose is to integrate gambling into games that already exist
BURN THE CASH SHOPS!!!!! BURN THEM DOWN!!!!!!

I winced when I read the OP say "Did you ever think that it is just impossible to create one MMORPG that satisfies every type of playstyle at once?" Why would you create a MMO like that? Anyone with taste will realize it's terrible.

 

Then I got to where he advocated for instanced dungeons and I couldn't go on. I wont play it.

Originally posted by Beelzebobbie

Don't get this at all, sure new games have more options and you aren't forced to communicate with people all the time. Sure were all standing around a boss about 40 people bashing it and we mostly don't speak to each other, why?

Well maybe cause I am speaking with my friends on skype whom I am playing with, maybe that's is why I don't speak to everyone all the time.

Newer games have an option to things other ways the standing around asking in a chat or making small talks. 

All this doesn't make a game antisocial it just brings other ways to be social, like "we have invented the phone now we can call each other and don't have to right letters all the time".

It's progress, evolution this is the why most people want there games today, otherwise it wouldn't like this.

It's almost impossible to argue with this.

"Things are the way they are because I want them that way."

No way I'm reading all this but I totally support the OP.
I never played SWG and probably couldn't get into a sand box MMO. That being said I'm all for the MMOs of 2003. They were far more diverse than what we have to choose from today. I have no doubt it was a better game.
Originally posted by PioneerStew

I am intrigued as to what people think a hardcore game actually is.  To me it seems to refer to a time sink.  People seem to equate effluxion of time with difficulty.  Strangely these games involve what I find to be a lot of tedious repetition to achieve something that would come far more quickly in a more 'casual' game.  

Anyway, I have never considered myself hardcore.  I do not have the time for it and I find repetition tedious.  So what is hardcore? 

When MMOs were hardcore, I would only play them on the weekends. I was busy most weekdays so it wasn't practical to play them during weekdays. I spent less time playing hardcore MMOs then I did WoW. Wow was casual and I could play it anytime I wanted. So since I played it more it was more of a time sink than a hardcore MMO.

"Tedious repetition" does not get to what's at the heart of a hardcore (PVE) MMO. There is plenty of repetition in WoW, as their is in FFXI. I don't know how many times I ran around a zone killing everything in sight in WoW. Likewise, in FFXI I would spend a lot of my time with a group of other players tucked away in a corner hoping they would win the next fight.

A few things make a hardcore (PVE) MMO.

The first is that their is danger. Dying has consequences. In WoW I would pay some gold to repair my armor and farm that back in 20 minutes. Say I am max level in FFXI and I die in the middle of a tough fight. I might lose a level and put my party at a disadvantage. Also, if you die in WoW you can usually try again and succeed. If you die in FFXI there is usually no chance you're going to win unless you change something substantial about your approach (which you might not be able to do).

The second is that it takes prolonged effort to get your character to reach a goal. In FFXI to obtain the optical hat you would have to collect items from various parts of the world. You were just as likely to die at as you were to find these items since they were in very dangerous areas. If you died trying you weren't likely to try again for a long time and in the mean time you would work on something else. Once you had all of the items you would have to find 17 other people who had also collected these items. Once the 18 of you were ready you would fight an incredibly hard monster. Sometimes the party would wipe. That means the days you spent collecting those items were all for nothing. If you beat the monster you got a cool hat. WoW, on the other hand, would never dare let you go away empty handed when you'd invested so much.

People change according to the system in place. With a system like FFXIs people would help just to help or be part of something bigger than themselves. It would takes hours to get all 18 people the optical hat and sometimes people would stay all of those hours to help you even though they already had an optical hat. WoW........I never needed help or could help anyone.

A hardcore MMO will have character classes that are dependent on each other. If you're playing FFXI and fighting the monster for the optical hat and don't have enough white mages or paladins or black mages then you are going to die. You are not even going to level without a white mage or a tank. In WoW I could join up with anyone and beat just about anything in the open world.

