What is a Perfect MMORPG?
tinocomi
Posts: 0 Arc User
Sup!
Guys, I've been reading stuff about PWI, and I just remembered a bunch of things that made me stop playing for a few months (I stoped playing about 4 or 5 times already, but I come back and play a few months before getting pissed with the game and stop playing again). So I thought we should point out all of our main ideas, the things that really delay the game progress...
I'll start, might be easier to follow after:
Well, my idea of a perfect mmorpg is based on a few aspects:
1. First of all: Make it a skill based game. Fast combos and skill chains. TAKING HITS would be extremely penalizing, making the combo break off and loosing "style points". So make a game where you have to manually dodge, atack and combo.
2. A game called F2P isn't any good if it makes you Pay to Win. The CS items should be based on things that you don't need, but that you might like to have. Example: Sell things like Fashion and Weapon Modifications (sell it permanently or even make it monthly). Things you shouldn't sell: Dragon orbs, misterious chips, mounts, fliers, etc.
3. A perfect instance matchmaking system, augmenting and improving portability in-game. I played a game where you applied for the matchmaking system, choosing an instance and you only had to wait, while doing quests or whatever. Then the game would find all members, put you all together and it would give you the choice to teleport instantaneously into the instance without any cost (and when the instance was over, you would go back to where you teleported - EVEN IN THE MIDDLE OF NOWHERE).
4. Make all classes viable! Some classes aren't as good or as usefull as Cleric or as Sin. Make all of them a good pick for whatever instance you're in.
5. Make balanced gear... I mean, if it's not pay to win, people have to farm things to get end game gear, and by FARMING i'm not saying the PWI kind of farm, wich is LIVE - DIE - REPEAT mode. Farming something has to be fun, so do not make certain items as Medal of Glory drop only on one instance. Make them drop in a bunch of instances, but of course that it would have to be hard to get those items (remember that it would be skill based, and teamplay extremely important, so instances would actually be hard.)
6. Instances like hell! Improve teamplay by sending ppl from the early levels 15+ to instances. Make them understand their character mechanics and synergies with other classes. Make more quests based on those instances and small rewards, as to get items to craft a good weapon.
7. Crafting and gathering items should be fast and interactive. Making a player have a pickaxe occupying an inventory slot sucks and the amount of items you get by one single gathering is low.
8. Inventory slots numbers are too low. Work that out and make each character have the perfect number of slots from early to end game.
9. Make the perfect coin sink metability. NPC's that heal, buff and restore Stamina to you. Stamina does not exist in PW, but I believe that it's a must. Having full stamina give's you more damage and increases max hp and mana.
10. Aps / Channeling should be aquired based on a general skill (for all classes), and it shouldn't be rare as hell. Make it difficult to get, but not impossible, droping with the same rate of Medal Of Glory. Note that sins would have a bonus skill that increases atk speed by lowering def or other good stat as HP, for example. JUST MAKE ALL CLASSES EVEN!
11. Mounts are given at early levels and upgradable without much trouble or money. As do Fliers.
12. Make TONS OF INTANCES! The more the better, ppl have to be able to choose from a variety of instances and have fun.
13. Stop Power Level. Instances like Fc should be available only for 80+ characters.
14. Create a single place to buy/sell items. Stop the damn stupid catshops laggin the game, make players use only AH or an intelligent marketplace that can be accessed from any city.
I have an endless list of ideas that would make the game perfect for me, but I'm afraid the list will be too big Please share your ideas here, and try to be brief, unlike me lol.
Guys, I've been reading stuff about PWI, and I just remembered a bunch of things that made me stop playing for a few months (I stoped playing about 4 or 5 times already, but I come back and play a few months before getting pissed with the game and stop playing again). So I thought we should point out all of our main ideas, the things that really delay the game progress...
I'll start, might be easier to follow after:
Well, my idea of a perfect mmorpg is based on a few aspects:
1. First of all: Make it a skill based game. Fast combos and skill chains. TAKING HITS would be extremely penalizing, making the combo break off and loosing "style points". So make a game where you have to manually dodge, atack and combo.
2. A game called F2P isn't any good if it makes you Pay to Win. The CS items should be based on things that you don't need, but that you might like to have. Example: Sell things like Fashion and Weapon Modifications (sell it permanently or even make it monthly). Things you shouldn't sell: Dragon orbs, misterious chips, mounts, fliers, etc.
3. A perfect instance matchmaking system, augmenting and improving portability in-game. I played a game where you applied for the matchmaking system, choosing an instance and you only had to wait, while doing quests or whatever. Then the game would find all members, put you all together and it would give you the choice to teleport instantaneously into the instance without any cost (and when the instance was over, you would go back to where you teleported - EVEN IN THE MIDDLE OF NOWHERE).
