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All Posts by rissies

All Posts by rissies

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156 posts found

I'm fine with quests, they've just been dumbed down a lot ~ so they content is limited to a few types of scenarios and their main challenge is basically either the patience it takes to kill 1000 thingies (at worst imo) or just not dying (better, but it's kinda cheap to only use high level mob levels to create a challenge) ~ or inbetween (basically no challenge at all and you're done in a couple minutes)

And I am guilty as hell of taking advantage of dumbed down quest systems, because if there's quest auto-routing? I will use it. I will use te hell out of it.

I think, oddly enough, Maplestory has a good (though underused) thing going with it's jump quests. They can be annoying as hell, but they can definitely offer a certain amount of challenge (and frustration, and tears) ~ and I think it would be nice if more mmorrpgs had platformer-style side-quests. Not an entire game built around them, but here and there.

Another quest style that would offer challenge, but would likely be limited to more "niche" games, would be getting rid of quest icons and the simple summary (go kill x many of the x's over by x) and instead have players be given a problem/situation from NPCs and then try to figure out the correct solution (what's needed and what to do with the what and where to get them) ~ and shifting them on a regular basis as well. So maybe the grocer was running low on oil on monday, but on tuesday everything';s fine with him, move on, but next sunday he's being needy again. Eventually patterns and walkthroughs would emerge, but as I said..it would be pretty niche, since it's basically the same as old RPGs (which were pretty niche even in their heyday) ~ so I think a lot of players wouldn't want to spoil it by cheating.

I just dislike seeing games c/ping human/dwarf/elvish race characteristics from the generic fantasy handguide. Ear shape is purley cosmetic, backstory and homelands are not.

It would be nice if the "peak" he was talking about was the game itself, rather than various sets of numbers. maybe it was just the context of the conversation, but when I saw the...

'World of Warcraft has not reached its peak'

I was thinking I was going to read about how they were going to up their game to compete actively with the upcoming AAA's.

Dragon Nest is a pretty fun game, has one of the most friendly upgrade systems I've seen ~ and the characters (even some of the monsters) are downright charming. Can't wait for Saint's Haven to be avilable ~ !

Yes, instituting your own death penalty would make things inconvenient and hard. Imagine that.

 

But anyways:  http://massively.joystiq.com/2011/06/09/e3-2011-first-look-at-wizardry-online/

I think more may simply give players the option to play in a perma death mode, like DDO or Shaiya.

 

However, you can also just institute your own perma-death play style in any mmorpg, you can pull the cord on a downed character just as easily as the game itself could.

Originally posted by Sulaa
 

Erm you forget that many players don't want to do crafting / harvest skills AT ALL. So if those players don't want to do that they are sentenced to very fast levelling.

Besides I am talking about your average gameplay. Not about people that grind / power level , etc through content not reading quests ,etc but I am also not talking about people who explore everything possible , max their craft/harvest and do all things they can.

I am talking about speed of levelling of average joe. Person that just follows quest lines , do a few rifts ever now and then , some dungeon or two.    Still speed of levelling is ridiculosely fast. Just playing like that casualy you can easily level to max in under a month. People who grind they way can do it in week.

You can get level 10 in a blink of an eye, which is ridiculous.

 

For example compare speed of levelling in WoW Cataclysm and WoW Vanilla.

What's the difrence? 5 times quicker? 10 times ? I mean , really it is too quick.

 

You say you die in Rifts if you get into them solo. Well surely you will. But when you died last time just doing a solo quest?

I rememeber playing f.e. Lotro and dying first time at level almost 50 :/

Advancing to level 20 without dying in Lotro especially if you play a second character is really easy.

 

Just levelling is made a boring experience becasue , quests are just go kill and get back and ON TOP of that they are so easy that you can jsut go and kill that 5 orcs you ahve to kill by spamming one simplest skill :/

 

No, I'm not forgetting that, which is why I do agree that more midgame content and less endgame emphasis would help the situation. But still, even with the average player, I do think play-style is a large factor in the pace of leveling. Since it's what I'm currently playing, I'll once again refer to Rift ~

My first character, I was really interested in advancing forward and seeing what the game had to offer. I did the quests pretty quickly, ignored most side-things like harvesting and crafting, and ignored most story content and NPC dialog. I got to 15 in two days.

My second character, is very much about harvesting/collecting and is leveling at a much slower rate due to this.

With my newest character, I've become interested enough in the setting and story, to truly build an RP character for it. Which means I'm actually reading reading the quest text, paying attention to the NPCs, reading the in-game books. I may decide to keep an in-character journal to go along with this. Needless to say, that by changing the playstyle for this character, I've just lengthened the time it takes to level considerably, even if I don't decide to collect/harvest/craft.

AGAIN: I DO THINK MOST GAMES COULD IMPROVE MIDGAME CONTENT FOR THOSE WHO DO NOT LIKE COLLECTING THINGS.

I like midgame content, and I thing it gets overlooked in many companies' desire to be the "WoW kiiller"

But I think the answer is in more options, rather than just forcing leveling to become a slower process again.  Because while some people would like to level more slowly, there's also lots of people who dislike lingering at lower levels.

And those options don't have to be collecting, they can be puzzles, or PvE coliseums, the mount racing/breeding mentioned earlier, gambling, high challenge dungeons at lower levels that offer good loot but limited exp. Or hell, if you wouldn't want to take advantage of any of that? An exp toggle where you can simply slow your own progress.

 

And yeah, I tend to die at least once during quests that take me into high-aggro locations, due to either not being careful or observant enough.

