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All Posts by Kaneth

All Posts by Kaneth

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Originally posted by Viper482
Wow, so many soloists. No wonder the MMO genre and community is sucking. Why you would even play an MMO is baffling to me.

You're not required to understand the soloists preferences for playing mmos. I selected soloist and I will explain to you why I play mmos.

First, mmos have fairly unique game mechanics behind them. Far too many SRPGs follow a formula where you need to control a group of characters instead of a singular character to accomplish objectives. Many of those mechanics are pretty clunky, or allow you to create ai schemes where the game can be played without your interaction. Neither of which is fun for me. I do enjoy a good turn based strategy game (like Final Fantasy Tactics), but good games in that genre are fairly rare.

Secondly, SRPGs tend to be far too linear. Even Skyrim, for the hundreds of side quests that were available, most of them didn't offer much in the way of choice and practically none of them had any impact on the world at large. As the Archmage of the Mages Guild, I constantly had idiot NPCs asking if I had ever heard of the College of Winterhold. At least in many mmos, when there is a drastic change to the world, it's typically reflected in the next patch.

Third, SRPGs have a definitive end and tend to become easier as you progress. MMOs are fairly unique in the sense that there isn't an end to the game. Even if you reach max level there's other things to do. After you complete those, there is still more to do. Finally, when you run out of things to do, here comes an expansion pack to give you more stuff to do. Yeah, much of it is repetitive, but if you ignore that and look at the goal in hand, you can find a lot of enjoyment out of that.

Finally, every single mmo I have ever played starting with Asheron's Call in 1999, has had plenty of stuff for groupers to do. Asheron's Call was fairly unique back then as the game was actually designed to be rewarding both solo and group. A few mmos I have played, like DAoC, were designed for grouping primarily, but a skillful person could do plenty solo.

Thankfully, developers got it through their thick skulls that sitting around for hours in a camp spot isn't always fun. That sitting around looking for a group when your friends aren't on isn't fun. That they have paying customers who work off hours and can't always be on during prime time. That sometimes you don't wanna have your enjoyment of a game be completely reliant on a group of strangers who may or may not be complete and utter asshats.

Hopefully, you're a little less baffled now.

Wow, gotta give Daybreak respect for recognizing that something like P99 only helps their franchise as a whole. It's nice to see the passion and hard work put in by fans recognized.
Originally posted by Xxerox
Originally posted by Velocinox
Originally posted by Horusra
Originally posted by Xxerox
Originally posted by Vutar
This is why EQnext will be a failure. When the guy at the top makes statements like this, it is clear he has no idea what is going on. Saying people only want to play games for 45 minutes is one of the stupidest things I have heard in a long time.

-.- I want to play 45 minutes a day ..... Kids want 45 minutes a day. People who work all the time want 45 minutes a day. Everyone i know wants 45 minutes a day. The real people outside of your community want 45 minutes to play. 


It is the most truthfull thing i have ever heard.

I would probably change it to most people want to feel like they accomplish something if they play 45 minutes a day.  You might play more, but I would think most people want to look back and say they did something to progress in those 45 minutes.

The only problem with that is that the core population will consume that content in days instead of months (currently) and not years (as it was and still should be).

I think the most importance in games people enjoy lately is that there is no Endgame. the games never end, and thats why people enjoy them more and are willing to play them for 45 minutes. Because it would not matter if they play more or less.

There's a lot of truth in this statement. Look at some of the most popular games being played right now and we'll see that they are games that focus little on endgame and more on moment to moment gameplay. Hell, right now the top three games that are being watched on Twitch are LoL, DotA2 and Hearthstone. What people are watching could be a good trending mechanic on what people are playing or wanting to play.

You can get in a good match for a MOBA within about 45 min. You can probably get in 2-3 games of Hearthstone in 45 min as well. Those are types of games that are being played for pure enjoyment and not because of some progression mechanic, since each new game is a complete reset. The only thing that is persistent in those games is individual learning (and skill), and the cards in your deck for HS.

If you look at your average mmo including the most current WoW xpack, a good majority of the new content is consumed within a month or two before you hit the repetitive stages. At which point you can go back on a new character and repeat the same content, or obtain any small amount of progression on your current main character in the form of gear upgrades. Everything else is more or less repetitive content. In your typical mmo in 45 minutes worth of play you're going to accomplish getting your dailies done and that's about it. Whereas in other genres you can complete and entire match or two in the same amount of time frame and feel like you've actually accomplished something since you reached some type of an end state.

