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All Posts by WSIMike

All Posts by WSIMike

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3153 posts found
Originally posted by metalhead980

I can give you a pros and cons of Ryzom since some of you might not know much about it.

 

Saga of Ryom (21 day Trial)

+ Skill system

+ Group focused Leveling (Even raising gathering skill can be done in team)

+ Spell/Ability customization (noone uses a spell the same way)

+ Ryzom Ring (Create your own Rp events and quest hubs)

+ Group focused high end content (raids, non-instance lairs and boss hunts)

+ Game world feels alive! (mobs react to eachother, the weather and seasons)

+ Consensual pvp (gvg, fvf, territorial pvp, arena, and full pvp zones with no full loot!!!!

+ Game is 100% item crafted

+ amazingly helpful community

+ mounts, pack mules, apartments and guild halls.

+ Rp events that change game lore forever!

- Graphics are a bit dated and stylized like WoW/TCoS

- No jumping or diving

- only four races

- Low population

- missions only give fame or currency no skill xp.

- could be a bit grindy if played solo.

 

Hope that helped you.

 

 

I'd say Ryzom is a great MMO for that. Open, sandbox type world. The skill/spell system is amazing; you obtain "components" from which you create customized skills. It's a bit much to explain in text, but it's very very cool. Also, as was mentioned, the world is very alive, and crafting is a whole other thing.... there are different types of materials for use in a given recipe, they go by quality level and, I believe, origin. So, if you need "lining", for example, you can get lining from a variety of sources, but the quality level of that material has an effect on the final result. Similarly, the color is derived from where the material comes from.. Again, a lot to explain, but very very cool setup.

I'd be interested in what the OP is discussing as well, incidentally :)

 

 

"Infrequent expansions can only add so much before you are back to the same thing again, thats why we won't even make it to the first."

That line made me chuckle, heheh.
 

Originally posted by Acidon

I usually never bash an article.

Actually I'm not bashing the article itself.  I'm bashing how you represented EverQuest. 

For a 10 year old game, yes it *does* look pretty good - as you said.

But for the sake of proper representation, you could have at least tweaked your anti-aliasing like any self-respecting gamer would if they were playing the game.  It makes your screenshots look much worse than they should to be honest.

For a game that old, it looks amazing to me.  I'm biased, yes, but it's still true.  If those screenshots were void of all the "jaggies", it would have been better.

Just my opinion.

Acidon


Actually I was thinking the same thing - not about the article, but about the screenshots. For a game its age, it looks great, I think.


Originally posted by Ruyn
Originally posted by Fariic
Originally posted by Ruyn
Originally posted by Kogaratsu66

Ruyn is quite right, outnumbering your adversaries is a valid, realistic way to win in an FFA environment. The real question is: does the game provides ways to compete ?

Politics, diplomacy are valid options to gather more people, and this is good because geopolitics is what FFA world is all about. The thing is: Darkfall, by putting player skill forward and allowing field tactics (terrain, disposition, etc... are very important), effectively allow you to win by outsmarting/outskilling an outnumbering enemy.

 

This makes the zerging option less frustrating when you have to fight against it.

 

 

 

Yes.  Here is an example of a smaller enemy using the terrain to their advantage:  www.youtube.com/watch

 


 

2 minutes and 30 seconds of people shooting balls of light at each other?
And that's what you call better PvP.

PvP isn't just mass fighting.
It starts with 1vs1.

There's no depth in DF combat.
It's grind skills to purchase the next level of skill and then shoot at a mob of people.

Lineage 2 has better pvp then DF.
WoW has better PvP then DF.
Vanguard has better PvP then DF.
And Mortal Online blows DF combat away.

 

It's one video.  Illustrating a point about terrain.  If you want different pvp check out dork:  www.youtube.com/watch

What you see here is better pvp than any of the games you just listed.  On top of that this is open world pvp.  PvP with meaning and substance.

 

Well I agree, the first video was not impressive - and find it humorous that you'd dismiss it as "just one video", after you specifically chose it to show off DF PvP.

The second video.... Well, I guess it proves that "better pvp" is truly subjective, because in that entire video I didn't see a single encounter that looked at all exciting. The dead mount in mid-stride, floating in mid-air at 2:59 was chuckle-worthy, though.

 

 

Originally posted by Einstein-DF
Originally posted by krieblood

Bottem line Tasos sucks and ill never give that fat ass any of my money EVER again.

