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Ever since the surge in F2P madness my bunny hopping from one MMO to another is out of control!
The Pub at MMORPG.COM « General Discussion 5/22/13 4:20:51 PM
These two posts sum it up for me. I'm enjoying it and I'm starting to play the stuff I really want to. It's been a weird transition for me because for so many years I've been conditioned to play because I'm paying. Now I'm finally starting to focus on stuff I want to do. |
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The 'Group Play vs Solo Play in an MMO' Thread
The Pub at MMORPG.COM « General Discussion 5/22/13 9:48:01 AM
Originally posted by AlBQuirky No, one way of playing isn't better. I was using that as a metaphor for success. If you go into content with any group size (that could be solo or larger) and succeed with your goals then you're doing it right. It mostly just means being able to handle the content. It does not mean tackling the content in a specific manner or having a set number of people to do it. Basically it means, did I kill the monsters or did they kill me, did I enchant the item or did it fail, and similar such stuff. It could really apply to anything you want to do in the game that you might find challenging. I had in mind Lineage public dungeons and difficult overland areas when I wrote that. Some were very dangerous solo or even in a small group. If I could go into the difficult area (alone or in a group) and come out with goals accomplished then I did it right. In that game my goals were often just trying to farm a specific item and not dying while doing it or seeing if I could take down the boss spawn before someone else arrived and I had to compete for it. Lineage discouraged risk taking due to the very heavy death penalty. I would rather see risk taking encouraged, but failure not rewarded. That doesn't mean that failure should mean drastic punishment either, but rather success (whatever that means for a given situation) rewarded in such a manner that the risk is worth it. |
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The 'Group Play vs Solo Play in an MMO' Thread
The Pub at MMORPG.COM « General Discussion 5/22/13 9:36:05 AM
Originally posted by Adalwulff Ad hominem - you use that word a lot. I don't think it means what you think it does. Ripping your premise to shreds is not the same as belittling or insulting you in an attempt to undermine your argument. I never actually commented about your character in my post. On the other hand calling people who disagree with you whiners is, along with the other logic foibles you spewed out there. We've already had games that scaled. That was my point. Most of the early games, except EQ did scale like this. Once upon a time there was grouping, but no content explicitly labeled group. People grouped for other reasons than the content said, you must have Jack, Jill, and Corky. |
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I'll say the same thing I do in the million threads where people ask the same question over and over. I'm not renting my games anymore, the rest is just specifics. |
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Funny the OP should say that. I'm on Mindflayer and we were having a good time laughing at the butthurt and the banned. Lots of people were playing and chat was fun. If that's trainwreck, sign me up.
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The 'Group Play vs Solo Play in an MMO' Thread
The Pub at MMORPG.COM « General Discussion 5/21/13 5:05:30 PM
Originally posted by Adalwulff Group content most certainly is contrived. Whenever you enter group content areas, especially instances, the entire encounter is preconceived. Queue for a dungeon as a role (right there we're entering the realm of contrived because someone has in mind what the party composition and builds should be) and play through it, the entire experience is preconceived and expected to be executed along a fairly narrow number of options. Contrived content doesn't just apply to group. It applies to solo, small group, large group, raid sized, or anything else where the scope is already planned out. This is one of the themepark design flaws. The premise you operate under, that all mmos are designed this way, is false. Not all mmos have been designed this way. Most every MMO since EQ has been designed this way, and all the very popular MMOs work this way, now. So I guess you would naturally assume that it was always this way, but that's not true. It has become the norm unfortunately. |
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The 'Group Play vs Solo Play in an MMO' Thread
The Pub at MMORPG.COM « General Discussion 5/21/13 5:00:24 PM