This is where we are seeing the biggest apparent shift in gaming market. People seemingly want to feel like they can accomplish something while they are playing, and not just making small moves towards an overall goal. People also are seemingly wanting a more off-the-rails approach to their games, which is why Minecraft, DayZ, H1Z1, 7 Days to Die, etc are so popular. Those games, the fun is literally what you make of it.

I feel like we're going to come back full circle in the near future and probably start the cycle over in many regards. With each iteration of the cycle bringing in old ideas with new tech for a better delivery method.

Originally posted by Kenaoshi

Yes. they said it already and the CG for heart of thorns trailer has a mesmer with a shield (1:28):


The interesting part is the clockwork gears inside of the shield. Possible hint at the elite specialization for the mesmer? Chronomancer keeps getting tossed around on the official forums. A time based caster would be pretty slick.

Originally posted by SavageHorizon

Ohhhh man, I hope this game turns out to be as good as it looks. 

Originally posted by Iselin
Originally posted by gasperk

I cant stand instancing, I hate it so much. There is no place for that in MMORPG's :!!!!!!!

Thats why WoW is still played and loved so much, its the only MMORPG with a real WORLD.

They might suck at everything else but they created the best worlds in this genre.

What's the population limit of a WOW server instance? They seem to have a whole shitpile of those.


Within the server itself, aren't phased areas where you only see the people fighting through your own "before" phase instance and then see a whole different set of people after you finish, instances? Are dungeons and raids and PVP scenarios not instanced?


There hasn't been an MMO with zero instances in a long, long time. Even DAoC had one very large instance inside theiir server instance: Darkness Falls.

Darkness Falls certainly wasn't an instance is the traditional sense though. Yes you had to load into it, but access was only granted to the realm that held the most keeps in RvR. You could log out there and stay in even when your realm didn't have access, and you had access to kill players of the other realms as well. Instanced from the rest of the world sure, but nothing like a dungeon or raid instance.

WoW's phased areas are pretty limited to specific areas within the server and are used to deliver story related content (before and after scenarios basically). They were used to get rid of complaints about story not having a direct impact upon the world itself, which it didn't for the longest time. At least with phasing, you enter in a before state and upon completion you then access the after state which is what exists in the "real world" for the majority of characters. Being locked away from other players in those phases is limited specifically to whatever state your character is locked into (before or after states) vs. everyone else immediately around you. There are a few downsides to phasing, but as a story delivering content goes, it works well.

Instancing is a necessary evil in many regards. I remember playing Asheron's Call and having to wait in a virtual line for hours to have my "turn" at fighting a specific mob at the end of a dungeon in order to get the loot from it. In many regards the projected difficulty of those dungeons was negated by the sheer number of players within the area, so someone of a low level could get in there and get bridged with a higher level and get in on xp share groups for some pretty quick powerleveling. Which has both it's ups and downs. However, in order to deliver good scripted encounters with a certain level of difficulty, instancing is the tool that's needed to deliver that properly.

As technology grows this will all change of course.

Originally posted by Loke666

The real cost of a MMO is to hire in experienced and good devs, unless you go for something silly like VOs or want to have cutting edge graphics.

Guildwars is a good example, it was made with a really limited budget but had a talented and experienced crew and it did really well. Mainly because they initially worked for peanut money.

Eve is another example, it started out small but adding a lot withtime.

Copernicus on the other hand totally blew out it's budget, Salvatore and McFairline didn't come cheap after all and it had a way to big group of people working on it. 

They can pull Crowfall off with a limited budget as long as the crew are willing to work cheap until the game starts to get in money. If it becomes a success or not have more to do with how fun the game actually is to play.


Hell, Mojang would be a good example too. Started off as a mostly pet project, sold it as alpha and through word of mouth it took the world by storm. Later went on to be purchased for what...2 billion USD by Microsoft. Goes to show that initial budget is almost meaningless as a predictor of success.

If Crowfall turns out to be a good game with a pretty solid experience, people will play. 

Originally posted by Alverant
I agree. There's no quality control with Steam. Anyone can get on the green light and charge for a half-ass buggy program or put some generic RPG Maker regertation out there for people to buy. (Not that RPG Maker is bad, just it should be REALLY polished before you even consider charging money for it.) Right now Steam's practices make it too easy to exploit and deceive customers and that's bad for them in the long run and bad for us right away.