1. Efficiency: Such as instances, dungeon finder, quest hubs, and over involved party finders

2. Rush to End Game

3. Ease. Every mainstream MMO is ridiculously easy. Haven't played Wildstar but I strongly suspect I'd find it easy.

The people arguing over how many SECONDS the cooldown is just prove that the game isn't worth playing on so many levels. The people, the pace, etc
For everyone talking about the global cooldown length. I don't know if you're talking to me or not. I never actually timed it when I played and the actual length of the cool down isn't the point of my post.
Originally posted by Allacore69

 


Originally posted by Magiknight

Originally posted by Allacore69  

Originally posted by Magiknight

Originally posted by Allacore69  

Originally posted by Magiknight Allacore69     You can take a screen shot in any FPS and find that many people playing it too.
  I guess i'm glad this is an mmo and not an fps. Apples and bananas dude.
Wow.   But you took the screenshot as if it proved that there were lots of people playing. It only proves that there is as many people playing it as a FPS.
  The screenshot is from a small area that is not even a hub at all. this is out in the wild. I play Defiance, PS2, And Firefall and never seen this many people ever. Well I guess this is all the people you will see in an fps in an entire fps game. So yeah FPS vs. MMO.......FF XIV ARR FTW !! Try again.
The reason you haven't seen that many people in Defiance, PS2, and Firefall is probably because of all the instancing and phasing going on. There populations might be smaller. But a game with a smaller population could still make more of a community if it didn't use instancing or phasing. In older MMOs you used to be able to see how many people were online on your server. Not anymore.

 

I play a FPS with 30 other people for however long a match takes. Then I go to another match with 30 mostly different people. In an hour I've played with maybe 100 people. Doesn't mean anything....


 


Please for the love of god i'm begging you, what game? What FPS? I will run out and drop money right now if thats the case.

No money needed. it's free. Cube 2. Enjoy.

Originally posted by Allacore69

 


Originally posted by Magiknight

Originally posted by Allacore69  

Originally posted by Magiknight Allacore69     You can take a screen shot in any FPS and find that many people playing it too.
  I guess i'm glad this is an mmo and not an fps. Apples and bananas dude.
Wow.

 

But you took the screenshot as if it proved that there were lots of people playing. It only proves that there is as many people playing it as a FPS.


 

The screenshot is from a small area that is not even a hub at all. this is out in the wild. I play Defiance, PS2, And Firefall and never seen this many people ever. Well I guess this is all the people you will see in an fps in an entire fps game. So yeah FPS vs. MMO.......FF XIV ARR FTW !!

Try again.

The reason you haven't seen that many people in Defiance, PS2, and Firefall is probably because of all the instancing and phasing going on. There populations might be smaller. But a game with a smaller population could still make more of a community if it didn't use instancing or phasing. In older MMOs you used to be able to see how many people were online on your server. Not anymore.

I play a FPS with 30 other people for however long a match takes. Then I go to another match with 30 mostly different people. In an hour I've played with maybe 100 people. Doesn't mean anything....

Originally posted by Allacore69

 


Originally posted by Magiknight
Allacore69

 

 

You can take a screen shot in any FPS and find that many people playing it too.


 

I guess i'm glad this is an mmo and not an fps.

Apples and bananas dude.

Wow.

But you took the screenshot as if it proved that there were lots of people playing. It only proves that there is as many people playing it as a FPS.

Originally posted by Allacore69

 


Originally posted by Magiknight
I don' know. When I played it there was like a half of a second pause between between mashing keys and buttons due to the global cool down. So boring. I'll stick with Tekken. Sometimes when my party was fighting monsters to get exp we would have to stop for 30 seconds. That's SO inefficient. Another inconvenience was having to wait on people to walk back to the party after they died. So obviously the monsters are too hard.

 


UUUMMMmmmmm duh. Have you ever played an mmo? And you GCD goes down. Mine is 1 second. Soon I'll have it at .5 seconds. But you would know that if you really played.

And fyi, every mmo, when you die in the dungeon, you have to run back. Good thing FF XIV ARR put in the shortcut to get back to your party faster. But you played the game and knew that right? Or are you just trying to pick fights?

My entire post was sarcastic. I thought it was dripping with sarcasm.

In reality, my views are that the cool downs should be longer, when you die there should be consequences, and monsters should be harder.

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