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The fundamental absurdity of MMORGPs
The Pub at MMORPG.COM « General Discussion 12/15/09 3:54:12 PM
Originally posted by Gamesmith
You pretty much said it. The static quest system is possibly the worst "innovation' so far in the genre. Heroic, immersive, story-driven, that's all bull shit. It's linear, scripted content that plays the same for every player. Why do players get bored? Because they chew through this content, then sit around and wait for the next batch of content, which will last a whole week or two. You can't get attached to a game world like this, since you're not really a part of the world in any way...your just passing through, taking your turn on the rides. "Why run through the content so fast? Just slow down and enjoy the journey." Good question and good point. Except that there's no "journey" in this type of game. You know where you're going at every moment (A to B to C), there's no mystery, and there's no real danger or consequences. You could say that the static quests aren't the real problem. The real problem is that the entire game is bent around the static quests. Nothing exists in the game world unless there is some quest tied into it and most of the development focus is towards quests. Just think about that, tons of money and development time go into creating quests that players will chew through in 1 week...
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An eye to 2010 what game or expansion pack are you looking forward to most ?
The Pub at MMORPG.COM « General Discussion 12/14/09 10:00:46 PM
Originally posted by Zippy
This is the likely scenario. If they claim 2010, expect 2011. So far, I haven't seen any interesting AAA MMOs on the beta horizon. Just my opinion though. Would lik to hear more about WoD and Schillings MMO though. Other than that... |
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Originally posted by metalhead980
No, I don't have time for that hardcore camping shit. But, i was talking about a PvE only game. And Id rather not see any thing that needs to be camped. Dynamic PvE and spawns would be a true step forward. |
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Does FPS combat take THAT much skill?
The Pub at MMORPG.COM « General Discussion 12/13/09 10:26:57 PM
Originally posted by Josher
I bring this up every time. You can get "good" at an MMO, but it's no where hear what you see in FPS. That extra level of skill just doesn't exist in this genre, mostly due to combat mechanics and level/gear dependancy. For the record though, I don't think we'd want MMOs with that type of skill requirement, because it really wouldn't work well in this genre. But, it would be nice to see the numbers toned down a bit in favor of actual player control. |
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The Origins server would have brought a LOT of vets back, for a little while at least. DAOC had a damn near perfect PvP design. I wish some one would take that, remove the pointless PvE grind, add crafting resources to the frontier, and add in the ability to siege an enemy realm. I'd sign on... |
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Originally posted by metalhead980
Don't design the game around killing predictable boss spawns. In fact, don't design any thing that the players can easily grind or camp on. Give boss mobs a % chance to spawn some where within a specific zone. Theres so much shit along these lines that just hasn't evolved at all. Instances were just a band aid solution. |
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This thread should only run about 10 or 20 pages. Don't think there are too many instance free, upcoming MMOs. These games are less MMO-like with every new release. They're heading more towards being "lobby games"...of course, they'll still stamp MMORPG on the box for marketing purposes. |
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In an MMO, I always feel like the back story and the atmosphere of each zone are FAR more immersive than any quest could ever be. Scripted encounters/instances just don't do any thing for me. |
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Does FPS combat take THAT much skill?
The Pub at MMORPG.COM « General Discussion 12/13/09 11:27:25 AM
FPS combat absolutely takes more skill than MMO combat. Sorry, it does. MMOs generally follow the same power curve: level>>gear>>>>>player skill Get equally leveled and geared players into PvP and then you'll see some difference in skill. Still not a huge difference though and even then, I'd say group coordination counts for much more than individual player skill. In PvE, theres no comparison. MMO PvE could be played by a monkey, as long as it has the right class, level, and gear. Still, I don't think you need FPS combat in an MMO to make it fun or engaging. Just adjust AI, spawns, what ever to make PvE feel more like PvP and it would be a huge improvement. |
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Originally posted by Ginkeq
This is a big problem with gaming in general now. People expect to be guided through every thing with no difficulty what so ever. I just don't get how that's entertaining. Sure, you're busy and you don't have time for 8 hour game sessions, guess what, neither do I. 1-4 hours is about all I ever put towards a game session and still, I'd rather log in, explore, get lost, learn for myself, find some challenges. Knocking out a few easy-mode quests is not at all gratifying. Forget the old school, "hardcore" days. I just want gaming that brings back some mystery and exploration. |
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The dead community: a LOTRO dis-aventure
General Discussion « Lord of the Rings Online 12/12/09 1:16:52 PM
When I played LOTRO (way back when), I think I was on Elendilmir (sp?). For the most, part every one was pretty helpful with this kind of stuff. I tend to do a lot of soloing, but I would almost always help some one out if they needed it. You really can put a lot of the blame on the quest system. The quest hubs and quest chains have every one constantly running around at full speed. Its hard for people to break that mentality and slow down to help some one. And, when you do find a good group and start having fun, every one splits as soon as that one short quest is over. |
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So sick of quest focused themeparks. Player freedom is the way forward
The Pub at MMORPG.COM « General Discussion 12/10/09 8:51:54 PM
Originally posted by Josher And how much fun is it all? Because without fun, nothing else matters. Thats the problem with sandboxes. They concentrate on "stuff" but not on "is that stuff actually fun". For the vast majority, they just aren't fun to play. Make a FUN sandbox and people will come a runnin=)
I'm not even going to use the "sandbox" term. I'll just say that, eventually, some one will make a fun MMO that's much more open and much less linear than what we have now. WoW isn't a success because it's a themepark, it's a success because of polish, accessability, and marketing. Put those three features into "more open" MMO and you could still be successful. I agree with what others have said, the first major success on that end of the spectrum will probably be some sort of hybrid themepark/sandbox game, with elements of box mixed in. |
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So sick of quest focused themeparks. Player freedom is the way forward
The Pub at MMORPG.COM « General Discussion 12/10/09 3:21:15 PM
Pointless arguement. Almost every MMO has an open world and lots of game play "options". That's a given. The reall questions are: How much depth do those game play options have? How many advancement paths are there? How much can players create, change, and affect the game world?