4. Make all classes viable! Some classes aren't as good or as usefull as Cleric or as Sin. Make all of them a good pick for whatever instance you're in.
5. Make balanced gear... I mean, if it's not pay to win, people have to farm things to get end game gear, and by FARMING i'm not saying the PWI kind of farm, wich is LIVE - DIE - REPEAT mode. Farming something has to be fun, so do not make certain items as Medal of Glory drop only on one instance. Make them drop in a bunch of instances, but of course that it would have to be hard to get those items (remember that it would be skill based, and teamplay extremely important, so instances would actually be hard.)
6. Instances like hell! Improve teamplay by sending ppl from the early levels 15+ to instances. Make them understand their character mechanics and synergies with other classes. Make more quests based on those instances and small rewards, as to get items to craft a good weapon.
7. Crafting and gathering items should be fast and interactive. Making a player have a pickaxe occupying an inventory slot sucks and the amount of items you get by one single gathering is low.
8. Inventory slots numbers are too low. Work that out and make each character have the perfect number of slots from early to end game.
9. Make the perfect coin sink metability. NPC's that heal, buff and restore Stamina to you. Stamina does not exist in PW, but I believe that it's a must. Having full stamina give's you more damage and increases max hp and mana.
10. Aps / Channeling should be aquired based on a general skill (for all classes), and it shouldn't be rare as hell. Make it difficult to get, but not impossible, droping with the same rate of Medal Of Glory. Note that sins would have a bonus skill that increases atk speed by lowering def or other good stat as HP, for example. JUST MAKE ALL CLASSES EVEN!
11. Mounts are given at early levels and upgradable without much trouble or money. As do Fliers.
12. Make TONS OF INTANCES! The more the better, ppl have to be able to choose from a variety of instances and have fun.
13. Stop Power Level. Instances like Fc should be available only for 80+ characters.
14. Create a single place to buy/sell items. Stop the damn stupid catshops laggin the game, make players use only AH or an intelligent marketplace that can be accessed from any city.
I have an endless list of ideas that would make the game perfect for me, but I'm afraid the list will be too big Please share your ideas here, and try to be brief, unlike me lol.
Notice: Any game is better than PWI atm, so give PWI a break and go try other MMOs! Do it...
PM me if you want more information about the best MMOs (Warning: biased opinion upon trial)
PM me if you want more information about the best MMOs (Warning: biased opinion upon trial)
Post edited by tinocomi on
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Comments
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GREATb:chuckle You have ideas. Now go and make your own MMORPGb:laugh
1If you make it skill based, manualy dodge , attack and combo? That sounds like a martial arts MMORPG.NO, just NO
2Selling only items that you dont need but you like. CS will die if so and so the game. Believe it or not CS are the ones that keeps the game alive. Yes some of them are greedy but even they keep the game alive.
4Some of classes arent good? How mnay classes did you tried?
5Medal of Glory doesnt drop an an instance as far as I know. Its a TW reward or it can be buyed from boutique.
6 And what instance should a lvl15 player try?
8 Inventory slots number can be increased with inventory extension stone.
9 Stamina does exist in PW. Genie have stamina. And i dont understand why would a player need stamina?
12 We already have tons of instances. All instances FB19-89. SOT, ABBA, DELTA, LUNAR, EU, AEU, FWS, FSP, UCH. hope i didnt miss something.
13 Power lvl can be good somethimes. For exemple you have a demon mystic but you want to make a sage mystic too. Would you go through the same quest line till lvl80 or would you power lvl it? Power lvl is bad only when a player starts a new class that he never played before, power lvl it and he ends up at lvl100 without good gear and without knowing to play it.0 -
bloodedone87 wrote: »GREATb:chuckle You have ideas. Now go and make your own MMORPGb:laugh
1If you make it skill based, manualy dodge , attack and combo? That sounds like a martial arts MMORPG.NO, just NO
2Selling only items that you dont need but you like. CS will die if so and so the game. Believe it or not CS are the ones that keeps the game alive. Yes some of them are greedy but even they keep the game alive.
4Some of classes arent good? How mnay classes did you tried?
5Medal of Glory doesnt drop an an instance as far as I know. Its a TW reward or it can be buyed from boutique.
6 And what instance should a lvl15 player try?
8 Inventory slots number can be increased with inventory extension stone.
9 Stamina does exist in PW. Genie have stamina. And i dont understand why would a player need stamina?
12 We already have tons of instances. All instances FB19-89. SOT, ABBA, DELTA, LUNAR, EU, AEU, FWS, FSP, UCH. hope i didnt miss something.