 

 

Tasos is not fat

 


Aww... you keep a photo of him. Einstein that's so *cute*! I bet you just want to *pinch his cheeks* dontcha.

:-p

Originally posted by darkgamerx

The thread is now about Darkfall Vs Mortal Online.

 

Release the fanboys!

 

I was just thinking that and am surprised it took this long to happen, to be honest.

Traditionally it's been the rabid Darkfall fans invading seemingly every and any thread that has anything even remotely to do with PvP, declaring DF the be all end all of  all MMOs, responding to any who disagree with their special blend of "you're-just-carebears-who-can't-handle-real-PvP-just-look-how-big-my-epeen-is-growing-by-just-talking-about-DF-I-am-cool-incarnate-and-Tasos-is-my-God" nonsense.  Hell, Einstein just declared it "#1 PvP MMO" a few posts ago. They've locked themselves in their own little world, blacked out all the windows, thrown away the key and they ain't coming out. Kinda reminds me of the chorus for that song "Room 429" by Cop Shoot Cop.

Now we have Mortal Online to share the battlefield. Yay.

Can the MMORPG.com folks maybe introduce a separate section called "DF vs MO Pissing Contests Go Here"? I've been rather enjoying this thread up 'til the DF vs MO epeen waving started, and last time I checked, there were more than just 2 PvP MMOs listed on that poll.

 

 

Originally posted by metalhead980
Originally posted by Einstein-DF
Originally posted by metalhead980
Originally posted by Einstein-DF

 To expand on my views I say Darkfall and EVE are the top PVP games.

 

On the other hand EVE is extremely boring, everything is about money and years of grinding really. Darkfall is exciting twitch based PVP that 90% of people that have played a FPS will enjoy, and can be a factor with a couple of weeks of serious play. Everything about the game is designed around player strife.

 

Dont get me wrong, if we are talking about the better sandbox its eve obviously, it had years of development compared to DF, but as a PVP game it is inconcievable to me that anyone would pick EVE over DF

 

pvp is not all about combat. I would agree with you if we were only discussing combat.

EvEs meta game pushes its game passed anything on the market. Sure the combat is RTS ish. some people like that but what about everything else? its all pvp.

Hell Does Df even have cravan trading and regional banking/markets yet for a realistic pvp game world?

 

 

Empire Space....need I say more?

WarDecs, Baiting, consensual pvp (dueling), Suicides, mercs, market pvp, scams, politics, FW, Wormholes

Dude Eve has more pvp options in empire alone than Darkfall. actually play Eve. empire is not pve only.

DF could gain a lot by adding in a Empire type area or continent to the game mainly a 200% increase in subs so you have more people to join against and with.


I think Wolfpack had a good idea in Shadowbane in keeping the first 20 levels "PvP-free" - unless the player chose to leave. Gives them time to experiment with races and classes and builds, find one they like and learn the ins-and-outs, so that when they enter the main game world, they're at least not *completely* green.

Of course, once you got off the island and into the main game.... *whole* different story.

But still, I don't think it'd be a bad idea.

PvE and PvP *can* co-exist in a mostly PvP MMO. I don't know why some people can't seem to grasp that. If the PvE content supports or otherwise ties into the PvP, then it's perfectly appropriate. This is how Lineage 2 manages it.

For example...

The Seven Seals event. Two different sides, Dusk or Dawn. The activity itself is entirely PvE. You choose a side, go into a catacomb and start killing the crap out of stuff to collect seal stones which are then turned in as "points" for your side. There are also Festivals of Darkness which are a sort of mini-event unto themselves, but also strictly PvE in that you're directly fighting mobs... your score also goes toward the total for your side.

However... Here's where it ties into PvP...

If you are a castle owner... you want Dawn to win and so will fight for that side. Why? Because Dawn winning has the effect of strengthening your Castle's defenses, among a number of other things. So, if you're trying to keep a castle that's being sieged, it's in your benefit to fight for Dawn.

If you want to take a castle, you want to sign for Dusk because that has, among other things, the effect of weakening castle walls, it puts a cap on the maximum tax rate a castle lord can charge for their castle's territory, etc.

Consider that Castle Control and sieges is one of the core elements of PvP in Lineage 2 and you can see why Seven Seals, while being heavily PvE oriented has a signficiant influence on PvP in other aspects.

