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The problem with MMOs these days is developers are making games and not virtual worlds.
The Pub at MMORPG.COM « General Discussion 4/20/13 10:23:14 AM
I agree with the OP, but also with some of the things other people say in this thread. I'm not very active in this site as I used to, but reading this post I felt the need to give my opinion.
Although I totally agree with the problem of giving too many rewards to players, and although I also agree that MMOs today are more of a Game and less then a Virtual World, I think MMORPGs were stale for so long that all the changes right now are the main reasons why players feel so "lost" in the genre. They don't know what MMORPG's stand for anymore, at least in terms of what to expect in their gameplay experience. The genre is growing steadily with much more players than it had before, in many more games than before, but along with this there are more and more games looking to give motivational and rewarding experiences, because those are the ones that attract the new players each day - yes, I said "day", because games are now on a competitive level where each day might represent the gain and loss of players to the direct competition, and if only 1 day can be a problem to the game itself with a downtime service, a week or a month might be the end of the success of many goals they devs had in mind by giving the wrong updates. The problem with this is, with so many motivational experiences and rewards, people start getting tired of them and don't know what to do with them all. Many of those rewards become things with no value and the real valuable ones are only possible if you are "a true hardcore" (aka have no life or spend real money) or if you have A LOT OF LUCK. They also try to give many experiences in terms of different gameplay, but then they create even more rewards and motivational experiences that in less then a month will become "meh" in the middle of so many things to do and get. In the end, there are so many MMOs creating so many features while looking for the "special one" that motivates all their player base, that all of them end up having the same things over and over again with different skins and with an excessive amount of rewards with no value at all.
The Virtual Worlds the OP talked about is something many MMORPGs are trying to do right now, but it just gets past players when they see the giant list of things to do and get. With so many features, missions, rewards, etc., the players forget all about the Virtual World and start thinking about the Game - to have fun and become good player - and after a while they forget about the Game and start to become focused in best rewards and in beeing the best. When that happens, the MMO is not fun anymore, it's just a "job" (or a filler) untill the next MMO comes again. And then, the cycle repeats itself.
But It seems we are getting somewhere. To me, it seems each new game is trying to get both of those concepts, a Virtual World and a Game, and with this we might see a final change in the genre in terms of definition. I don't know if the gerne should be separated in 2 or 3 genres, but to me it seems games will get to a place where the games are finally labelled in the correct genre again, like they were before as MMORPGs. |
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[Award] General: 2012 Player's Choice Winner Announcement
News & Features Discussion « General Discussion 12/25/12 4:21:52 PM
As a GW2 player since Betas and a user of this website for some time, I'm not sad in another game staying above GW2. In a matter of fact, I hope that happens, so that ArenaNet can make GW2 better and give it's players more fun, more content and more fixes.
BTW, I see a lot of people saying other users don't agree with the results, accusing them of beeing GW2 fanboys without even knowing if they voted for other games or not. Get off your horses, many complainners don't believe Pirate101 won because it was completelly unexpected, considering all other games with big communities in here.
I didn't even participated in this vote because I was playing the game. And I guess many other users of this site were doing the same with their favourite games. Pirate101 devs were really smart and they proved everyone that a good and strong community is one of mmo's biggest strengths, if not the biggest of them all!
Gratz to Pirate101 and all other games out there that won something. Including GW2 - Most Innovative Game of the Year! YEAH! |
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How to succeed in WvWvW with a low population and a small guild.
General Discussion « Guild Wars 2 7/01/12 4:09:46 PM
Great Thread! Yes, please "sticky" this!
I already copied all this info in a thread for my guild (referring your nickname of course) and, although we still have to try all this tips one by one to see how viable they are, we like them a lot. Although I don't think 1 or 2 things really work that well, that's a personal opinion and a matter of trying ingame. Thank you very much! |
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Diablo 3: Doom & Gloom for Diablo 3?