Agreed. Valve's hands off policy is extremely detrimental for the customers. Going through my queue statistics on Steam, I have 12 games on my wishlist and 100+ that I've ignored. Of those ignored, maybe 10-15 I would consider polished games I am just not interested in, the rest look like "alpha stage cash grabs" that will never see any type of updating.

Boogie from youtube talks about this a number of times. I remember watching one vid of his where he discusses the mirroring between the video game crash in the 80's to what's happening currently. He placed a lot of the responsibility on the shoulders of Steam and their hands off approach to developers/publishers putting games up for sale on steam. Responsibility also lies with consumers actually purchasing crap games.

It's actually a very frustrating time to be a gamer. The vast majority of games are bland and unfinished, and the few gems we find are then copied by many others so we become flooded with virtually the same game. Then we also have to deal with the annual game releases which update the core gameplay itself very little and add about as much content as a DLC pack, but for the price of $60+premium access+DLC+Season Pass+now paid for modding, etc. It's all a huge money grab anymore with very little innovation anymore.

Honestly, I have to agree with some of the sentiments of others. If I pick up a game to play as a Dragon...well I want to play as a Dragon and not some lackey. You mentioned how would a Dragon harvest corn, my question is, why would they need to? It's perfectly feasible to do everything as a Dragon as long as you build the game around that mechanic. Sorry, I wouldn't touch your game if I spent the majority of my time as a mind controlled human slave.

As far as your question of perma-death mechanics. The idea of hatchlings taking over was a good idea. I've envisioned playing a mmo where your "avatar" is basically a House, like House Stark from Game of Thrones, etc. You start off as the first of your House and can build skills for the House as you progress along. When you die, then you control the next in line and that character starts with some of the knowledge of the previous character. This character could also choose to walk a different path, so when that one dies, then the next character will have an even broader knowledge base to start with.

However, when a character dies, the items they were wearing/carrying are lost, but money can be banked. Which would encourage folks to bank items they may want to leave to their heirs. Additionally, the skills the House develops are only a bonus to their relative skills/stats, so a new character would still need to be developed and a veteran character would be decently powerful by comparison.

A similar system could be done with Dragons, except the hatchlings maintain a certain level of knowledge from their predecessor. You could even keep the mind controlled slave aspect of the game, but only when the dragon becomes sufficiently powerful enough and/or only certain types of dragons have mind control powers.

Like others have said, I wouldn't build this as a mmo, but a single player game with optional multiplayer (and the ability to host servers).

I think it's a bit of both.

Here's the main problem though. Developers are making the game and are attempting to promote it. They allow alpha/beta access and they also do research and try to get what the community in general wants. I'm sure Carbine went out and saw what other developers have done and wanted to incorporate experiences with their own flavor. Unfortunately, very vocal minorities can and do influence development.

Carbine wanted to bring back 40 man raiding and bring back a level of difficulty to the mmo genre. They also saw the more or less positive reception of GW2 and most likely felt that more action oriented combat with a minimalist UI was the wave of the future. Both influences could be considered to come from indirect and some direct feedback from the community as a whole. Carbine made a gamble and lost.

40 man raiding in an instanced environment should have never been attempted. If the massive population of WoW couldn't readily support 40 man raiding, and 40 mans were killed off with the first expansion during WoW's growth period, I'm not sure why Carbine could think that their game could support it. Sure you might have some bleeding edge groups who can get together to do it, but to make content exclusively for the bleeding edge is asking for failure in this day and age.

Wildstar's combat is also not even remotely better than GW2. The system feels very clunky and the animations are mostly horrible. There's also entirely too much ground targeting within the game. ANet made their combat system well, and it works well for the way the game is played. Carbine did not do a good job developing their action combat and probably would've been more successful with a hidden dice roll, turn based system like most mmos.

The community, in general, is responsible for constantly sending out mixed messages to developers. You will have one group scream and yell for X features and as soon as they are developed, those same people will find other flaws within the game and not play. MMO fans have also seemingly lost any and all patience with games in general, which is understandable considering the heap of crap we've been served.

Developers though are responsible for attempting to make games to cater to all groups, which doesn't work. WoW does a pretty ok job of it, but WoW is an outlier and not a norm. Developers need to pin down exactly what they want their game to do and then develop the crap out of it. We're starting to see indie developers do this, but it'll take awhile for the next batch of games to come out. 

