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MUDs v. MMORPGS, and the consequences of disregarding the differences in playerbase
General Discussion « Hero's Journey 5/30/06 1:01:28 PM
The simple fact is that Gemstone is more expensive and less flashy than most other games out these days, so most of the playerbase is there because of a true love of that game. But I do remember a lot of people in the AOL days playing like that. In most games these days even at high levels you can get a level in maybe 8-10 hours of work. In gemstone, at 75 (cap is 100), it can take you 5 to 7 days to get one level playing 8 hours a day. That is tedium to its most ravishing point. I would make a guess that everybody over level 50 in Gemstone is that type of player you describe. It's just that there isn't much in Gemstone to farm or covet other than silver. All the cool stuff you have to get from GM-run merchants or auctions. So people farm silver and experience, and when there is a merchant in a town, that town is flooded with people ravenous to buy the next cool thing. Also, there isn't very many things that are a standard, that you have to have. All you really have are types of armor, Def +X, Crit/Damage Padding, weapon flaring etc. You have no "Massive scale armor of Might" that every level 50 warrior has to wear. Let alone a single mob that drops that armor once a week, and pops once every 4 hours. You do have a 10x FGB massively crit padded. But FGB has a very limited supply, 10x takes months for a wizard checking every day to get it to 10x, and crit padding that you can ONLY get if you pay twice the amount of a normal player to become a permium member - and even then it will take several years to get it to massively crit padded. In Gemstone GMs give away and sell the things that in regular MMORPGs let mobs drop. Thus making the quest for greatness a covert thing, taking the camping for hours on end out of one or two mobs, and putting it into every mob (you kill to get silver to buy the cool things). |
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