13 Power lvl can be good somethimes. For exemple you have a demon mystic but you want to make a sage mystic too. Would you go through the same quest line till lvl80 or would you power lvl it? Power lvl is bad only when a player starts a new class that he never played before, power lvl it and he ends up at lvl100 without good gear and without knowing to play it.
Damn man you got it all wrong lol first of all: FORGET ALL YOU KNOW ABOUT PWI xD
Have you tried any of the games I listed above? Except PW ofc. None of them are "martial arts MMORPG" and both of them kick PW's ***, which is a shame, they are just skill based games, not left+right click b:chuckle -names removed-
About point 4. I never said classes were bad, they are all extremely powerfull, but you find way more synergy between sin + bm than with mystic + psy for example... This should be balanced for multi squad purpose.
5.I am perfectly aware that MoG doesn't drop on instances, but as I said, it wouldn't be selling in CS, so it had to come from somewhere and I believe that it should drop from hardcore instances...
6. I know they can be upgraded with Inventory Stones, but once more you're paying real money for that ****... Forget all interactions with CS that provides you power or makes you pay for more easiness.
7. The concept of stamina I'm talking about has nothing to do with what you've seen in PW. Imagine that you have stamina like your genie, and while you fight and combat, that stamina depelts and DOES NOT recharge. You must wait in a city or buy some kind of cheap potion that refills your stamina. The more stamina you have, the stronger you'll feel, therefore it increases a small % of your hp and mana, and gives you a tiny small atk boost.
About instances... No, these instances are outdated and most of them are boring. And they really lack in numbers... -removed- gives like 2 or 3 instances each 2/3 months lol They really add content, and they have one of the best combat systems I've ever seen.
Power level was never good. You gave a bad example, since if you are already experienced in leveling a mystic, then you know exactly what to do to level up faster, and you have your high level character to help in quests and bosses. You can get level 90 in 1 week if you play properly without Power Level.
For you to understand this, you must forget that CS exists lol and face other realities... -removed-Notice: Any game is better than PWI atm, so give PWI a break and go try other MMOs! Do it...
PM me if you want more information about the best MMOs (Warning: biased opinion upon trial)0 -
I'm not sure do you realize how old MMO Perfect World is, and what is requied for all of these changes to happen. In fact, I doubt all of these would ever happen unless someone made a Perfect World 3 (our version is technically PW 2). Even so, it wouldn't be the same game anymore. Better? Maybe. Maybe not.Sup!
Guys, I've been reading stuff about PWI, and I just remembered a bunch of things that made me stop playing for a few months (I stoped playing about 4 or 5 times already, but I come back and play a few months before getting pissed with the game and stop playing again). So I thought we should point out all of our main ideas, the things that really delay the game progress...
I'll start, might be easier to follow after:
Well, my idea of a perfect mmorpg is based on a few aspects:
1. First of all: Make it a skill based game. Fast combos and skill chains. TAKING HITS would be extremely penalizing, making the combo break off and loosing "style points". So make a game where you have to manually dodge, atack and combo.
PWI was not meant to be this way, so I see no reason for this change to happen.2. A game called F2P isn't any good if it makes you Pay to Win. The CS items should be based on things that you don't need, but that you might like to have. Example: Sell things like Fashion and Weapon Modifications (sell it permanently or even make it monthly). Things you shouldn't sell: Dragon orbs, misterious chips, mounts, fliers, etc.
This I agree with, but I think they should still sell mounts and flyers since those are available ingame as well.3. A perfect instance matchmaking system, augmenting and improving portability in-game. I played a game where you applied for the matchmaking system, choosing an instance and you only had to wait, while doing quests or whatever. Then the game would find all members, put you all together and it would give you the choice to teleport instantaneously into the instance without any cost (and when the instance was over, you would go back to where you teleported - EVEN IN THE MIDDLE OF NOWHERE).
We technically have this, at least partially, however it is not working well and I'm doubtful would it ever work too well in PWI. The problem is, even if the thing matches a "perfect" squad by classes, you might be having a TT 90 tank amongst T3 gear casters in Flowsilver Palace, for example.4. Make all classes viable! Some classes aren't as good or as usefull as Cleric or as Sin. Make all of them a good pick for whatever instance you're in.