And then there's the indirect competition in the activities themself. Such as opposing sides signing up for Festivals to try and get the higher score to push their side over the top and get the win. There's been a lot of "ninja-ing" of Dusk in the past when a clan or ally would hang low and then come in at the last minute, take the Festivals and win it for Dusk.

So... just that *one* event - while very heavily rooted in PvE - ties in very well with the game's core PvP gameplay.

So... again... when ever I see the self-described "hardcore PvPers" bashing on PvE content like it's something horrible, I just have to scratch my head in wonder.

 

Originally posted by Einstein-DF

 To expand on my views I say Darkfall and EVE are the top PVP games.

 

On the other hand EVE is extremely boring, everything is about money and years of grinding really. Darkfall is exciting twitch based PVP that 90% of people that have played a FPS will enjoy, and can be a factor with a couple of weeks of serious play. Everything about the game is designed around player strife.

 

Dont get me wrong, if we are talking about the better sandbox its eve obviously, it had years of development compared to DF, but as a PVP game it is inconcievable to me that anyone would pick EVE over DF

I think the poll/topic and resulting discussion has demonstrated one thing for sure... You can't simply ask "what's the best PvP MMO?", because there are so many variations on that theme. It seems obvious when you think about it, but I guess it's one of those things that no one really thinks about.

If nothing else, this thread is providing an interesting insight into what people look for in a PvP MMO, more so than what's the "best" PvP MMO. Unless you eliminate the subjective factors and deal strictly in objectives, like subscription numbers, for example, which are what they are regardless of personal perception, then it's an impossible question to answer, really.

The poll results would seem to indicate, at least when I last saw them, that the most people who'd voted here up to that point feel DF provides them the best PvP experience that they're looking for.

I'd say it's good that there's a variety of different MMOs that all have PvP as a major feature, but have it wrapped in a different type of gameplay. Hooray for variety :)

I voted for Lineage 2.

In terms of PvP, it's the MMO I consider my own "gold standard". Almost everything goes back to PvP.

My Reasons:

PvP anyone, anytime, almost anywhere (except in towns).

- Territory Wars
- Castle Sieges
- Fortress Sieges
- Clan Hall Sieges
- Fighting for Raid Bosses
- Clan Wars
- Fighting for xp'ing spots
- Seven Signs (which ties into Castle Sieges, which ties into PvP)
- Olympiad (though it's admittedly abused)

The factionless setup allows for a very dynamic and fluid balance of power; who's aligned with who, who shows up at sieges, even if they're not signed to attack/defend, just to interfere with a clan they're warred with on either side, etc. Small skirmishes of 5 on 5 can escalate into much larger battles, and up to 200+ per side during sieges is pretty common, especially for the larger castles.

And, in all cases, the PvP has purpose in the game. It's not just all random ganking for the sake of showing how uber you are. Most everything you PvP for has an influence on *some* aspect of the game, directly or indirectly.

There's a lot more I could go into in terms of specific exampls, etc... but suffice to say that for PvP, L2 is the only MMO I feel has gotten it "right". Now if only NC were as good at dealing with RMT :-/

 


 


 

 

Originally posted by gauge2k3
Originally posted by WSIMike

Meh... hate to pick-nits here, and I often agree with ya... but in this case, there is always an end-game... essentially, the point at which a character cannot -currently- progress anymore. And that is the point a number of players will race like mad to get to... for whatever sense of achievement they have for doing so. Then the level cap is raised, limits are increased, and so they race for the new finish line... ad nauseum.

Never understood the point of racing to the end-game myself... but then I've always been about the journey.

But I'd agree.. there's always some point in a MMO that you can define as "end-game"... just that it gets moved as time goes on.

 

The reason people raced to end game is because most developers make most of an mmorpg mind numbing grind, via quests or other, to the actual fun part of the game.  FFXI was fun the entire way.  I, in no way, felt the urge to move faster, because every level had some sort of excitement and fun.  I could have just as much fun at levels 30 as I could at higher levels.

 

See, that's subjective, though. People have insisted that the low and mid-level game in WoW was boring. I found it entertaining with some very interesting storylines and such. I was actually annoyed that I'd out-level content before I got to go through it at the appropriate level, because Blizzard never seems to feel that leveling is fast enough - and neither do many of their customers, it seems. Same with LoTRO. Same with a number of other MMOs.

I typically find that the players have convinced themselves that low and mid level game doesn't matter... because it's all about "the finish line". It's all about getting there as quickly as possible, and anything that doesn't get them there faster is "a waste". Anything that doesn't get them the most uber drops is "a waste".

