Forum Settings
       
Reply To Thread

The Fifth Star comes to WARFollow

#27 Aug 31 2008 at 2:21 PM Rating: Decent
Repressed Memories
******
21,027 posts
Grandfather Barkingturtle wrote:
Group content is more effective in any MMO, or MMO-Lite like WoW and WAR; the best rewards will always come from cooperative rather than solo play.

End game, yes. The context here is leveling. In WoW and WoW-like games group content tends to be either equally or less effective than solo content. It certainly isn't anything near the gap in FFXI between solo and group leveling.

You say I'm weaselly because you know you can't say I'm wrong.
Grandfather Barkingturtle wrote:
Fact is, it's not "traditional" MMOs(whatever that means) that are dead or dieing. It's MMOs in general. WoW and its subsequent lemmings aren't MMOs, they're single-player games with the option of group play thrown in. Watered down, dumbed-down playschool garbage, made for kids your age and younger. There was a time when the average MMO player was in their thirties. Now if we want to continue to linger in the shadow of the genre we have to cater to lazy kids.

That is pure garbage and you know it. I know you like to pretend your antiquated, unpopular, and intrinsically flawed view of what is fun in an MMO is only way the genre should be, but if you're going to seriously argue that WoW isn't an MMO then we can stop here because you just made yourself completely ignorable.
#28 Aug 31 2008 at 2:31 PM Rating: Good
****
4,158 posts
Smiley: popcorn
____________________________
"If you have selfish, ignorant citizens, you're gonna get selfish, ignorant leaders". Carlin.

#29 Aug 31 2008 at 2:32 PM Rating: Decent
But..but...but...I thought there was no 5th star?

Joph and all the other 10k+ers have been lying to me??
#30 Aug 31 2008 at 3:33 PM Rating: Excellent
***
2,196 posts
Crotchety Old ******* wrote:
There was a time when the average MMO player was in their thirties. Now if we want to continue to linger in the shadow of the genre we have to cater to lazy kids.


And another thing, if you kids let your frisbee land in my yard again, I'm a gon' keep it!
















Get off my property!! Smiley: motz
____________________________
'Lo, there do I see, the line of my people, back to the beginning, 'lo do they call to me, they bid me take my place among them, in the halls of Valhalla, where the brave...may live...forever.

X-Box 360 Gamer Tag - Smogster
#31 Aug 31 2008 at 3:58 PM Rating: Good
Sage
****
4,042 posts
.

Edited, Aug 31st 2008 6:54pm by Guenny
#32 Aug 31 2008 at 4:00 PM Rating: Good
Allegory wrote:
Grandfather Barkingturtle wrote:
Group content is more effective in any MMO, or MMO-Lite like WoW and WAR; the best rewards will always come from cooperative rather than solo play.

End game, yes. The context here is leveling. In WoW and WoW-like games group content tends to be either equally or less effective than solo content. It certainly isn't anything near the gap in FFXI between solo and group leveling.

You say I'm weaselly because you know you can't say I'm wrong.


I say you're a **** weasel because you hopped around semantically from group-grinding to group-play. You wanted it to sound like Vanguard was a game like EQ or FFXI, where a group sets up a camp and chain pulls mobs for experience. It's not. No one wants a game designed that way. A lot of people would like a game that doesn't reward solo play over grouping, though. Go play Oblivion if you want to jerk off, I want to f*ck.

And leveling? Seriously? The answer to experience grinding shouldn't be "Let em all solo to cap", it should be "Let's do something different". It should be "f*ck levels". But that's a tougher treadmill to design. You go ahead and applaud laziness and group-think.

Quote:
Grandfather Barkingturtle wrote:
Fact is, it's not "traditional" MMOs(whatever that means) that are dead or dieing. It's MMOs in general. WoW and its subsequent lemmings aren't MMOs, they're single-player games with the option of group play thrown in. Watered down, dumbed-down playschool garbage, made for kids your age and younger. There was a time when the average MMO player was in their thirties. Now if we want to continue to linger in the shadow of the genre we have to cater to lazy kids.