News & Features Discussion « General Discussion 5/19/12 3:04:35 PM
I saw my friend playing the game and I have to say it seems to be a very good game. But once he showed me the end of the story and the final battle against Diablo, I was somehow shocked and asked him "Did you completed the story in 1 day?". With his answer "Yes", I lost my interest in it. So I have a question: playing in harder modes will give you more story? or at least some parts of the story that he never saw? What about using other classes? Or is the story the same everytime you play it? |
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fanboyism is actually making me dislike the game
General Discussion « Guild Wars 2 4/08/12 6:59:48 AM
Originally posted by bishbosh I understand what you mean, but have you even gone to Guild Wars 2 Guru? I mean, anytime there's a new feature or idea of the game that generates controversy there's a giant tsunami of fans claiming about it and lots of threads and post on how to make it better. The problem is that a lot of these fans just whine about everything, while some others protect the game at all costs, but that doesn't change the fact that the game has been seriously modified since we saw the first demo almost 2-3 years ago. A lot of it because of the fans whining.
Most devellopers never show their game, or just show 1 aspect of it that is the "new innovation" (and only one) they have, and they have all their fans supporting the game, untill it's released and it survives for like, 3 months. Do you know why people think Guild Wars 2 will be different? Because ArenaNet devs have been changing the game according to players feedback, whether they are fans or not, whether they play mmorpgs or not. And those changes aren't things made in a rush, they are things that get through many different tests untill it satisfies them and the players. They go from little things like walking and eye colors to dramatic changes like the the sylvari. Fans don't support the game because it's god-like. they support the game because they know that if something changes, they will talk about it and ArenaNet devs will hear them. And if something isn't showed officially by ArenaNet, then it's not to concern much untill it is, because it will probably change untill then. |
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General: What to Expect from PAX East 2012
News & Features Discussion « General Discussion 4/05/12 8:14:50 PM
I say there's at least one of them that knows much more about it than the others do, IMHO. |
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Guild Wars 2: Guild Interface Video Preview
News & Features Discussion « General Discussion 3/31/12 5:08:07 PM
People are worried about guild hopping and loyalty but they don't see this option in another way. You see, people think that changing the guild you represent is against the loyalty you have towards your guild. That happens in another mmorpgs because you can only represent one, and if you hide yourself from one of your guilds to be playing in another is kind of like you're cheating your wife, and then she finds out.
But I think this system gives the the opportunity to make that situation as something really good for both guilds. You can coordenate both guilds and have more communication and a better relationship between them for the best of the server community and reputation, and for more FUN. Even if you are representing one of the Guilds, you will still be representing the other guilds because they will know who you are (in the guild roster), they will be able to contact you and you will still help them that way if you want to, without beeing afraid of them seeing you online. That's not the only thing:
It's a system that gives Guilds from a server to have a chance in beeing more social and friendly for the best of the server they are at, in order to have a better experience ingame. |
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Guild Wars 2: Live-stream Interview March 15th With Your Questions!
News & Features Discussion « General Discussion 3/15/12 7:35:29 AM
I just want to ask this about professions: Why does the Guardian lack a long-range combat when all the other professions have it? And why do spirit weapons have so few attacks and are active for only 15 seconds?
And I have another question about Beta Event Weekends: If I pre-purchase the game and play in Beta Event Weekends, Can I play with different computers, at different times, using the same account in the same Beta? |
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Guild Wars 2 Vs Tera - Combat - Core Comparison Youtube Series
The Pub at MMORPG.COM « General Discussion 3/11/12 9:14:00 AM
Originally posted by grimm6th Actually, deziwright can say that he was in the GW2 beta but ONLY if that beta was the Press beta weekend. Was it? Which press do you belong to? You're forced to say which is it unless you want to brake the NDA or, of course, you're lying. So, grimm6th is probably right.
