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All Posts by Simphanatic

All Posts by Simphanatic

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91 posts found
Originally posted by Bathnor
*Picks up the phone* * Calls nine whine whine* "Hurry, send out the Waaaaaaambulance!!!"

 

 

Quite intelligent and on point, Bathnor; though, I might have expected something cogent from a 37-year-old.

 

I know you didn't intend it, but you've provided a flaccid example of why I quit playing MMORPGs.

 

Thank you for your most helpful input.

Originally posted by lowendahl
It's all a sign of our society's decay :( 

That's perhaps a bit extreme. Certainly, all societies reach an apex of sorts, but I'll wager such judgments are based more on technological achievement, wealth, and the arts than on civility or 'common courtesy,' whatever that means. We need only look to the likes of authors Elizabeth Browning, Henry James, Edith Wharton, Sylvia Plath, or Malcolm Little to realize that even so-called polite societies have a more insidious underbelly.

 

Traditionally, it has been a very thin blue line that separates law-abiding citizens from anarchy. Cities, states, and national goverments accept it as a universal responsibility to deploy that line. From a pragmatic perspective, I posit policing authorities are deployed less for individual welfare than to ensure economic viability of the respective cities, states, and national governments. Game developers would be well-served to take a lesson from this.

Originally posted by aleos

i laughed so hard.

The entire post was direct and serious and then turdmuffins

Such is the impact of careful application of vulgarity.

Originally posted by Starpower

Just to provide some equilibrium to this thread.

Just like the examples mentioned which I agree with. It's equally bad to be part of communities with women or people in general that tries to slap a PG-13 on the guild chat, just because she/they are offended by the F word. Specially if said community is an adult one and can easily distinguish betweem excessive foul language and the occational swearing and said drug reference. I'd much rather you people just removed yourself and play in your own little bubble.

Other than that your other examples are spot on which I again... largely agree with

Yup ... I've been in factions where leaders tried to censor members' language. It does not work. However, game-provided language filters do work -- as I recall, SWTOR had a user-enabled filter, which I liked. I used to chuckle at the fact that some players' conversations were absolutely unintelligible because of it. It served as a reminder of just how far written language has progressed in 30,000 years. I'm a big kid, I get that use of taboo words have utility with respect to conveying emotion and impact. Notwithstanding, excessive use of these trigger words diminishes their effectiveness.

 

BTW, use of so-called taboo words is only a small component of my disgust. Griefing, ganking, kill stealing, ninja'ing drops, snerting, and stalking reign more supreme within the context of my utter disenchantment with contemporary MMORPGs. And these are issues game managers absolutely can and should deal with.

Originally posted by jpnz

Amazes me that people still expect other people to play nice when the population is 100k-500k for most themepark MMOs and 10 Million for WoW.

If I go to a city in real life that has more than 100k+ people, do I expect to only see 'nice' people?

No, I don't.

So why does anyone expect that in the virtual world where you are anonymous?

Doesn't make sense.

I actually talked about why you should find a community first and then an MMO in another recent thread;

http://www.mmorpg.com/discussion2.cfm/thread/371602/page/1

 

Most things have changed quite a lot since we first got MMOs, why do you think the community aspect hasn't changed since?

 

You know what? You're absolutely correct. Maybe I am being naive with regard to my expectations. So, no more MMORPGs for me. In the past 12 years I've perpetually maintained at least one game subscription, sometimes as many as three. I've also dropped a fair amount of cash in various F2P cash shops and more money for other F2P financial models (a la LotRo). LOL ... I doubt my financial contributions will be missed, but it's a revenue source game managers -- who can't or won't police their player base -- will not be be getting.

 

Somehow, I doubt I'm a lone voice in the wilderness, and I wonder at the impact of cash-ready customers, like me, who're fleeing MMORPGs to seek more conducive sources of entertainment. That's really the larger question I was implying when I started this thread.

Originally posted by ezpz77

umadbro?

 

Not so much mad as disgusted.

 

The late George Carlin once said: "Pot is supposed to heighten your personality -- but what if you're an asshole to begin with?"