That is pure garbage and you know it. I know you like to pretend your antiquated, unpopular, and intrinsically flawed view of what is fun in an MMO is only way the genre should be, but if you're going to seriously argue that WoW isn't an MMO then we can stop here because you just made yourself completely ignorable.


It's not garbage. New releases in the genre now cater to the lowest common denominator; console gamers. There was a time when MMOs catered to a crowd that wanted to play Dungeons and Dragons with live actors, but now it's more and more a genre for kids who lack the coordination to play Counter Strike. The only way an MMO should be is based around group play. Otherwise what's the f*cking point? I love when people say, "I don't have time to group, I love how I can log on for thirty minutes and accomplish something". You're not accomplishing sh*t! It's a motherf*cking video game! No one fires up Oblivion, runs through a mage's guild quest and then sucks their own d*ck in this manner.

And I called WoW an MMO-Lite. That's f*cking accurate. The vast majority of the game could be played offline, by yourself. You and millions of others are fine with this, because you're pathetic, needy little ****-accidents who feel entitled to everything.

But I never soloed to the level cap in DnD. I never sat around a table talking to myself. Hell, I was playing MMOs when you were like ten years old Al, and I can tell you that what gets produced today lacks the freedom and the organic quality games did toward the front of the decade. But seriously, you can have the f*cking genre, take the whole f*cking pie and ram it in your other little kiddy buddies' asses, rimjob eachother while gushing about your ability to ********** to the level cap, but would you mind f*cking off when other folks express a desire to see the genre return to something that actually feels like a role-playing game instead of the current trend, "I'm a social ******, let's play fantasy Barbie".

Edited, Aug 31st 2008 4:57pm by Barkingturtle
#33 Aug 31 2008 at 4:04 PM Rating: Decent
Duchess Guenny wrote:
.

Edited, Aug 31st 2008 6:54pm by Guenny


I agree..you make a good point.
#34 Aug 31 2008 at 4:10 PM Rating: Decent
Grandfather Barkingturtle wrote:
And leveling? Seriously? The answer to experience grinding shouldn't be "Let em all solo to cap", it should be "Let's do something different". It should be "f*ck levels". But that's a tougher treadmill to design. You go ahead and applaud laziness and group-think.


I've always wondered why doing away with leveling in MMOs is generally considered such a complex or troubling task. Why not just have the characters increase skills independently and do away with "levels" entirely. For example, the more you shoot with a bow, the better your archery skills get. The more you explore and run around, the better your stamina / endurance is. The better you eat and rest, the higher your health goes. The more you research and learn, the higher your magic goes.

I never saw any reason why someone who picked up the game for a day and did nothing but ranged attacks for 8 hours straight should have less ranged attack skill than someone who's 70 levels higher but may not have used a ranged attack in their entire leveling span. Goals should be story oriented or player driven, not level oriented, and so long as MMO makers keep pushing the idea of "level, then do end game", that's not going to happen.
#35 Aug 31 2008 at 4:16 PM Rating: Good
****
4,158 posts
Quote:
I've always wondered why doing away with leveling in MMOs is generally considered such a complex or troubling task. Why not just have the characters increase skills independently and do away with "levels" entirely. For example, the more you shoot with a bow, the better your archery skills get. The more you explore and run around, the better your stamina / endurance is. The better you eat and rest, the higher your health goes. The more you research and learn, the higher your magic goes.

I never saw any reason why someone who picked up the game for a day and did nothing but ranged attacks for 8 hours straight should have less ranged attack skill than someone who's 70 levels higher but may not have used a ranged attack in their entire leveling span. Goals should be story oriented or player driven, not level oriented, and so long as MMO makers keep pushing the idea of "level, then do end game", that's not going to happen.


Darkfall.
____________________________
"If you have selfish, ignorant citizens, you're gonna get selfish, ignorant leaders". Carlin.

#36 Aug 31 2008 at 4:19 PM Rating: Good
paulsol wrote:
Quote:
I've always wondered why doing away with leveling in MMOs is generally considered such a complex or troubling task. Why not just have the characters increase skills independently and do away with "levels" entirely. For example, the more you shoot with a bow, the better your archery skills get. The more you explore and run around, the better your stamina / endurance is. The better you eat and rest, the higher your health goes. The more you research and learn, the higher your magic goes.