Besides, you can actually fight like in TERA, you just don't have the aim thing in center of the screen and you have to use the right button to move your vision. Of course, that's only if you want it to. Most people target their enemy and the attack goes directly at them, but in case you find someone really skilled you will probably change between both in different situations. For ex: against thiefs that use a lot of stealth skills. Not having the aim in the center and the necessity of using the right button to move your vision are the consequences of having both different features turned into one. |
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Lets admit it - GW2 is a "second game" gamers like GW
General Discussion « Guild Wars 2 3/08/12 7:59:13 AM
Originally posted by Kakkzooka This! The best post on the Thread! Some people just need to stop expecting Guild Wars 2 to "fail". Theory crap without any fact whatsoever. Wait for the game to release please. |
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Guild Wars 2: Exploring the Ascalon Catacombs Dungeon
News & Features Discussion « General Discussion 3/06/12 6:33:39 PM
Story mode = It's not that easy, but it's the easiest you can get xD. Also has a storyline shared by all story modes of all the Dungeons you can find. Explorable mode = After you complete the Story mode you unlock this mode. You have up to 3 choices in each dungeon when you are in this mode, each choice will tell a story of it's own and have a completelly different challenge, but all of them are Rage Quit mode indeed xD. |
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ArenaNet: "Play your way" Jon Peters on Traits and Attributes
General Discussion « Guild Wars 2 2/29/12 11:17:03 AM
Originally posted by BadSpock Ok, I will now say the I WAS WRONG! I will give you examples where I can have all of the weapons in the 2 sets gainning something from Traits. Scepter/Shield + Greathammer - 30 points left, I can max 2 Trait Lines. Scepter/Shield + Mace/Shield - 30 points left, I can max 2 Trait Lines. Sword/Shield + Greathammer - 30 points left, I can max 2 Trait Lines. My mistake was that I could have +10 points to use after 2 max Trait Lines in the Scepter/Shield + Greathammer, but I had to give up on an additional bonus to one of the weapons in the other combinations (The only weapon that has 2 bonus).Then I realized, I was forgetting the 2nd bonus on one of the weapons in the Scepter/Shield + Greathammer combination, it didn't had it in the beguinning. Things really are more balanced than I thought! At least in the Guardian! |
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ArenaNet: "Play your way" Jon Peters on Traits and Attributes
General Discussion « Guild Wars 2 2/29/12 10:30:17 AM
Originally posted by BadSpock You can't put Spirit Weapons and Burning in the same place as weapons in this situation. Spirit Weapons are influenced by, at least, 2 Trait Lines. Burning is influenced by all of them, I think. You can only change them out of combat, but most Trait Lines influence other kinds of utility Skills and Conditions/Boons. Some Guardian Weapons are only tied to one Trait Line. Why would you have the weapon skills you like the most in 2 different weapon sets if the Trait Lines clearly say that it's more efficient to change at least one of those weapons. Example: I would like to use sword/shield and greathammer, but those can't be together if I want to have the best of each. I don't want the best of all weapons, just those that I consider my own playstyle = 3 weapons in 8 possible (outside water at least). Instead the Trait Lines are telling me the best and smallest change I have do is change my sword by mace or scepter. If I like more the sword/shield set and I want to have the Best of it, is better If I don't go with 2-hand-weapons. Or If want to go with the weapon sets I like the most, I can't use many points in the Virtue Line (That gives points to the Profession Attribute).
So, as you see, it's too restrictive. It's saying that the 2 weapon sets you want and the Trait Lines you want can't be the same in some situations, unless you want to be less effective than other players. |
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ArenaNet: "Play your way" Jon Peters on Traits and Attributes
General Discussion « Guild Wars 2 2/29/12 9:47:49 AM
Originally posted by Zeroxin Well, in case of the Warrior Pilnkplonk is wrong. BUT I think he has a point in some of the other professions. At least in the Guardian Traits, you can clearly see that some of the weapons are influenced by only one of the Trait Lines. Shield is by the Valor Traits, Sword and Spear only by Radiance Traits. In case of the Elementalist, since this profession doesn't swap weapons anymore, tying element attunements to Trait Lines is not so good of an idea too. WE already see many people beeing misleaded by the same name between them and the influence each Line has on one and only attunement. only the Line of Arcane Power will influence them all. So, It's true that this system might make some players: 1- never want to change weapons because they like the Traits they have; or 2- never wanting to re-spec Trait Lines because they like the Weapons they have. Those are choices that are too restrictive. The best possible solution is giving different effects to all weapons when they are in different Trait Lines. The same thing to the Elementalist element attunements. I think they have to rethink, or add, more Major Traits in each Trait Line. But that's it. They have a good system IMHO. |
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ArenaNet: "Play your way" Jon Peters on Traits and Attributes
General Discussion « Guild Wars 2 2/28/12 8:33:28 PM