All classes are good. I dont understand what you're talking about. Sure, some of them could use some improvement especially in PVP but it does not make them worthless.5. Make balanced gear... I mean, if it's not pay to win, people have to farm things to get end game gear, and by FARMING i'm not saying the PWI kind of farm, wich is LIVE - DIE - REPEAT mode. Farming something has to be fun, so do not make certain items as Medal of Glory drop only on one instance. Make them drop in a bunch of instances, but of course that it would have to be hard to get those items (remember that it would be skill based, and teamplay extremely important, so instances would actually be hard.)
Instances need to be done harder yes I agree (or have some sort of modes so people with lesser gear would be able to proceed as well, OR skill based as you suggested) and it'd be great if they made some of the endgame gear more "farmable" than it is now, that I can agree with, however I doubt we will get this.6. Instances like hell! Improve teamplay by sending ppl from the early levels 15+ to instances. Make them understand their character mechanics and synergies with other classes. Make more quests based on those instances and small rewards, as to get items to craft a good weapon.
There are low level instances, problem is everyone get a high level to storm through them7. Crafting and gathering items should be fast and interactive. Making a player have a pickaxe occupying an inventory slot sucks and the amount of items you get by one single gathering is low.
Eh... I have no issues with current harvesting system, really. Everything shouldn't be handed on a silver platter.8. Inventory slots numbers are too low. Work that out and make each character have the perfect number of slots from early to end game.
They need to expand the slots I agree (I have everything maxed and still getting issues with space). They could maybe add a few more quests to expand your inventory/safe without using the stones, and also extend the max slots you can have.9. Make the perfect coin sink metability. NPC's that heal, buff and restore Stamina to you. Stamina does not exist in PW, but I believe that it's a must. Having full stamina give's you more damage and increases max hp and mana.
Wha... just no.10. Aps / Channeling should be aquired based on a general skill (for all classes), and it shouldn't be rare as hell. Make it difficult to get, but not impossible, droping with the same rate of Medal Of Glory. Note that sins would have a bonus skill that increases atk speed by lowering def or other good stat as HP, for example. JUST MAKE ALL CLASSES EVEN!
What...? Aps/channeling aren't hard to get. Dunno what you smoking.11. Mounts are given at early levels and upgradable without much trouble or money. As do Fliers.
Mounts and flyers are already given at early levels.12. Make TONS OF INTANCES! The more the better, ppl have to be able to choose from a variety of instances and have fun.
We have quite a lot of instances, many of them forgotten. Let's see.
Used instances: BH 69, BH 79, Aba/SoT, PV, FC, TT, Lunar, Warsong, Rebirth Delta, FS, UCH, Cube of Fate, event instances, EU, AEU, veno daily
Less/not used instances: FB 19, BH 29, BH 39, BH 51, BH 59, BH 89s, Cave of Sadistic Glee, FB 109s (technically deleted from our version but the instance entraces exist), the random entrace near RT which cant be entered into, Nirvana, some Lunar paths (some not available in squad mode at all), Rebirth Alpha, Beta and Gamma, Arena13. Stop Power Level. Instances like Fc should be available only for 80+ characters.
Agree, leveling is fast enough as it is before 80s, however for RB FC should be available below 75+.14. Create a single place to buy/sell items. Stop the damn stupid catshops laggin the game, make players use only AH or an intelligent marketplace that can be accessed from any city.
I have an endless list of ideas that would make the game perfect for me, but I'm afraid the list will be too big Please share your ideas here, and try to be brief, unlike me lol.
Nothing wrong with catshops, honestly.Leader of Cyanure on Valonsurma and a proud member of Vertu
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Demon Pure Mag Cleric 102/102/101 | Demon 4 APS Assassin 102/102/101 | Demon Pure Mag Mystic 102/101/101 | Demon Pure Mag Psychic 100/100/93 | Demon 4 APS-Barbarian 100/100 | HA-venomancer 100 | DPH Assassin 100 | Pure Mag Wizard 100 | Demon Pure Mag Stormbringer 96 | Demon DPS Archer 94 | Sage Vit Barbarian 93 | Demon All-Path Blademaster 93 | Str Seeker 86 | Pure Mag Venomancer 81 | Pure Mag Wizard 81 | Pure Dex Duskblade 470 -
bloodedone87 wrote: »12 We already have tons of instances. All instances FB19-89. SOT, ABBA, DELTA, LUNAR, EU, AEU, FWS, FSP, UCH. hope i didnt miss something.[SIGPIC][/SIGPIC]0
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What is a Perfect MMORPG? There's no such thing.