I never saw any reason why someone who picked up the game for a day and did nothing but ranged attacks for 8 hours straight should have less ranged attack skill than someone who's 70 levels higher but may not have used a ranged attack in their entire leveling span. Goals should be story oriented or player driven, not level oriented, and so long as MMO makers keep pushing the idea of "level, then do end game", that's not going to happen.


Darkfall.


Yep. Skill-based advancement and a non-linear, sandbox world?

Count me in.
#37 Aug 31 2008 at 4:20 PM Rating: Decent
I don't know much about Darkfall other than it's still under development. Their web site doesn't seem to be a wealth of information. Any other place I can learn more about it?

NVM I found a wikipedia article. Sounds pretty interesting...

Edited, Aug 31st 2008 7:17pm by BrownDuck
#38 Aug 31 2008 at 4:25 PM Rating: Decent
Worst. Title. Ever!
*****
17,302 posts
I'm still hoping for a Turn-based Tactical MMORPG. Like Dofus, but not flash-based.

Unfortunately I'm sure my love of Final Fantasy Tactics alone will not carry a company to do this. I'm sure there are others out there that love the genre, but I doubt there are many who, like me, would wish for a large MMORPG to be built based on the game-style.
____________________________
Can't sleep, clown will eat me.
#39 Aug 31 2008 at 4:40 PM Rating: Decent
Repressed Memories
******
21,027 posts
BrownDuck the Wise wrote:
I've always wondered why doing away with leveling in MMOs is generally considered such a complex or troubling task. Why not just have the characters increase skills independently and do away with "levels" entirely. For example, the more you shoot with a bow, the better your archery skills get. The more you explore and run around, the better your stamina / endurance is. The better you eat and rest, the higher your health goes. The more you research and learn, the higher your magic goes.

There have been MMOs and single player RPGs like that, and the system is usually terrible. Instead of grinding exp towards one stat, levels, you grind it towards thirty or more. Even in games that have it implemented as a sub system to exp (such as FFXI) is can be terribly annoying.
TirithRR wrote:
I'm still hoping for a Turn-based Tactical MMORPG. Like Dofus, but not flash-based.

Unfortunately I'm sure my love of Final Fantasy Tactics alone will not carry a company to do this. I'm sure there are others out there that love the genre, but I doubt there are many who, like me, would wish for a large MMORPG to be built based on the game-style.

I'd be interested in such a game as well, but I don't realistically believe it would be successful. the patience required would prevent it from growing above a niche market.
#40 Aug 31 2008 at 4:44 PM Rating: Decent
Worst. Title. Ever!
*****
17,302 posts
Allegory wrote:
BrownDuck the Wise wrote:
I've always wondered why doing away with leveling in MMOs is generally considered such a complex or troubling task. Why not just have the characters increase skills independently and do away with "levels" entirely. For example, the more you shoot with a bow, the better your archery skills get. The more you explore and run around, the better your stamina / endurance is. The better you eat and rest, the higher your health goes. The more you research and learn, the higher your magic goes.

There have been MMOs and single player RPGs like that, and the system is usually terrible. Instead of grinding exp towards one stat, levels, you grind it towards thirty or more. Even in games that have it implemented as a sub system to exp (such as FFXI) is can be terribly annoying.


Runescape is/was purely skill level based, and it lead to people pumping all into one skill like attack to keep their calculated level low so they could own in PVP against people who had other skills leveled.

Is Runescape still alive? I think I played that back in 2001/2 when it was 10 dollars for a year long membership...
____________________________
Can't sleep, clown will eat me.
#41 Aug 31 2008 at 4:54 PM Rating: Decent
Allegory wrote:
BrownDuck the Wise wrote:
I've always wondered why doing away with leveling in MMOs is generally considered such a complex or troubling task. Why not just have the characters increase skills independently and do away with "levels" entirely. For example, the more you shoot with a bow, the better your archery skills get. The more you explore and run around, the better your stamina / endurance is. The better you eat and rest, the higher your health goes. The more you research and learn, the higher your magic goes.