Honestly, if I was a developer who wanted to make an mmo that was a virtual world, I'd ditch the mmo part. I would concentrate on great single player and multiplayer experiences and then sell server hosting services along side of developing the game. I don't feel virtual worlds can exist as true mmos anymore, there's too many constraints in general. Allow people to run their own servers with their own rulesets and give them some small ability to create content.

Originally posted by Tyr216
Reminds me of that scene from Office Space where they go gangsta on the copy machine.

I was thinking the same thing. 

Originally posted by danwest58
Originally posted by Kaneth

These two posts point to me as to why mmos really need to ditch levels and just create skill progression. Themepark mmos are too often divided into two different games, the leveling and then endgame. GW2 did an okay job of combining the two to a degree, but the power difference between an upleveled character vs. a level 80 in full gear is still too great (at least in wvw).

Themepark style questing can be fun and can even be part of a more virtual world, quest delivery would need to be a touch different, but the entire game should be about enjoyment and not a race to some end game scenario.



While I did enjoy UO's Skill progression a lot the problem is Today's MMO player will never understand it.  Sorry they just will not.  I had over a dozen friends and tried to explain them Skill progression in UO and get them to try it.  It will not work.  Sorry Leveling its extremely simple and anything more people will just be too complex for them and they will quit.  Its sad but true.  


The likelihood of level progression being used in new AAA MMOs which has more than a few hundred thousand subs (not free 2 play games) is very unlikely.  Yes you will see them in Kickstarters however I do not have any belief any of them will truly be more than a great idea that people spent money on that never delivers.  Sorry but the truth is games like shrouds of the avatar and shards online just like other crowd funded MMOs will not truly work unless they do go heavy P2W.  


Here is why:  First lets not go into why the Indian developers will fail.  I been working in the IT field for 11 years now, just about all that time I worked with Indian developers.  Sorry but their quality of their work is piss poor at best and when there is a good developer any company that has money will get that developer an H1B visa to work here.  SO lets no go into that aspect but know that is a problem.   


I played both SoTA and SO and technical alpha I still have access to both when they are up.  The problem is this they both put you in a world and make you figure it out and your path through the game.  While I remember UO doing that for me being next to Brit inn and going into Brit sewers to kill some rats with a dagger, I will never go back to that time ever again.  I also know I cannot put my wife or many other MMO gamers who never played an MMO before wow.  Why can they not play a game like that?  Because if it is not on rails and guides them from place to place telling them what they have to do.  They will quit because they do not want to figure it out.  Why do I not want to ever do that again?  It took me a good month or more to figure things out even with UO Stratics to help me out I had to learn the hard way.  Lost a lot of gear and honestly I get on 2 hours 2 maybe 3 nights a week and a few hours during the weekend.  I do not have the time that I put into UO or SWG to learn about a new MMO again.

 Sorry I just dont.  Why do themepark MMOs work for me?  Because they are straight forward, I can group up with friends and enjoy content.  I dont have to spend hours exploring the world to find good farming spots in case my 10 are being over farmed.  


Sorry but as much as I miss those days those days worked well because we had a lot of time on our hands as MMO gamers.  It will not work as well today.  


Again I understand where you are coming from however this is the genera right now.  In truth they need few MMOs not WOW reskined in Rift, SWTOR, WildStar, FFXIV, or the hundreds of web browser MMOs that try to be WOW.  We need few MMOs a few (3 to 6) sandbox MMOs for these players and a few (4 to 6) Themepark MMOs.  More does not always mean better and right now having as many MMOs as we have right now its not all that great.  There is a need for competition then there is over saturation of the market which is what we have now.  When we have over saturation we get what we got right now, very low quality MMOs all trying to be the next WOW with investors looking for their piece of the WOW pie. 

O and the CORE problem with Themepark MMOs today is they are too fast food like.  Queue up 30 minute instances vs making Dungeons matter a little more that are a bit tougher and require some coordination.  I never got bored of instances pre-WOTLK because I never ran the same instance more than 3 or 4 times a month outside of a raid instance.  I still ran many Instances, I just didnt get bored because tools like LFD were not in the game and I made all effort to run at certain times with friends.  Stack that up to todays Themepark, you might run the same instance 6+ times in the same week then you are so tired of running that dam instance within a few weeks that you unsub.  Yes I know about the well I never was able to run instances crowd.  Thing is that crowd does not want an MMO they want a single player game in all honesty.  MMOs are built on the social aspect if you take that out you get what you have today with MMOs a throw away game.