Some simply play for the action, and that's fine. A storyline wouldn't interest them. However, I think many people who think the whole point of playing a MMO is to get to end-game might very well enjoy the journey more - if they could slow themselves down enough to actually *experience* it.

 

Originally posted by DonnieBrasco
Originally posted by Euphoryk
Originally posted by DonnieBrasco

You DO know, there is no such thing as "endgame", right? Expansions are on the way, with level cap increase....
 

At the moment there certainly is an endgame.

Yes, it will be expanded upon in the future, but for now it is what it is. Are you seriously trying to use the old argument that "mmo's have no endgame because they are constantly evolving"? because that lost staying power years ago.

 


 

Wrong.. this is actually still true.

Don't forget to add rule#2 as well: powergamers with no life will still rush to the cap and whine, no matter the difficulty and grind you put in an MMO they had to fight across to reach it :D

Oh, and on the FE part: level cap is planned for 150. Seriously. Ask Lee again.

DB

 

Meh... hate to pick-nits here, and I often agree with ya... but in this case, there is always an end-game... essentially, the point at which a character cannot -currently- progress anymore. And that is the point a number of players will race like mad to get to... for whatever sense of achievement they have for doing so. Then the level cap is raised, limits are increased, and so they race for the new finish line... ad nauseum.

Never understood the point of racing to the end-game myself... but then I've always been about the journey.

But I'd agree.. there's always some point in a MMO that you can define as "end-game"... just that it gets moved as time goes on.

Originally posted by Holgranth
Originally posted by KirinRahl

I played a hunk or two of Alganon throughout its betas and I have some major issues for it right up front.

Not showing facing on the minimap?  Not having timers or tick-down animations on enemy buffs and debuffs?  Putting the enemy's level in a big, opaque circle over their heads, rather than just illustrating its relative difficulty with a color or a small level rank on their portrait bar?  Allowing character models and animations that Asheron's Call 2 had beat years and years ago, while they game runs like an awful chopfest on my monstrous gaming machine that runs Crysis maxed-out and silky smooth?

Just about everything in this game, from the obvious borrowing from other games (hey, if it ain't broke, don't fix it, but at least put some variety of spin on it that isn't 'it's on the other side of the UI') to icon artwork and inventory framing, looks amateurish.  If this were a totally indie, low-budget title, I might be more willing to accept that; this isn't indie, it isn't low-budget, it's just amateurish.

The entire presentation looks generally poor, quests and lore (as far as I've found) don't make a lot of sense, voiceovers are laughable at best, and the gameplay brings just about nothing to the table except to add EVE Online's advancement system in on top of a thoroughly standard RPG progression.  All of this seems strange.

None of it seems good.

I'm all about these folks trying to make a gamer's game, but I'm not seeing it.  I appreciate their effort, I like where they're coming from, but where it brought them just seems like an unfortunate half-effort of a game patched onto the bulk of another game.

I for one am increasingly convinced that David Allen has lost all his creativity and origionality.  If you read the interview snippets that I posted earlier he basically says that the reason people are attacking Alganon for being like WoW is because every other mmo that has been launched recently has spent millions of dollars in advertizing trying to convince gamers that similar is bad.

Not that we are tired of low quality WoW derivitives and want somthing new and different. What we really want is more games similar to WoW we have just been brainwashed into thinking otherwise.

Yeah... I read that bit from the interview, too, and thought "Oh, what a spin-tastic crock of s--t".

Newsflash, Dave: Most people are capable of thinking and deciding for themselves what they like or not, and why they do or not. Though I guess if he assumes people are that weak-minded, that they'd believe his BS also.

Read forums for MMORPGs in general, and the problem is quite consistent and quite clear: People are tired of sub-standard MMOs that try to ride WoW's coat-tails to get a slice of that pie, instead of putting some originality and effort into at least *trying* to do something original and different. Ironically, that would be kinda like what Dave Allen attempted with Horizons. It may have been more than could have been realistically achieved, but at least it was its own game with its own identity. He was trying to do something new and original, not simply riding another MMO's coat-tails. I respected him *far* more for what he attempted with Horizons than I ever could for Alganon.

 


 

 

Words fail me.

Did he buy the game willingly? Yes.
Does it say right on the box that an internet connection and monthly fee are involved? Yes
Does anyone force him to log in and continue playing the game? No.