There have been MMOs and single player RPGs like that, and the system is usually terrible. Instead of grinding exp towards one stat, levels, you grind it towards thirty or more. Even in games that have it implemented as a sub system to exp (such as FFXI) is can be terribly annoying.


Then there's a failure in the game design. I'm not saying I could do it better, but I think that for such a system to be successful, the game would have to be designed so that leveling a certain skill never becomes a primary goal - rather, skill increases should come as a natural progression of the use of those skills to complete tasks / goals. Any game with PVP is likely to have trouble with this, I think.

Edited, Aug 31st 2008 7:50pm by BrownDuck
#42 Aug 31 2008 at 5:00 PM Rating: Good
***
3,118 posts
Do they still have Space Midgets? When I was like 12 I had a bunch of space midgets that I got to paint and play against my sister's considerably older boyfriend. After realizing that space midgets weren't very effective, I sold them all for walking rats.

That's about all I remember about the game. That and I got to make some pretty cool terrain with styrofoam and stone-looking spray paint.
#43 Aug 31 2008 at 7:14 PM Rating: Decent
Repressed Memories
******
21,027 posts
BrownDuck the Wise wrote:
Then there's a failure in the game design. I'm not saying I could do it better, but I think that for such a system to be successful, the game would have to be designed so that leveling a certain skill never becomes a primary goal - rather, skill increases should come as a natural progression of the use of those skills to complete tasks / goals.

What your suggesting isn't inherently a flawed design, and it could be improved with better game design, but it's a system full of potential problems with no real benefits.

It make RP sense that a skill would get better as you use it. If you are an RPer and like systems where carrying capacity is based on your character's strength I suppose systems like this would delight you. But to most players the potential for annoyance is too great.

If I play a ranger character then 90% of the time I'm going to kill stuff with my bow, so my bow skill stays high and I'm happy with that. But 10% of the time I get an add or something else goes wrong forcing me to melee. Now in order to have a chance at living in those situation I have to grind my melee skill up. So half the time I am doing the thing I love, shooting stuff with bows and killing them fast because I'm a ranger, and the other half I'm doing something I don't like, melee mobs down and killing them slowly because I'm not a melee character.

The same goes with a mage character. I like casting spell, so my spell casting stays high. But occasionally somethign will go wrong in a group causing me to be attacked rather than the tank. In order to being one shotted I need to grind up my defensive skill by letting mobs attack me. So I spend hours just letting stuff wail on me while I constantly heal myself to level up my defensive skill.

This is exactly what happens in games with this type of system implemented. In FFXI if a player was a gaxe wielding warrior and wanted to switch to a war/nin dual wielding one handed axes then the player had to grind that skill up from scratch before he could get into a party. It was dreadfully painful for Monks to level up their block skill.

If the developer designs the grind curve around the skill players use the least then the ones they use the most become too easy to level. If the developer designs the grind curve around the skill the players use the most then it becomes too difficult to level other skills. What traditional levels do is consolidate all the grinding into one stat. This way players level up at the optimal rate, and they are not forced to constantly use abilities (like melee rangers) that they don't want to just to stay competent in that area.
#44 Aug 31 2008 at 7:30 PM Rating: Good
Gurue
*****
16,299 posts
Jacobsdeception the Sly wrote:
Do they still have Space Midgets? When I was like 12 I had a bunch of space midgets that I got to paint and play against my sister's considerably older boyfriend. After realizing that space midgets weren't very effective, I sold them all for walking rats.

That's about all I remember about the game. That and I got to make some pretty cool terrain with styrofoam and stone-looking spray paint.


Holy ****, where have you been?
#45 Aug 31 2008 at 7:36 PM Rating: Decent
Allegory wrote:
What traditional levels do is consolidate all the grinding into one stat. This way players level up at the optimal rate, and they are not forced to constantly use abilities (like melee rangers) that they don't want to just to stay competent in that area.


The problem with this remains that skills are capped to the level and one becomes entrenched in a level grind cycle that becomes inherently the worst part of the game. Very few people actually enjoy leveling for the sake of leveling. No design will be flawless, but the existing style has been done to death, and I think we could all use a change.
#46 Aug 31 2008 at 7:55 PM Rating: Decent
Repressed Memories
******
21,027 posts
BrownDuck the Wise wrote:
The problem with this remains that skills are capped to the level and one becomes entrenched in a level grind cycle that becomes inherently the worst part of the game. Very few people actually enjoy leveling for the sake of leveling. No design will be flawless, but the existing style has been done to death, and I think we could all use a change.