Originally posted by Adalwulff This is why I think your envisioned paradigm is limiting and ultimately fails. In early MMOs grouping always meant fewer rewards because you had to split them. It meant less xp per person per kill because you had to split it. That was the tradeoff for easier safer gameplay. If you engaged content with fewer people (or solo) then you go greater rewards for greater risk. It is the foundational principle of risk versus rewards. Fast forward through the complaints about grinding, repetition, griefing, and rare drops/boss mobs (those were all nerfed or removed) and you have a system where the risk is lower and rewards are higher. Well that can't go on or gamers complain about welfare epics. So devs create an artificially more difficult content stream (group/raid) and then bump up the rewards. They must nerf overland content and rewards or people won't go through the more difficult channels to get the better rewards. Note that historically no one ever complained that there wasn't "group" content. Most of us gaming back then didn't really fathom that. That was a developer initiated concept to try and solve the other complaints (grind, fairness, etc). So of course your group content has nerfed xp. It's not "now the groupers get penalized". It's always been that way because grouping stuff started out as the faceroll tactic. Devs created "groupers" and "soloers" by the very one dimensional answer they use to address some design flaws. Nothing about the system is right because the evolution of the design is absolutely perverted from its original incarnation at this point. The fact that you're in the frustrating position where you feel like your preferred method of approaching content is unrewarding illustrates this. Believe it or not there are soloers who feel the exact same as you for the very same reasons, only they enjoy playing differently. People want to progress and they want to play how they like. If we remove the artificial community designations (like soloer, grouper, raider) created by overly simple design tropes then we can start solving the problem. Let people play how they like and then reward them for doing it right. Encourage people to experiment and take risks. Reward success and cleverness and don't reward failure, but when players do fail, help guide them towards success. |
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Originally posted by Whitebeards That says it nicely. I don't mind subscribing like I did when Tera went F2P because when I drop the sub I can keep on playing. If I feel like powerleveling I'll sub for a month or two off an on. The rest of the time I'll buy stuff in the cash shop. Subs aren't bad, gating my access exclusively through the sub is bad, for me. |
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EverQuest: EQN Details to Be Revealed at SOE Live 2013
News & Features Discussion « General Discussion 5/21/13 3:45:25 PM
Originally posted by H3deon Scripted raiding and the sort of progression built into that design mechanic is nearly the antithesis of sandbox design elements. I wonder how they plan on presenting the two mechanics in the same world. That is interesting. |
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EverQuest: EQN Details to Be Revealed at SOE Live 2013
News & Features Discussion « General Discussion 5/21/13 3:40:35 PM
Originally posted by WellzyC The problem with sandbox is that it is a very loosely defined concept. What do you mean when you envision mmo sandbox? Do you mean outright builder like the popular voxel builders? Do you mean the ability to affect the world in a lasting fashion, and if so what does that entail? People only heard the word "sandbox" when SoE talked about EQN. What they said in every quote I've read is "sandbox style". That's a huge difference. |
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The 'Group Play vs Solo Play in an MMO' Thread
The Pub at MMORPG.COM « General Discussion 5/21/13 2:55:56 PM
Originally posted by GrumpyMel2 I do like cooperative play most. In the games I've played that have a more cooperative design I've found it's easy to play solo or with any group size. What I like most about that style is they aren't typically trinity based so you don't need a certain group composition to enjoy them. Mostly I play duo or sometimes in a trio. I do solo a lot in between that, but I don't really have a preference one way or another. I've just run up against a wall where gathering a precise number of people that must contain a specific composition is becoming boring. In Lineage if I wanted to go into a dungeon alone or meet someone there, I could. If I wanted to solo or duo that dungeon or difficult area I could, but I would often go with 3 or 4 other people for safety because it just made things faster and easier. In a world with death penalties, that was a huge motivation. The contrived part is when content is specifically labeled for "X" (where x is solo, group, raid, small group, blah blah). Just give me content and let me deal with it how I want to. I don't really expect designers to accommodate that anymore, but I do miss it. I just wish no matter what content I did engage in that it counted towards the same progress. I really hate that one content style has one progression path and another has a nearly unrelated progression path. Maybe the genre will evolve past this paradigm, but I'm not holding my breath. |
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Hmm, consoles don't look that appealing to me this time around. The WiiU hardware sucks by comparison and for the price. I don't see anything that makes me want to run out and dump around $500 on a PS4 or an Xbox One. I'll end up passing on all three for now and just stick to PC gaming until the console offering improves.