Is person filing the suit a moron? Yes.

 

 

 

 

Originally posted by Devour
Originally posted by GeniusSage

Pretty graphics and huge draw distance CANNOT disguise an MMO with poor gameplay. If you're looking for 'fun' (a word xbox-generation gamers have difficulty grasping) then I'd personally choose "Darkfail".

 

This made me lol. The bitterness and terror that MO puts into Darkfall fanbois is beautiful.

 

Yeah... enthusiastic and shameless self-contradiction is one of many "tactics" rabid DF fans use when "debating" on their forums. It was funny, if predictable, for a while. Then it became just plain sad to witness.

That said, MO's looking good. I can definitely see Epic rebuilding the engine from the ground up to support large streaming worlds being put to good use in some of the videos. The world design seems decent... From what I've seen, it seems the graphics engine carries this game's look for the most part.  But then I haven't seen much of it, so I could be wrong there.

Curious to see how it pans out. For right now, I'll be watching this one to see how it pans out after launch.


Originally posted by Laughing-man
Originally posted by WSIMike 

So... while the ideas unto themselves are great... assuming SE still values the "grouping" aspect of the game... I don't believe they thought those ideas through thoroughly enough. So now, instead of being supplemental content to xp parties... people have turned those activities into replacements for xp parties.

I personally think that Campaign Battle + Level Sync + Fields of Valor (not to mention Astral Burn parties that seem to be "the norm" for many) = the deterioration of grouping and, thus, a key part of XI's social element, which has always been one of its star features.

 

I find this part of your post misguided.  The grouping became excessively tedious, I don' tknow if you actually played FFXI before any of those changes but as someone who has leveled over 250 levels prior to that going live...

I've played since Day 1 of the US PC launch, so I've been playing a while, have learned the game along with everyone else back then, have seen the community develop and thrive to its peak, and have seen it start to deteriorate over time. I've also leveled many jobs as well, both the popular ones and the not-so-popular ones - on two characters, from scratch. So believe, me I know the ins-and-outs of the game. Grouping was *much* more prevalent in the first several years of FFXI - you could hardly find camping spots in many areas because so many parties where camped there. Only since the introduction of FoV, Campaign and Level Sync have I started to see grouping fall by the wayside to where, other than skillup parties, you can run through some of those areas and find them nearly empty.

I waited DAYS for parties sometimes... literally logged in, during peak hours, waited DAYS OF REAL LIFE TIME to find a party.

The part in yellow in your post is likely the problem. You waited for parties.

Please don't take this as condescending or from a "soap box" because I was in the same boat for a while, too - would wait for party invites and they would never come (though it never went for *days* when I did). Then I realized the wonders that taking some initiative could work and started putting them together myself.

Since then, I've waited, at most, maybe an hour for a party to come together. If it wasn't up and going in that time, then chances are there just weren't the right people available at the right levels. I've addressed this in another thread, but most of the time that people complain about slow party invites is because they were just sitting around waiting for the parties to come to them, instead of actively looking to put one together themself. Good friend of mine is almost *guaranteed* to have a party within 30 minutes of logging in, because she knows the areas to go to at her level range, knows good party setups for those areas, and puts them together based on what's available.

Ironically - but not surprisingly - I find parties much more difficult even to put together *since* they added all those new features, because people are now soloing/duoing or just doing Campaign Battles.

The things you say changed and perhaps ruined grouping forever are probably the reasons why people still play this game. 

I don't necessarily think that's true. FFXI has maintained a consistent population for at least 5+ years before SE put them in. I doubt a ton of people would have up and left had they not. Also, they've added them gradually over the course of a year or so, so it's not that they just put them all in suddenly at once. People playing FFXI tend to enjoy it for a lot more than just the grouping aspect - there's *a lot* to do in the game. Also, there's the friend factor.

The social element will always be there, you can't solo missions, you can't solo the new content, you can't solo anything, you still need to group, that doesn't change the social aspect at all.  It will always be the strongest grouping oriented game on the market.  The things they added only  helped it.

Grouping for missions or quests, with specific goals in mind and grouping for an xp party are not the same thing. In an xp party, you're all sorta hanging out doing your thing, everyone's doing their part and the conversation tends to just flow. In a mission or quest, everyone's typically a lot more focused on the task at hand, because not paying attention can cause a wipe. So, I'd agree that the group mechanics are still at play, but the social aspect is not the same in a Mission or major quest as it is in a normal leveling party.