With that aside, I agree with some of your points. Other points, however, feel more like you want to play a different MMORPG entirely, instead of PWI. I won't elaborate since I agree with Colum, more or less.[SIGPIC]http://i.imgur.com/MtwcqjL.png[/SIGPIC]
★ Venomancer videos - tinyurl.com/k6ppkw4 ★ Desdi - Demon ♪ Wyvelin - Sage ★0 -
Devilskarma - Raging Tide wrote: »You missed Nirvana and Casters Nirvana b:chuckle b:avoid
Also I missed FC and PV, And cave of sadistic glee but Colum fixed that for meb:laugh0 -
RPG or not, they should make it that the new players doesn't need to pay 10 000$ or waste 2-3 years JUST to reach what the older players have.
In the case of PWI, if someone want to be competitive in PVP/TW, he need to level 3 times to 100 and let's be honest here, with the amount of level 105, you need to be level 103 at least, then you need to farm gears for months/years, but then even if you reach that in the 2 years there will have been update and more stuff, better stuff, PWI make it in a way that new players doesn't feel like they can achieve anything in a decent amount of time.
So yea, in my opinion a good MMO should make it that a new player doesn't need to pay thousand of dollars or waste 2-3 years to achieve something, I'm all for the work or farming, but this is ridiculous.
To don't put useful good gears/weapons/ornaments/capes so exclusive and rare, for fashions/mounts/flyers and that kind of stuff okay.
In the case of PWI I would personally have make no rank gears and have let it at TT99 and Nirvana. I would maybe have add G16 nirvy, but wouldn't have put rank stuff, if everyone was in G16 the PVP/TW would be so much more entertaining.
I would also review the skills, I would make it that really it's base on how skilled the person is, not on the gears or crazy powerful skills.
Also the game is too much time taking, dailies, dailies, dailies, weekly, event, TW, NW, farming, etc... someone looking for a game to play maybe 2-3 times a week can't make it in PWI, it's just ridiculous the amount of dailies and they just keep adding more and more and it's never done, also in PWI you can't afford to skip a few weeks/months or you are **** and behind all other players and will need months to be able to reach back and it's if by the time the DEVS don't add more which the players will not be able to catch on and will just get discourage of all the work and time it takes to just be at the same level than the other players.
But all of that is if a new player looks for the PVP side of the game, if someone if looking for only PVE then he still can make it and play casually and slowly progress as he wish. PVE players probably enjoy the game since it never end and there's always new stuff.[SIGPIC][/SIGPIC]
b:dirty "I **** rainbows and love everyone"-Longknife b:cute0 -
First of all, thanks for pointing out some aspects, it is always good to check some points. If you don't mind I will counter-comment some things I think that still needs some changes. Let me just add that I am perfectly aware that the game is old but by now a better version should be out already, with better loading and rendering aswell as graphics and interactivity, and as we can see, the game barely hold 160 people inside a TW casting spells and flying or whatever. This needs an optimization, and as they are reprogramming the game, some ideas should be pointed, and that's why I made this post, to see what players think and if they share a common ideal.Colum - Raging Tide wrote: »
PWI was not meant to be this way, so I see no reason for this change to happen.Colum - Raging Tide wrote: »
This I agree with, but I think they should still sell mounts and flyers since those are available ingame as well.Colum - Raging Tide wrote: »
We technically have this, at least partially, however it is not working well and I'm doubtful would it ever work too well in PWI. The problem is, even if the thing matches a "perfect" squad by classes, you might be having a TT 90 tank amongst T3 gear casters in Flowsilver Palace, for example.Colum - Raging Tide wrote: »
All classes are good. I dont understand what you're talking about. Sure, some of them could use some improvement especially in PVP but it does not make them worthless.Colum - Raging Tide wrote: »
Instances need to be done harder yes I agree (or have some sort of modes so people with lesser gear would be able to proceed as well, OR skill based as you suggested) and it'd be great if they made some of the endgame gear more "farmable" than it is now, that I can agree with, however I doubt we will get this.Colum - Raging Tide wrote: »
There are low level instances, problem is everyone get a high level to storm through them
Other idea is to apply the the power level filter. If people can't power level from level 1 to 100, they have to get experience from somewhere, and dungeons could help getting that experience.Colum - Raging Tide wrote: »
Eh... I have no issues with current harvesting system, really. Everything shouldn't be handed on a silver platter.Colum - Raging Tide wrote: »
They need to expand the slots I agree (I have everything maxed and still getting issues with space). They could maybe add a few more quests to expand your inventory/safe without using the stones, and also extend the max slots you can have.Colum - Raging Tide wrote: »
Wha... just no.Colum - Raging Tide wrote: »
What...? Aps/channeling aren't hard to get. Dunno what you smoking.Colum - Raging Tide wrote: »
Mounts and flyers are already given at early levels.Colum - Raging Tide wrote: »
We have quite a lot of instances, many of them forgotten. Let's see.