Originally posted by cali59 After reading everything you posted (quite a lot, I already read some of that stuff but didn't remmember Honestly I think that it's really a matter of balance between players and mobs/bosses, but that's not something you're unaware though. What I think you're forgetting is that players usually don't go to a dungeon after some minutes of gameplay, they need to be lvl 30 at least. Untill that time they will learn how to dodge properly, how to use their skills better and what kind of Build they want for themselves (including Traits). You are invulnerable while dodging and all the professions can do something else while dodging if their players feel the need to it untill they reach that level (You can see it in one of the Warrior's Minor Traits too). It's true, reading this article and thinking about it seems like they are trying too hard. Instead of going with something that clearly seems healthy, safe but with less variety in playstyles, they changed it to try one system with more playstyles in each profession and risk the healthy, safe condition of the game. But they are the ones playing everyday and none of the people that played during the Press Beta Weekend noticed most of the changes made (and they were there), probably because the game is more balanced and most of them learned how to play better after 1 day playing it (especially in movement and dodging). Think of it this way: the devs are like the high levels of the game and they still changed it because they felt the lack of "personal taste in builds". Usually, high lvl players like to stay with the most effective build(s) and don't care about their own tastes besides the profession/role they are. If learners didn't had a hard time playing the game in the Press Beta, in fact they enjoyed it quite much, and if the masters of the game still find their uniqueness in their builds, this might be a good system after all. But I will still have my doubts, just like you and many more people, untill the next Beta Weekend players tell us how it really works out. |
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ArenaNet: "Play your way" Jon Peters on Traits and Attributes
General Discussion « Guild Wars 2 2/28/12 7:08:51 PM
Originally posted by cali59 It was me Cali. I lurk here in these forums for quite a while now! xD But as I said before to you and another guy there, and to everyone here read it: You can change the Major Traits like you could earlier and you have all of them available to you, and this is something a lot of people didn't understood yet. So, the old system of Traits change is still in the game. What you can't change without spending a small fee are the Minor Traits and the new Trait Attributes, because those are stuck in the Trait Lines you spend points in. The only way to change Trait Lines is re-spec the points in them.
Just think. Respec is only if you want to change the points you have in the Trait Lines.
This are my conclusions about it, so it was easier to copy-paste from there. My only question is in another problem. How will they manage to keep this current system away from "LF (class) with X,Y Trait Lines" in Dungeons/PVP/Squads/Guilds? Only time will tell! But I guess players will forget about that problem in a game it's easier to play socially with others. |
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Originally posted by Joekra B2P is common in all the other genres, it's almost the only thing there is to the other genres. Besides, it's not FREE to play either and it doesn't follow the same rules of beeing F2P. Since it doesn't fit into any of the 2 mmorpgs usual payment model, we need to call it something else. And it fits perfectly since you obviously need to BUY the game in order TO PLAY it = B2P. |
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In One Word post your feeling about this game.
General Discussion « Guild Wars 2 2/16/12 4:45:26 PM
Bbblllllaaaaaaaaaaaaaaaaaaaaaaaaaaauuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuurg!
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Guild Wars 2 coming to consoles. Huh, what?
General Discussion « Guild Wars 2 2/15/12 11:01:29 PM
Playstation controller: Left Anallog - Movement Right Anallog - camera and targeting (it's not that hard in my opinion. If the skill with ground targeting reaches the edges of the camera then it will move by following it. We have seen something like this in other games). Up - F1 Down - F2 Right - F3 Left - F4 Square - 1st skill / L1+Square - 6th skill Triangle - 2nd skill / L1+Triangle - 7th skill O - 3rd skill / L1+O - 8th skill X - Jump / L1+X - 9th skill L1 - Hold for 6th-9th skills L2 - swap weapon L3 - Interact R1 - 4th skill R2 - 5th skill R3 - Elite skill Start - Menu Select - Chat
What do you guys think? |
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Guild Wars 2: Micro-Awesomeness
News & Features Discussion « General Discussion 2/14/12 2:22:15 PM
Some people think that Arena-net won't be able to have much profit from MTs this time for various reasons. Well, think again: 1- They will sell much more games than when the original Guild Wars was released. 2- The biggest income they will probably have is from "Transmutation Stones" because they are the only thing in the game that changes the stats from one gear to another. (Example: I just made/got this new armour with updated stats but I like more the armour I had before. So, I go buy transmutation stone to change the stats from the new armour to the old one.) Just imagine the quantity of players buying this just to look unique and awesome. We don't know if people will be able to sell the transmutation stones yet though. 3 - Character slots will sell A LOT! With only this 3 reasons, they already have a big profit and there will certainly be more MTs besides character slots and transmutation stones. |
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