 

 

Good article overall.

Just one nit-pick: FFXI supports English, Japanese, French and German languages via the autotranslator now.

One other thing is the mention of Fields of Valor and Level Sync. While I agree that SE's intention was likely to add content that would allow people something to do while waiting for a party (Fields of Valor), and a way to deal with the ever-present challenge of finding players within the right level range to keep the xp as good as possible (level sync)... I don't think they thought it through as thoroughly as they could have. Instead of supplementing parties, those two features (as well as Campaign Battle), have helped in subverting grouping in the game.

Instead of seeing Fields of Valor as something to do while waiting for a party, many players are leveling solely through it in lieu of partying at all - at most, they have a friend or two they "static" them with.

Instead of level sync being used as a way to close the odd level or two difference to keep a party's level range ideal, people are using it as a way to level to 75 in far lower level areas, which then makes it much more difficult to assemble or find higher level parties.

Campaign Battle has become the alternative to grouping up to xp because it's a very safe way to do it - tag up for a battle get lots of xp at the end of it and lose nothing if you die.

So... while the ideas unto themselves are great... assuming SE still values the "grouping" aspect of the game... I don't believe they thought those ideas through thoroughly enough. So now, instead of being supplemental content to xp parties... people have turned those activities into replacements for xp parties.

I personally think that Campaign Battle + Level Sync + Fields of Valor (not to mention Astral Burn parties that seem to be "the norm" for many) = the deterioration of grouping and, thus, a key part of XI's social element, which has always been one of its star features.

Very, very good article.

I think you hit the nail on the head perfectly with this statement:
"We made the mistake of introducing a mechanic that changed our game, rather than enhancing what was already special about it..."

That could be said of a number of MMOs. Loyal players of DAoC were turned away when Trials of Atlantis was released, changing the very gameplay that they'd come to love in the first place. Many Anarchy Online players were put off by the release of Shadowlands, as it added content that changed the core of the game itself in aways that many players didn't like. SWG... nothing more needs to be said there about how SOE completely screwed up on that one.

And there are a number of other examples to be sure.

Now, I can understand if it happens to a few MMOs earlier on... DAoC and AO, for example, might have become the unwilling "sacrificial lambs" in order for that lesson to be learned: Don't screw with the game that earned you the following you have in the first place. In other words: Don't fix it if it isn't broken.

FC eventually returned to the PvP core of their MMO (as I understand it) with Lost Eden... but it was too little too late for many who had already moved on; and it seemed to piss off many who remained.

Yet, it seems many developers didn't learn this lesson. They didn't pay enough attention to what their existing players loved about the game in order to decide what the best way would be to expand on it without killing what the players loved in the first place. I sometimes wonder if other developers keep themselves in a bubble and don't bother to ever see what's going on around them among their contemporaries.

Or, maybe it all comes down to the ever-reviled "suits" high in their corporate towers who don't understand gamers, don't understand gamers... and don't want to. They only understand numbers and $$$.

In any case... that's a very key thing that I wish more developers would pick up on. Identify what the strength is of your game... and then improve and build on it. When your players clearly love PvP based more on skill than on gear stats... then you build on that foundation.  You don't say "Okay, they love skill-centric PvP, so let's add a whole bunch of PvE content in for very stat-centric gear"... that's just plain stupid and the inevitable outcry over such a move should be well expected by now.

 

 


 

I agree with a post earlier in this thread...

Grind is subjective. What one person thinks is a "miserable grind", like leveling, another player will think is a relaxing way to enjoy some time in game while he chats with friends in-game or on Vent. I actually fall into this category in L2. To me, grinding xp is what you do while hanging out with cool people, and the time just flies by.

In Final Fantasy XI, I loved xp parties - they could go for 4 hours and I'd enjoy them, so long as it was a good group and we were doing okay. Others consider leveling in FFXI to be a miserable grind.

Some people find crafting to be an annoying grind that they "have to do" just to get their crafting good enough to make profitable items. Some people make a science out of it - finding the optimum way to find the best materials at the best prices (free if possible) then working the auction house to find the best times to sell them, etc. etc. Good friend of mine in FFXI literally did not xp any jobs for like 4 months because he was so caught up in working the market, finding the most cost-effective ways to level a craft, etc. He loved it. Others can't stand it.