MMORPGs obviously have the same affect on people.

 

Thanks for the advice about sandboxes -- I was surely acquainted with them before my most recent walkabout.

No denying it, this is a QQ, whine, or whatever derogatory label you want to attach.

 

I haven't posted here in a month or two because I've been off sampling MMORPGs; some had promise, most didn't. Aside from the fact most are carrot-and-stick themeparks, with little backstory, originality, or other trappings that would encourage staying in these virtual worlds, the gaming communities are horrendous. Griefing, ganking, trolling, snerting, and other sophomoric behavior seems the order of the day. I'm only 28, but my aversion to ubiquitous drug references and gratuitous profanity make me feel 68.

 

Now, it happens that I've a strident egalitarian viewpoint. In the world of online gaming I don't think it matters if you're 13 or 80, clergyman or felon, dropout or scholar; but is there no game-haven for a reasonably level-tempered, polite, somewhat well educated woman, who knows how to begin and end sentences that don't include an F-bomb?

 

Answer to that last question: apparently not. MMORPG and civility are mutually exclusive words.

 

Done looking for my holy-grail MMORPG; just ordered Elder Scrolls IV and V. No more watching snotty bastages pop their zit-sized brains onto game chatboxes or being ganked by immature turdmuffins.

 

 

I'm a really boring person, I guess. My online persona is no different than my RL persona. As such, in 12+ years I have absolutely no recollection of having done anything mean.

 

But I gotta say, some of the foregoing exploits made me laugh.

Most definitely -- raid loot should go to guild.

  1. Raid-derived gear degrades crafting and economic systems
  2. When loot goes to guilds vice individuals it eliminates all perception of unfairness ... the old need vs greed argument

I don't know, I kind of like where the OP is headed.

 

I like the idea of starting out with a character that has very minimal "talents" in swordplay, fistfighting, knifethrowing, archery, and even magic -- all evened out in the beginning.

 

Player may choose to buy a sword and kill some low-level mobs, whereupon his ability with a sword increases marginally. He may continue on with the sword, increasing his talent; or he may purchase a bow, kill some mobs, whereupon his accuracy increases marginally. At any time, he can acquire other weapons and increase skills in those, or choose to specialize. However, as in real life, he'd never see any kind of numeric meter or other indicator reflecting a skill level; rather, his indication of increased proficiency would come from observations of increased ease in disposing of increasingly difficult mobs.

 

I'm also not a fan of "ever better" weaponry. Except for design, engineering, or mechanics -- per short bows, long bows, cross bows, and compound bows -- the particular lethality of weapons should be dictated primarily by the user's talent, generally, and proficiency with the weapon, specifically. Weapons don't appear with lethality thereupon inscribed, neither should such numeric indicators appear in-game. Again, lethality, use rate, and range should be reflected to the user via experiential feedback during use; for instance: "Wow! This long bow shoots a long way" or "I can't seem to strike as often with this glaive as I did with my broadsword."

 

 

Originally posted by Quirhid

First and foremost, people want good games. Realism rarely makes a good game. But I sense my explanations are falling on deaf ears since you used the term "instant gratification".

Oh, fudge! And here I was laboring under the misguided notion that MMORPGs were supposed to have been a departure from Pong, Asteroids, and Pacman.

 

But then, again, you and many others really want to play MMOGs, not MMORPGs.

Originally posted by megabuu
Title says it all, you are cramming too much different stuff into a game. It would never turn out good.

Exactly.

 

Let's just pile up a bunch of cliches. Hmm, let's see, Medieval: vampires, werewolves, certainly some goblins AND zombies. And let's add some battle bunnies, and dragons -- gotta have dragons. Aliens, let's add some of those too. And maybe some discordant leprechauns. And, yes, let's locate all of it in a terribly original dark, gothic setting, with volcanoes and stuff. Oh, yeah, and we'll contrive all this in a world with no regard to Abraham Maslow or Adam Smith.

 

No thanks.