I have to agree with a lot of what you said here. The general playerbase won't take too well to a skill based game, but I also feel that a game of that nature can find success in smaller ways. One of the biggest gripes we saw with GW2 initially was that the game wasn't enough like WoW. People didn't understand the combat system (many still don't reading posts around here), and they didn't understand the lack of "!" all over the place. However, GW2 still has a healthy playerbase and a good number of people who understand how the game works now.

A developer could come and make a skill based system, well skill lite, and could probably find a decent amount of success. Especially if the game has many sandbox elements, since those who seem to enjoy sandbox games also enjoy having to do some research about the games they play. Hell, even a build based game like GW1 where you need to go out and earn abilities through various activities or even a skill based system like Asheron's Call (which still had levels, but they didn't matter too much) would probably work pretty well.

If EQNext ever releases with the ideas presented, the game is "class" based, but you gotta go find the different classes so you can mix and match skills would be a good introduction to a more proper skill based system down the road.

I feel that there is an audience out there for these types of games. They might not work as conventional mmos though, something like the ideas behind Shards Online would probably be a better place for those styles of games.

Of course, this isn't to say I don't like the pick up and play games Bill listed, I do like most of them, but there needs to be something out there that gamers can really sink their teeth into, and Minecraft just doesn't cut it in many ways.

Originally posted by danwest58
Originally posted by Shaigh

When I read your column, its obvious that we look for different things in our online gaming. The idea that you can get invested in 5 games, and find joy in all of them and just switch between them is something that simply never existed for me when I played mmorpg's.


Today my barrier of entry is the initial gameplay. I recently tried both ff14 and ESO, and my will was drained by the simplistic leveling gameplay. I  couldn't feel engaged by what happened on the screen since it was one easy task after another and it was bit silly when I ended up dead a few times, but it wasn't like it actually mattered.


I suppose I could enjoy the endgame but I lack the will to go through 100 hours of leveling I don't enjoy to enter a limited gameplay I already experienced, and instead I wait for the game that makes something different.

I can understand that leveling today in any MMO does not feel as enjoyable at it once did.  It took me about 400 hours of game play in Vanilla WOW to level my warrior.  Thats because instances took time, you could not do every quest solo, and the world felt alive with people everywhere.  

Today MMOs are not like that anymore.  They try to get you through the leveling process ASAP to get you to end game.  If Leveling was a major grind people will just get upset and leave.  Thats just the way the games are today.  They are built for people to get to end game in 1 to 3 weeks time depending how much they play and call it good.  So its either suffer through it or dont play anymore.  I like FFXIV because I dont have to quest until I die I can do a few different things I can mix it up.  

These two posts point to me as to why mmos really need to ditch levels and just create skill progression. Themepark mmos are too often divided into two different games, the leveling and then endgame. GW2 did an okay job of combining the two to a degree, but the power difference between an upleveled character vs. a level 80 in full gear is still too great (at least in wvw).

Themepark style questing can be fun and can even be part of a more virtual world, quest delivery would need to be a touch different, but the entire game should be about enjoyment and not a race to some end game scenario.

Project Titan is probably the one that bothers me the most, especially considering they pulled resources from WoW while they were working on the project. Now, Blizzard is focusing on HotS, Hearthstone and Overwatch. All of which are fine games for the genre they are aiming for, but Blizzard is seemingly moving away from most of their storytelling, which is something I enjoyed from them quite a bit in the past.

Other games not on the list I wanted to see were Imperator, Dragon Empires and UO2.

I would say that in this day and age that no game should have a subscription required. There is far too much competition in the online gaming world to really warrant nearly any new game being wildly successful with a sub fee requirement. Games like WoW and FF have been able to keep their sub fees intact mostly due to the loyal fanbases of those franchises.

The biggest problem we face as mmo fans is that games without subs or optional subs tend to gate their content to the point where you have to have a sub in order to move forward in the game. GW2 did a pretty good job of their B2P model, but even then there are some failings to that system as well.

I feel that the next round of indie developers are going to get things right for the most part.

Originally posted by EzRdr
I already bought it so I'll go back with no sub.

Same here. I would probably go back and play from time to time, but not remotely serious. If it becomes F2P with some scam tactics (SWTOR) then no.