Used instances: BH 69, BH 79, Aba/SoT, PV, FC, TT, Lunar, Warsong, Rebirth Delta, FS, UCH, Cube of Fate, event instances, EU, AEU, veno daily
Less/not used instances: FB 19, BH 29, BH 39, BH 51, BH 59, BH 89s, Cave of Sadistic Glee, FB 109s (technically deleted from our version but the instance entraces exist), the random entrace near RT which cant be entered into, Nirvana, some Lunar paths (some not available in squad mode at all), Rebirth Alpha, Beta and Gamma, ArenaColum - Raging Tide wrote: »
Agree, leveling is fast enough as it is before 80s, however for RB FC should be available below 75+.Colum - Raging Tide wrote: »
Nothing wrong with catshops, honestly.
Sorry for the long answers bro, but it is important to talk this through and get more opinions. Thanks for replying. b:victoryNotice: Any game is better than PWI atm, so give PWI a break and go try other MMOs! Do it...
PM me if you want more information about the best MMOs (Warning: biased opinion upon trial)0 -
Xx_BeLLa_xX - Harshlands wrote: »RPG or not, they should make it that the new players doesn't need to pay 10 000$ or waste 2-3 years JUST to reach what the older players have.
In the case of PWI, if someone want to be competitive in PVP/TW, he need to level 3 times to 100 and let's be honest here, with the amount of level 105, you need to be level 103 at least, then you need to farm gears for months/years, but then even if you reach that in the 2 years there will have been update and more stuff, better stuff, PWI make it in a way that new players doesn't feel like they can achieve anything in a decent amount of time.
So yea, in my opinion a good MMO should make it that a new player doesn't need to pay thousand of dollars or waste 2-3 years to achieve something, I'm all for the work or farming, but this is ridiculous.
To don't put useful good gears/weapons/ornaments/capes so exclusive and rare, for fashions/mounts/flyers and that kind of stuff okay.
In the case of PWI I would personally have make no rank gears and have let it at TT99 and Nirvana. I would maybe have add G16 nirvy, but wouldn't have put rank stuff, if everyone was in G16 the PVP/TW would be so much more entertaining.
I would also review the skills, I would make it that really it's base on how skilled the person is, not on the gears or crazy powerful skills.
Also the game is too much time taking, dailies, dailies, dailies, weekly, event, TW, NW, farming, etc... someone looking for a game to play maybe 2-3 times a week can't make it in PWI, it's just ridiculous the amount of dailies and they just keep adding more and more and it's never done, also in PWI you can't afford to skip a few weeks/months or you are **** and behind all other players and will need months to be able to reach back and it's if by the time the DEVS don't add more which the players will not be able to catch on and will just get discourage of all the work and time it takes to just be at the same level than the other players.
But all of that is if a new player looks for the PVP side of the game, if someone if looking for only PVE then he still can make it and play casually and slowly progress as he wish. PVE players probably enjoy the game since it never end and there's always new stuff.
Hi, thanks for replying! You are right about everything. People that are new to the game start by having fun and discovering the game,but as they level they get to know the real PWI, the real differences between those who pay and those who grind their way. Basically if you don't pay, you don't win. This is a terrible philosophy and even players like me, that are focused on PvE rather than in PvP still find it stupid that the game got into this.
I mean, do they need to sell power in order to survive? Absolutly not! How do games like League Of Legends survive, or Vindictus, or T.E.R.A? Those games do not sell power, and still they have more production and maintenance costs than PWI, so I don't understand this stupid thinking.Notice: Any game is better than PWI atm, so give PWI a break and go try other MMOs! Do it...
PM me if you want more information about the best MMOs (Warning: biased opinion upon trial)0 -
Desdi - Sanctuary wrote: »What is a Perfect MMORPG? There's no such thing.
With that aside, I agree with some of your points. Other points, however, feel more like you want to play a different MMORPG entirely, instead of PWI. I won't elaborate since I agree with Colum, more or less.
Sadly I do But I find so much more potential in PWI than in any other game, it has so much variability and it has an amazing open world. Also, the community is great for an MMO, usually MMO's have agressive and immature communities, which doesn't happen that much on PWI (except those kids on world chat making dramas and trying to prove they are the best at PvP or whatever lol)Notice: Any game is better than PWI atm, so give PWI a break and go try other MMOs! Do it...
PM me if you want more information about the best MMOs (Warning: biased opinion upon trial)0 -
wow. so many walls.
guys it's simple.