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The 'Group Play vs Solo Play in an MMO' Thread
The Pub at MMORPG.COM « General Discussion 5/21/13 12:35:40 PM
Originally posted by GrumpyMel2 You're right some games are designed this way. Games weren't always designed with this in mind (Lineage, Asheron's Call, UO) and some people would like a return to that philosophy. Grouper's operate under the premise that all mmo gameplay should be the contrived group instance sort of design (WoW, EQ2, LotRO, etc.). Even in a game with contrived group mechanics it's not so much that there isn't room for solo or small group progression, but that they fear people will opt for the non-group option for advancement. This is probably true because a reasonable portion of people do group content because they want to advance, not because that is their choice in gameplay. |
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Neverwinter: Caturday Survivor Pack Revealed
News & Features Discussion « General Discussion 5/21/13 12:25:28 PM
Originally posted by VassagoMael According to a forum post in one of the stickied threads they are dealing with the rest individually, whatever that means. |
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Rift: You Heard It Right - Rift is Going F2P
News & Features Discussion « General Discussion 5/21/13 12:08:10 PM
Originally posted by anwar What sort of made up world are you coming from? Devs are concerned with making you pay money. That is where time sinks, grinds (just more time sinks really), dungeon/raid lockouts, and boss timers came from. Remember Lineage, UO, and EQ? You know the godfathers of grind and monotony? They weren't f2p. The grind and monotony came from impatient players wanting instant gratification. It was just game play but became grind because people didn't like progressing so slowly. I don't know why games go f2p now and I seriously doubt anyone knows exactly why, but I know that because of my long term experience I don't want to rent my game access anymore. No game, to me, is worth renting for $200 per year. I don't mind spending $100, $200, or more on a game per year, but I don't want to have to pay more just to access the stuff I've already paid for. It's a win for me because unless they make a fun game, I'm not paying them a dime. If they make a fun game then I'll pay and support them just like any other business. |
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Neverwinter: Caturday Survivor Pack Revealed
News & Features Discussion « General Discussion 5/21/13 11:55:14 AM
Originally posted by evilastro Hahaha. That pretty much sums it up. Not a lot in there that excites me, but then again what would they give me and everyone else that wouldn't totally feck up the game? I do hope that they continue to monitor accounts for people who laundered a bunch of stuff. I really hope those people lose their accounts. In a month or two it won't likely matter anyway. There will be some other drama to latch our indignation onto. Maybe it will be Rift's F2P, or something Wildstar has done, or maybe Jacobs will make an outlandish poke at the industry. Rage will happen I tell you, rage! |
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Dragon's Prophet: Open Beta to Kick Off on May 30th
News & Features Discussion « General Discussion 5/21/13 11:42:39 AM
I'm glad the NDA is lifted. So far I really like the game. It's an action oriented combat style and I found the classes fun. I'm not sure how the cash shop is going to be at this point, but it seems mostly in line with SoE's style in EQ2 only without the sub option: Lots of little fees to unlock stuff, but nothing that seemed outrageous. There is a lot of translation work left and some class balancing issues. They keep messing around with mobility for the ranger, as an example, which makes it hard to get a feel for whether I'll like the class or not. The oracle is a fun melee/magic hybrid that is a lot of fun. Some of the other stuff in limbo that makes me feel uncertain is pvp tied to housing and large guilds spawn camping rare dragons. Neither of those will go over well so I'm not sure why they're choosing those design decisions. It's definitely worth the download to check out though. |
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Some Channels are in Single Digit Player Counts!
General Discussion « Neverwinter 5/21/13 1:05:36 AM
lol no one even cares. I did see two people ask in /zone if there was a rollback though because they had quests to finish they had already completed but that was it.
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Originally posted by Talonsin Actually your credit card service or PayPal may punish you. PWE isn't the only one that loses money when you do a chargeback. |
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71% say wipe 29% say don't... Cryptic decides NO WIPE
General Discussion « Neverwinter 5/20/13 5:46:17 PM
Originally posted by Distopia For that matter how can any game that uses time as a currency offer a level playing field. There is no such thing as a level playing field. If I join EVE tomorrow as a total newbie, how level is my playing field, not only that but it would take me both time and money to try and catch up. |
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