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In your opinion: What was the dumbest MMO mechanic ever made?
The Pub at MMORPG.COM « General Discussion 12/10/09 12:08:14 PM
Originally posted by loirnoir That's not really character advancement. Role-playing games include the advancement of the world and your character as a whole
When does MMO questing actually do this? You do the exact same quests as 1000's of other players, with the exact same result, the same basic rewards, and nothing in the game world really changes. Most all MMOs are static, the game world remains the same whether you quest or not. |
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AAA Hardcore MMO would be a goldmine.
The Pub at MMORPG.COM « General Discussion 12/10/09 11:51:09 AM
Originally posted by Kyleran
Wasn't this pretty standard "back in the day"? I remember DAOC having RvR servers, FFA PvP servers (two), and a PvE server. I know people can clear this up, but didn't EQ and AC also have alternate servers? |
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AAA Hardcore MMO would be a goldmine.
The Pub at MMORPG.COM « General Discussion 12/09/09 3:08:14 PM
Originally posted by nariusseldon
It's true. But, in the long run it's the core fanbase that keep things going. Mainstream fans are fickle. MMORPGs are popular right now because WoW is popular. That bubble will pop sooner or later and when it does then genre will basically go back to where it started...the core fanbase. Sure, the genre will be bigger than the early days, but the LARGE marjority of the WoW crowd will have moved on to other things. |
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Quests had a better "feel" when they were restricted (mostly) to epic and class quests sprinkled in with mob killling. Turning MMOs into nothing but a quest train was just a bad move. Every one gets into this full-on sprint, from one quest to the next, through a series of extremely linear, self contained zones. You can't mix level ranges in a zone because *gasp* new players might stumble into some thing above their level and die. God knows how awful that would be, to die and have to walk back from the spawn point 10 feet away... Then, for some weird reason, there's this idea that questing absolutely has to give better xp than mob killing and even that you shouldn't be killing mobs when there are quests out there. Sorry, when you have a lot of generic, scripted, mindless quests I'd rather just find my own entertainment some where in the game world.
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AAA Hardcore MMO would be a goldmine.
The Pub at MMORPG.COM « General Discussion 12/09/09 12:23:33 PM
Recent MMOs have put a lot of effort (apparently) into including some thing for every one in their game (mostly mediocre and shallow mechanics at best). I don't understand why they won't go back to the idea of alternate rule set servers. Just seems like this would satisfy the most people for the least amount of effort and resources. PvP server, PvE server, some sort of hardcore rule set server, why not? |
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Mindless mob grinding/camping sucks Mindless quest training sucks For the most part, both have been pretty weak and "cheap" in MMOs. The old days of mob grinding had some positives, but yea, we were really just camping static, predictable spawns with little to no risk or challenge. The only risk/challenge involved was being aware and dealing with adds. Thats it. The rest was just planting your ass in one spot for hours at a time. On the other hand, the quest based shift has NOT been a clear step up. For a while, yea it seems less boring and repetitive. Eventually though, you realize that you're mostly just watching your GPS, running back and forth from A to B to C with little to no challenge or thought. On top of that, questing causes a ton of issues with grouping and really kills immersion when you realize every quest you complete basically just resets for the next 2,000 players to do. I honestly don't know how you could implement a "great" quest system in an MMO. No one has done it so far. Maybe some one will take the public quest idea and run with it. Could be some potential there. I think there are plenty of ways to improve mob grinding, some of which have already been implemented (dynamic spawns, less predictable AI, better combat mechanics, non-linear zones, complex faction systems, etc).
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the next great mmo oldschool EQ fans will fawn over will be an Indie game
The Pub at MMORPG.COM « General Discussion 12/08/09 10:49:50 AM
Originally posted by Muddleglum
The modern MMOs have REALLY missed the mark in this area. All of the little details and "fluff" add style and depth to the game world and unfortunately, they've been cut in favor of more focus on combat (which has always been awful), quests, and leveling. Things like real darkness, no maps, etc are just viewed as too difficult and time consuming. In short, NO STYLE... |
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