The perfect MMORPG is summed up like any video game in 1 world.
BALANCE.
It needs to be difficult. But not so easy you get bored.... or so hard that you also get bored.
Play some other games and you will soon realise PERFECT WORLD is far from PERFECT.[SIGPIC][/SIGPIC]
youtube.com/bhavenmurji
pwcalc.com/65816fd7725681e10 -
There are no "perfect" games because opinions and reasons.Soon™
Well, maybe later, semi-retired.0 -
Bhavyy - Raging Tide wrote: »wow. so many walls.
guys it's simple.
The perfect MMORPG is summed up like any video game in 1 world.
BALANCE.
It needs to be difficult. But not so easy you get bored.... or so hard that you also get bored.
Play some other games and you will soon realise PERFECT WORLD is far from PERFECT.
Ok, we got to that conclusion and that is why we are discussing things Players have the most significant opinion, and we are suposed to make this BALANCE a real thing. For that we have to give some ideas, some thoughts in order to achieve the most perfect ideal of MMORPG. As you can see from previous posts, it's a general conclusion that the game as it is right now gets boring and it's horrifying having to pay to get some chances in the battlefield. Honestly, the best moments in my MMO gaming experience were in this game, when I first started. Everything was new, and amazing (for that time). Everything seemed balanced, of course it was not, but things were achievable before lvl 100 gears and without rank stuff, because everyone had a chance, despite at that time CS was already being picked as the gearing system for some players.DEMHEALSMAN - Dreamweaver wrote: »There are no "perfect" games because opinions and reasons.
Indeed, that's a good thing, being different from every other person in the world. But let's be reasonable and get the best of everyone's ideal and create something that can get to everyone's mind and heart b:pleased But well, it is true that we will never achieve perfection, but we can be close to thatNotice: Any game is better than PWI atm, so give PWI a break and go try other MMOs! Do it...
PM me if you want more information about the best MMOs (Warning: biased opinion upon trial)0 -
First of all, thanks for pointing out some aspects, it is always good to check some points. If you don't mind I will counter-comment some things I think that still needs some changes. Let me just add that I am perfectly aware that the game is old but by now a better version should be out already, with better loading and rendering aswell as graphics and interactivity, and as we can see, the game barely hold 160 people inside a TW casting spells and flying or whatever. This needs an optimization, and as they are reprogramming the game, some ideas should be pointed, and that's why I made this post, to see what players think and if they share a common ideal.
I haven't heard of complains about TW lag, so not sure what you're trying to say there... I think it's more of an issue of people's systems than anything else, because I hardly ever face any kind of lag issues. I also like graphics the way they are though sure they could do some changes (preferably not too much, I don't like the graphs of new MMOs).I understand that, but when you reach end game, both PvE and PvP are centered in gears. I also understand that might be the game philosophy, but I think they would achieve more if they made the combat more interactive, not only between players and monsters but also with the environment aswell. Imagine that you're fighting and you are able to use some environment for better positioning and some cool effects. Adds immersion and gameplay variability.
Centered in gears? Obviously gear has to have SOME impact especially in PvP aspect, why else would you get it? Right now the gap between r9rr and let's say G15 is surely huge, but G16 does not lose THAT much. I can personally do 1vs1 against some r9rr people, obviously not the ones who have maxed card sets and everything but you get my point. A person in TT 70 isn't meant to beat up a person in TT 99 either.This is not the most important, but yes, I might have been too harsh on CS. Mounts and flyers are in some sort of way a visual upgrade (ofc they are also powerfull the more speed they have, but I don't think that ruins the game, so I agree with you).
I posted a thread about this already, and the user nikoafonso gave a tremendous idea that is easy to implement and that it would improve a lot the game progress. (The thread is recent, you should be able to find it easily. Name is "Matchmaking System").
I am familiar with the thread, thanks.Please do not misinterpret. All classes are great, some need a small rework in some skills (minor issues as damage percentages that are too high/low, for example), but what I mean is that they all need to be proficient in every kind of squad. Example: The common squad is Tank, Healer, Bruiser, Debuffer and DD's and most of the time it ends up by being Barbarian, Cleric, BM, Veno, Sin and any other DD. What I meant was that you should be able to pick any class without being worried with the fact that a sin would be faster, or a Barbarian would be safer. I still defend that each class must have these differences, and they should remain as they are, but with these instances and combat style it's not even funny anymore because you are not challenged to try new things with different squad comps. If the game was skill based, squad comps and even squad gears wouldn't make that much difference, making the game way funnier in my opinion.