Yeah, I don't think most people will want to grind 49 extremely generic levels just for a slight change of pace.


Originally posted by Meltdown

On Entertainment:

All it takes is a small word here, or inflection there and comedy will make me forget that I am on some tiring quest of killing 10 wombats and enjoy myself regardless of the underlying quest structure. I found this helped Dragon Nest's quests be a lot more enjoyable, a lot more entertainment value. Of course not just comedy entertains.

 

The personality, comedy, and storylines in Dragon Nest, pertaining to both your character and the NPC's ~ made me forget the fact that the story was one we've seen quite often (your princess is in another castle) and forgive gender/class locking. It's definitely one of the most entertaining mmo's I've ever played, and I can't wait for them to up the level cap and officially launch.

Sulaa: it still seems like its a style of play issue, a lot of time on the Rift forums I see QQ posts where a person says "I leveled too fast! Now I'm just going around working on harvest/craft skills and working on antiques! Curse you Trion!!!" And it's like, why couldn't they have worked on those things while leveling up? I think the difficult grinds of the past, in addition to emphasis on endgame content rather than early-midgame content in a lot of games, causes a knee-jerk "MUST LVL UP NOW" attitude in players, causing them to grind the heck out of games as fast as real life will let them.

Though I agree that more things to do other than quest/grind would help the situation, as well as more mid-game content.

(And, I hate to admit it, but I die a lot in Rift, especially when trying to solo rifts, and I get one that throws out killer stages at 4 and 5. My first/second/third try at the corrupted dwarves water rift, comes to mind, where I tried to just snipe one, and almost of of them swarmed and beat me down in a matter of seconds. Those little legs moved so fast...)

^ But this reminds of something else: I would really love an mmorpg that creates a non-immersion breaking ressurection, without making run all the way across the map to get my body. Take my exp, take weapon durability, take my buffs and summons, take the last piece of loot I picked up. But please don't make me have to run across the map. That's just boring.

 

 

I think mount breeding could add a lot of extra fun to a game, even just a simple version. If an mmorpg took a note from squares books and added something like FF7's mount breeding/racing + FF9's treasure hunting, I think it would be a really fun addition to pretty much any game.

Originally posted by Sulaa
 
4. Challenging OPEN WORLD questing

I like when levelling takes a while , I hate long grinds like in Lineage but quick very easy levelling is BAD as well ,like in Rift or WoW in Cataclysm atm is HORRIBLE. Way too fast and not challenging and interesting.

 

To be honest, I disagree a bit here, not with the "Challenging OPEN WORLD questing" ~ but that leveling is super easy and fast in those two games. If you choose to grind right through them, it can seem fast, but if you're taking your time to explore the worlds and invest time in crafts or collectibles before hitting level cap, leveling can be at a slow to moderate pace. They've given players the option to level up quickly, and many players take it, probably more out of habit and due to endgame emphasis than anything.

I think part of the magic of those first mmorpgs was the sense of discovery. I think no matter the game quality and mechanics, it was a whole new world being opened up to you. The character builds were often flawed and awful, every new equip drop was the best thing ever no matter what (greens? blues? Whatever, just look at my awesome hat!!) The sense of compeition and comparison with other players was more casual, and every benchmark came with a sense of "POWERUP! YEAAAH! NOW I CAN WEAR AN EVEN COOLER HAT!"

I don't see it so much as a first love, but more like ~ the fun and playfulness of elementary school vs. the later environment of angst and intensity during high school.

 

In sum: I think it's the players, not the games.

Lots to loot and carry + tiny inventory

Limited-to-no character customization

I love aspects that enhance immersion (persistant world, customization) as well as an engaging storyline (without the "you are The One" business, because while that works great in single player games, in an MMORPG you look around and see...well, many more than one of "The One." I think a massively multiplayer world deserves a massively multiplayer story.)  

Crafting: I'd love to see super customization in mmorpg crafting, like you find in APB:R ~ something that would replace "click this, and this, and add this if you want and here you go" and put the actual craft back into crafting.

RP: I really hope more mmorpg's will take a hint from blogging and social networking sites. While in-game blogging and networking taken at face value seem a bit gimmicky, I think that when implemented in a subtle manner that fits the game? They add a lot of fun tools for RPers, and increase the games immersive potential.

Mounts: For me, they're a way to get from point a to point b more quickly. I think the funner option would be making that journey more interesting, collectibles and hidden areas/npc's (that are dyanamic, rather than static) along the way. While mounted combat is a definite step in the right direction, it also takes away the primary reason for mounts: getting from point a to point b faster. What I'd rather see as far as mounts go? Racing: against the clock, your personal bests, server bests.

Originally posted by Meowhead
 

 

Also, what's not different about the environmental weapons in GW2? 

 

Because they're already in Vindictus. But the GW2 ones sound much more elaborate ~ and look like they play a much larger part.

I'm really enjoying build-up for the different MMORPGS coming out and what they're trying to bring to the table. The next year+ has the same feel to it that the old console wars did.

^ You've pretty much described why I skip most "must have a group" content in mmorpgs, and instead just solo + roleplay/socialize in-game. I don't like being the person who has "let the group down" even at beginner levels. But I also would rather not have to spend hours watching youtube and reading tutorials to learn the content, as that's kind of...not fun. For me at least.

I would have to say that my favourite "middle" route has been with Rift's public grouping during world rifts/invasions/footholds, where the grouping simply happens out of both vicinity and need, without being organized or forced.

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