Your reasoning seems flawed. Your premise is that the experience grind for levels is not enjoyable and is the worst part of the game. I'll accept that. But your solution is to multiply that experience grind several times over. How does that make sense? If it is boring to grind exp to level up all of your skills, then how is forcing the player to grind exp for each individual skill not far worse?

Edited, Aug 31st 2008 10:52pm by Allegory
#47 Aug 31 2008 at 8:03 PM Rating: Decent
Allegory wrote:
Your reasoning seems flawed. Your premise is that the experience grind for levels is not enjoyable and is the worst part of the game. I'll accept that. But your solution is to multiply that experience grind several times over. How does that make sense? If it is boring to grind exp to level up all of your skills, then how is forcing the player to grind exp for each individual skill not far worse?


Nah, I think you're misinterpreting me. It's OK, let me clarify. I don't think the goal should be to level any skills at all. I would prefer if the skills just improved through exploration of the other aspects of the game. Playing out the story should be the primary goal of the game. The whole "I can't go there yet because I'll die" aspect is what provokes the exp. grind mentality, whether level based or not. My ideal game would encourage the improvement of your character, but in a way that fell in line with the story, and not because you were restricted from enjoying certain content. There should never be a sense of "I have to go kill N mobs" or "I've got to repeat XYZ mundane task N times" to level my skill. If it doesn't make sense to you, that's fine. I've become quite jaded with MMOs in general and the existing style of game play doesn't make much sense to me anymore either.
#48 Aug 31 2008 at 8:07 PM Rating: Decent
So basically just remove exp from random monsters and make exp only obtainable through missions and quests from the storyline?

#49 Aug 31 2008 at 8:49 PM Rating: Decent
Repressed Memories
******
21,027 posts
BrownDuck the Wise wrote:
I don't think the goal should be to level any skills at all. I would prefer if the skills just improved through exploration of the other aspects of the game. Playing out the story should be the primary goal of the game. The whole "I can't go there yet because I'll die" aspect is what provokes the exp. grind mentality, whether level based or not.

I wish you would have corrected me from the start then. So what you really want is not to abolish the traditional leveling system, but for games to focus on the story rather than stats.

Unfortunately what you want is incredibly difficult to achieve in MMOs for several reasons, and unfortunately the best way to achieve a focus on story is to remove the game aspect entirely. What you desire is something so incredibly different than what an MMORPG is that it is unfair to have that sort of expectation of the genre. You might be able to find some single player RPGs that meet your criteria, but it mostly sounds like you should be reading a good book rather than playing any sort of game.
#50 Aug 31 2008 at 9:00 PM Rating: Good
***
3,118 posts
Mistress Nadenu wrote:


Holy sh*t, where have you been?

Is this in reference to the fact that I haven't posted here in a few weeks(months, years, whatever) or that I'm so out of touch with the progression of Warhammer technology that space midgets have since evolved into space regular-sized-people? If it's the former, then I saw something shiny.
#51 Aug 31 2008 at 9:11 PM Rating: Decent
Allegory wrote:
Unfortunately what you want is incredibly difficult to achieve in MMOs for several reasons, and unfortunately the best way to achieve a focus on story is to remove the game aspect entirely. What you desire is something so incredibly different than what an MMORPG is that it is unfair to have that sort of expectation of the genre. You might be able to find some single player RPGs that meet your criteria, but it mostly sounds like you should be reading a good book rather than playing any sort of game.


One of the most important aspects of an MMO, IMO, is the community. Being able to work with people and converse with them while accomplishing a mutually beneficial task in the game makes it all more enjoyable than a single player game. I guess I just prefer for the players to focus on the game's environment and its characters rather than competing against each other, and any time there are numbers to compare, that's inevitably what ends up happening, especially where access to certain content is concerned.
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 253 All times are in CST
Anonymous Guests (253)