Originally posted by Quirhid

I would also like to see combat with all of the following combined in the same game:

  • projectile blocking - projectiles hit whatever is in the way, whether it was an ally or enemy you didn't mean to hit
  • body blocking - no walking through anyone
  • friendly fire - no fireballs or shooting into melee

Realism? Never gonna happen G.I.

 

Not when three generations of game players expect any successful game will let them spit thunder and shoot fire out their asses.

 

It's the same weak-kneed mentality that wants space for hundreds of items in personal inventory; characters that never get tired, hungry, or thirsty; and death that has no consequences.

 

Realism will never give way to instant gratification; not that it couldn't or shouldn't, but because most players want only a themepark, with all the cottoncandy, corndogs, and fried twinkies they can carry.

Originally posted by aphydork

Well, it sounds like in order for a game to challenge some people, monsters need to one-shot you, and you need to be pit against raid bosses alone that take a long time to kill and require lots of dodging.

That sounds like Guild Wars 2, except the regular monsters should do way more damage.

It also sounds tiresome.

Trust me on this, most of the people screaming fanatically for "more challenge" really don't want it. It's their way of thumping their chests all cavemanlike. It's the nerd's version of a group of car lovers lamenting 1960s and 70s muscle cars.

Originally posted by worldalpha
We're a tough crowd! ;)

This isn't a hit on you, Mike, as many of your posts are well reasoned and thought provoking.

 

This forum isn't different than most others. It's frequented by an awful lot of people who never add more than one-line, ill-considered responses. They write, but say nothing, and inevitably devolve otherwise good forums to a point of worthlessness, where nothing is happening except a bunch of near-illiterates sniping at one another.

 

This thread is a classic case in point. OP writes something more than one sentence long, it's not filled with jargon, colloquialisms, foul language, and endless nonstandardized acronyms and you're johnny on the spot to romp all over him.

 

Frankly, I'd sooner wade through a reasonably crafted wall of text than the much more common near-unintelligible one liners so prevalent on this site.

 

Way to go people.

Characterizing "ganking" as a playstyle is like calling serial murder a career choice.

 

Many times already, in this thread and others, I've advocated for FFA PvP, and that does include ganking. But I reiterate vehemently that PvP and all its attendant flavors must be integrated into the game world. Those who make a choice to randomly attack others, whether singly or in groups, must suffer consequences for their actions. At the very least, absent player-driven justice systems, bounties should be generated and the random PvP'ers/gankers become the hunted. Without some form of regulation, the game will devolve to a bunch of shitheads roaming about attacking weaker players and the game will ultimately fail.

Originally posted by Josher

GW2 is the first MMO since vanilla WOW that I've really enjoyed.  The sad part is that enjoyment last about 5 weeks, because even playing casually, I got to 80 and "realized, wtf do I do now?". 

Thank you for reaffirming my decision to quit playing GW2 after only one day.

 

I don't have anything against GW2 per se; I quit because I'm suffering from quest fatigue, and I've already leveled so many characters to cap in similar games (finding nothing substantive at journey's end), that I simplly didn't want to do it again.

 

The basic flaw, from my perspective, with games like GW2 however well executed, is that they really want to be MMOGs. A lot of players like that kind of game, but players seeking a real MMORPG experience are destined for disappointment upon reaching end game.

 

For myself, I want to LIVE in a game world, not merely play in it. That means all game components -- PvP, RvR, quests, crafting, economy, factions, guilds -- must have an intrinsic, rational purpose for existing in the world. Too many game developers treat these components as if they're plug and play. Instead, they should pull all heads out of asses, nose around the real world and try to understand the symbiosis of similar factors in everyday life. When they do this players will quit thinking in terms of run up and end game.

Originally posted by delete5230

Strange you should bring up working out and having anything to do with a video game being hard. I see no connection what's so ever !............Anyway, I'm the OP and I had started this topic about mmos being too easy.

Amen.

I did my best to laugh off his comments with my "Mitt" response, whereas I actually found it more than a little stinging.