Originally posted by jdlamson75
Originally posted by Kaneth

Well this part of your post is pretty inflammatory and flat out wrong. Wanting class balance has nothing to do with entitlement, it has everything to do with good game design. If you have a mmo with 10 different classes, only 1 is good at tanking, only 1 is good at healing and one is far and away the best dps then you create a 3 class game. Now if all classes had the ability to specialize in any role and all performed each role at a more or less equal capacity, but each class/role had some specialized niche, then you would have a 10 class game.

Additionally, I wouldn't say that your views are out dated or even old fashioned, but rather they stem from a narrow point of view and one that lacks at looking at the bigger picture.

I would say that if all classes had the ability to do everything equally as well as each other, you've just created a game with one class and multiple skins.

Not necessarily. If have a game where a warrior tank uses a shield to mitigate damage, but a rogue tank uses evasion, then you've created two classes who can do a job equally but with different niches. You could create healers who heal people directly, but also have healers who healing ability stems from them dealing damage to mobs themselves. It's a similar difference between a sustained damage dps vs. dot based dps vs. high burst dps. All can perform equally, but all also have their particular niche.

Much of what I am stating already exists in many mmos as well and you see a good amount of class diversity within those games. Class diversity will always shift due to player boredom, flavor of the month chasers, altoholics or via class changes introduced by the dev team.

Originally posted by Reizla
Originally posted by Loktofeit
Originally posted by preston326

Maybe my views are very old fashioned and outdated but I really miss the days when it was acceptable to have some classes faction-locked or when I would be awesome at healing but suck at dps as Priest. Adventuring with your party felt so much more interesting… What do you guys think about this? Am I the only one who doesn’t like all classes being the same?

Your views aren't old fashioned or outdated, they're just bad design for today's audience. 

The reason 'unbalance' was created in the past was to encourage grouping and IMO games still should have the unbalance for the sake of grouping...

Unbalanced existed because the devs had no idea how the community as a whole was going to interact with their game. We see this even still to this day, which is also why so many patches in mmos revolve around changing mechanics for classes. 

Additionally, mmo designers (especially back in the early years) had most of their gaming experience in table top games, MUDs and RPGs that they played over the years. Things like having a hybrid tax worked well in small group or single player settings, because game systems were in place to make utility be far more meaningful. You could play a rogue type character in a table top game who completely specializes in stealth mechanics and the ability to pick locks, pick pockets and only actually fight as the very last resort. In those small group settings, you typically had other people around to help support your play style.

Unfortunately in mmos you can't always rely upon other people to be available when you're available. Forced grouping to get anything done is extremely bad, because of varying schedules. Additionally, mmo designers understand that the community doesn't always want to sit around for hours looking for a group. They understand they need to have other things for people to do during times they can't or don't feel like grouping. This is how you get a customer base that will give you money.

Originally posted by Xiaoki


Originally posted by immodium

Originally posted by Kaneth Additionally, I wouldn't say that your views are out dated or even old fashioned, but rather they stem from a narrow point of view and one that lacks at looking at the bigger picture.
I wouldn't say that, it's about wanting more of a virtual world than a game.

A virtual world style MMO still has to be a video game and therefor would need to have video game conventions.


Additionally, a virtual world isn't a world because of class design, a virtual world exists because of system design and environmental design. Combat is just something that you do in a mmo, actually it's what we do the most which is also why so many mmos feel more like games than virtual worlds.

If I could tend to my crops, chop down trees, craft and sell my wares at a marketplace, have an actual job (jobs aren't necessarily classes), and find non-combat solutions to problems. Then we will see a virtual world.

Designers need to open up their world and allow players to immerse themselves in it. Which again, has nothing to do with classes or even class balance as a whole.

Originally posted by preston326

That really battles me and only reason I can come up with is our “entitlement complex” which is seeping into video games. Yes, you are entitled to be threated equality well as other people IRL but that doesn’t mean you are entitles to do equal dps as other classes. Maybe I’m wrong but that’s the only reason I can come up with.

Well this part of your post is pretty inflammatory and flat out wrong. Wanting class balance has nothing to do with entitlement, it has everything to do with good game design. If you have a mmo with 10 different classes, only 1 is good at tanking, only 1 is good at healing and one is far and away the best dps then you create a 3 class game. Now if all classes had the ability to specialize in any role and all performed each role at a more or less equal capacity, but each class/role had some specialized niche, then you would have a 10 class game.

Additionally, I wouldn't say that your views are out dated or even old fashioned, but rather they stem from a narrow point of view and one that lacks at looking at the bigger picture.

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