It all comes down to the individual. There's no way a developer can "eliminate grind" because there's no way they can control how people perceive different content.

I have this thing about that whole "the developers have to do something about it". What exactly do they have to do? MMORPGs are what they are. They're long-term online games that are ever expanding (ideally) where developing a character is a key part. Even in real life, skill is acquired through repetition.

A golfer has to "grind" to improve his game. A marksman has to "grind" to improve his shot... and so forth. But both the Golfer and the Marksman, presumably, *enjoy* what they do. If they didn't enjoy it, then they probably wouldn't bother doing it in the first place.

And maybe that's the key.

If you find MMOs to be too grindy for your liking and you can't enjoy  leveling or crafting, or obtaining better gear over a long period of time.... then perhaps the best answer is not to play MMOs? There are certainly plenty of other people who *do* enjoy that kind of thing, so is it fair to say that "there's something wrong with it" because you don't enjoy it personally? I'd say not. I don't find the idea of hitting a ball across a golf  course and then chasing after it to be very exciting or interesting.... doens't mean there's something "wrong" with the activity that needs to be addressed, as plenty of others obviously enjoy it quite a lot as it is.

To me, it's not about what the developers should do to "fix" the problem. It comes down to the players taking some accountability for their own time and decide, by say, deciding to walk away from something they don't enjoy doing.

 

 

Originally posted by wowfan1996

 


Originally posted by Euphoryk
Back in the day we used to call that "playing the game"

What, spamming one button to use your basic attack? Played Diablo 1 much? ;-)

 

 


Originally posted by caalem
Auto attack is a mechanic that needs to go.

Care to explain why?
 
Many features are usually automated just for the sake of convenience. Should developers get rid of them too? For example, it's too easy to pick up loot. Let's make it this way: if a mob drops 50 silver coins you have to click the corpse 5-10 times to get all of them. Also let's add timer, because searching corpses should take some time. Why not? That would definitely be more realistic.

 

Why do people think it helps their argument to use extreme examples that likely no one would agree with in order to argue an idea they personally don't agree with?

In other words... having to loot a corpse 5-10 times to loot 50 silver coins is not equivalent to pressing an attack button to use said attack. It's one or two extra attacks than most people are used to pressing now during a normal fight. Maybe to you it is, wowfan... but I'm fairly confident it wouldn't be a deal breaker to many others.

And, frankly, I think that with all the other conveniences players have been given in many MMOs, such as...
- faster/easier to kill mobs
- easier to complete quests
- easier to find quest items (hooray for sparklies, such as in WoW)
- easier to find quest NPCs
- ever faster xp/leveling
- ever easier to acquire gear
- practically non-existent penalties for dying - and people still complain about them being "too harsh"
- it's becoming ever easier to access high-end content...
- and on and on....

... that people have become so spoiled that the idea of having to press one extra button, maybe a couple times during a fight launches them into a hissy-fit.

If a mob takes more than 5 seconds to defeat, it's "too slow". If they have to read some quest dialog and then - heaven forbid - use their brain to glean a hint of what they're supposed to do, then the quest is "no good" (ie. 'Mankirk's Wife' from WoW for one example).

I mean seriously. 

It's gotten to the point where some MMOs have been reduced to little more than success dispensers. Don't think. Don't challenge yourself. Do as little as possible... but still be rewarded for it. Yeah.. *that's* fun.

Originally posted by Yamota
Originally posted by spinner_vis

if you are looking for a fair play, just stop. there isn't any. people are different. some are smart. some are politicians. some are tacticians. some are all of it. most are part of it. some just fail at everything.

unless you can find fun in games completely based on randomness, you have to accept that certain games and/or gameplay styles will appeal to certain crowds. nothing wrong with this.

Nope, certainly not anything wrong with a game catering to a certain type of people. However I fail too see how a game that is supposedly focused on PvP actually discourages you from doing it with very high penalties for losing.

If lets say, american football, lead to the losing side losing everything they have how many would you think would engage in it?

Anyway, what you are saying is that Eve is not a fairplay game and I can accept that. But what is so good about it not being a fairplay game?

Eve is a game right?


/facepalm

Yes... a game that has had a vibrant and growing population with frequent, often large-scale PvP actually "discourages PvP" because you don't like the setup. Brilliant.

Repeat after me: "There is nothing wrong with Eve Online's setup. It's simply not set up in a way that I would enjoy".

There... Easy right?

 

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