I've played online games since my early teens, but I never really got serious about them until I had my accident. I don't work, though I certainly wish I could. I don't workout, though I wish I could, and that's a particularly bitter part of my existence. My  bachelor's degree was funded principally by a track and cross country scholorship, and I countinued to run 10Ks and Marathons competitively during grad school. Nothing in this mortal life gave me greater pleasure than early morning training runs. RPGs are a by proxy way of doing things that I can no longer do in real life, but "challenge" isn't one of the things at the top of my list when I start a new MMORPG, but I will revisit that later. What I do look for are:

  • Immersive game world
  • Compelling storyline and lore
  • Meaningful quests or missions
  • Substantive, vital in-game economy
  • Honorable player community
Honestly, I've never been particularly satisfied with any MMO, with respect to these criteria. But I've an imaginative soul and I can usually contrive my own unique story, with written biographies, and statements of personality that help greatly in making even shallow games more immersive and enjoyable.
 
Do I wish some games were more difficult?
 
Well, that's a matter of perspective. My first MMORPG was Perfect World, where my most favorite class was the Cleric. Even after I left the FFA PvP server, I had a very hard time with my cleric until I learned to play to her strengths and the importance of varied tactics relative to different mobs and bosses. In five years, I leveled five clerics to somewhere between level 90 and 102. And, yeah, playing a cleric became so easy that I could go from start to cap without ever dying.
 
Well, that's silly, isn't it? Why play a class repeatedly when it's obviously become so simple?
 
With each succeeding cleric I always felt that I was getting better and my overriding goal became being the game's best cleric. Now, it's highly arguable whether I actually achieved that goal, but I know that I was soloing bosses that were widely considered impossible for a cleric and I was constantly sought as a healer in squads. So, in a way, my pursuit of excellence and drive to push the envelope contrived ever-increasing challenges and kept the game interesting for me a lot longer than it otherwise would have.
 
I'm not sure what the lesson is here, but maybe it's that we shouldn't obligate developers to spoon feed us everything. Perhaps it would be more practical to expect that developers provide only the platform (means and opportunity) and that motive should stay firmly in the hands of players. When I was little, my dad built my brothers and me a treehouse. He didn't give us a list of things to do with it. So, sans any instruction manual we made up our own games and, by God, it was fun. I guess I'm stuck waiting for a developer to build me a treehouse.
 
I'm sorry this wrote a little long, and I didn't intend for it to sound preachy.
Originally posted by madazz

And to the guy who thinks "bloody hump" is a pirate name, "bloody stump" imo actually makes much more sense.

Regrettably, Bloody Stump had already been taken; besides, I'm not a guy and as a Cutthroat Pirate (one of two classes of pirate in the game), I wanted a name for my avatar that was particularly repugnant. Trust me, my normal modus operandi is to play quite upright, straight-arrow type characters (even my SWTOR Imperials were good guys), so with PotBS I decided to be just as vile as possible in every respect.

 

Now, for the person who said he uses his real name in-game; that's something I'd advise against, particularly girls and women. I have to go waaaaaaaaay back for this, but my very first online game was an early text-based mmo. Being young, dumb, and particularly naive, I did use my real name. At length, some creep decided it would be fun to stalk me. I received phone calls and he eventually showed up outside my school. I was 14 years old, he was at least 40. Besides my name, I'd never given up anything except the state where I lived, but he still managed to find me. Huge huge lesson learned. 

Agree with preceeding respondants.

 

As a squishy cleric it might be more advantageous to take on mobs individually in many cases; therefore, I'd want a skill that allows me to lure singles.

As a heavy armor user, perhaps I can aggro and fight multiple mobs at once.

Aside from class capabilities, I find it a lot more interesting when mobs exhibit varying tendancies; for instance, some aggro in groups, while others attack singly, and others run away.

 

This was one of the things I thought was really well done with Perfect World (despite all its other faults). Mobs are remarkably varied, and as a squishy class player you really needed to have your wits about you to prevail, particularly with ranged mobs that would retreat into a group of other ranged mobs. Stalking, kiting, luring, stacking a heal or two, and wise placement before attack were generally important and kept even repetitive quests interesting.

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