They COULD pick any class, this is more of a community issue than class issue IMO. I am the man of non-typical squads (for example barb-psy-mystic-archer-sin-veno full delta, or full cleric squad somewhere, or... so on) and I have figured that it doesnt really matter which classes I pick for my squad as long as we have the needed heals and everyone know what they're doing. Wizard and psychic with an intelligent seeker can make mobless FWS work without sins, BMs or venos.Yep, but by "farmable", and let's be clear about it, it's not g16 farmable. I mean, I know that it's a top gear (not including rank gear), but If they lowered the difficulty, once again it would be funnier and less tiring. The last time I stoped playing for a few months I was farming my g16, and the reason I stoped is that the grind just went over the level of retardness. It would be better if all difficulty to get an item was lowered, and if they applied the skill based combat,no doubt that TW's, NW's and simple PvP would be much more fascinating, because I know some people that are skilled enough to do PvP but can't do it because they don't cash in or do not have much time to play.
G16 was easy and smooth to farm for me, what I'm struggling with is making enough coin for my r9rr. But that's just me. I got two full sets of G16 armor, one of which is Lunar based, all farmed, and several weapons.True mate, but they can change that by making the instances only available in squad up to a certain level. Let's imagine: You can only participate in a dungeon lvl 19 SQUAD MODE if you are less than level 35. Above that level you are only able to solo it. Like that people would actually work together to achieve something out.
Other idea is to apply the the power level filter. If people can't power level from level 1 to 100, they have to get experience from somewhere, and dungeons could help getting that experience.
--- Wasnt awake while reading this, nothing to see---Yeah, I might have got over the top with that one. Still it should ocuppy a different inventory slot, imagine there's a small inventory specifically made for those small harvests (It would somehow increase the inventory size, wich is some sort of issue for most people atm).
I dont really support this one, I'd rather them make a "pot" inventory for heal/mana potions, apoth and so on.Already checked above
Well, why not? It wouldn't work as a buff, but as a debuff. Imagine that you usually have 10000 HP. Now let's insert stamina into the game shall we? Stamina levels vary from 0% to 120%, and when you have 120% stamina, you gain a small amount of HP when compared to your normal HP, so let's say that with 120% stamina you would have 10700 HP. When your levels of stamina reach 100%, you will have 10000 HP. Last but not least, so that the game wouldn't be ruined, 0% stamina wouldn't made you the weakest player ever, so you would have 8800 HP, for example (these numbers are quite random, they would need to get that fixed). Of course that there should be ways to recharge those levels of stamina, by getting near a city, or if you are in an instance, with potions (cheap ones!!) or by creating some campfire (one person could create a campfire for all members of squad). Well it wouldn't change the game drastically, and it would improve some aspects as, for example: a squad that is not so well geared could still have that small bonus to help them get through
I dont know, too radical changes make it less PWI and more -insert some other MMORPG here-. They could just put some desirable items to be sold at NPCs, such as dragon orbs.True, they are not really hard to get, but instead of making them higly farmable, let's make a simple and general skill that provides all classes with a small boost. Sins would be affected drastically by this, so it would be intelligent to give them two stances (as they already kinda have with Chill of the Deep, but with aps intead of atk level), as an atack stance, where they loose some defense points and gain aps, and a defense stance, where they gain access to some parry skills and win a bit of defense. (this is just an example, but yeah, I agree that it needs more work over this "idea").
I find that getting -channeling and -interval is ridiculously easy nowadays, compared how it used to be. I just don't see the real point here.You are right, tho the rides are kinda bad once you reach mid game levels, and you are kinda implied to get new rides. But yes, not as important as combat system upgrades.
I know certain people who have good endgame gears and still stick with their -0.5 (or -0.8 from Dreamchaser) flyers and are happy with that. Flyers and mounts do not really serve that huge purpose except moving faster, which we can bypass by teleporting. Only situation where I could see the speed truly matter is in air PvP but people doing this tend to have max speed flyers anyway (which shouldnt be available for everyone easily imo).Yep, we have a lot of instances, but how many do you do, or participate in? I think we need more, and more and more, so that we can choose from an huge variety of instances. Example, Lunar and Warsong both gives Badges, but I can't farm those anymore or I will stop playing again lol so why not put up 2 or 4 more instances where we can get badges? The same goes for FSP, why is it that we only have one instance that gives us access to some items? I believe that dungeons and teamplay are essential for an MMO, or else it doesn't make sense to call it MMO if you're playing mostly alone and grinding your way in 4 instances a day
I dont mind more instances, however I'd first prefer them to improve the ones we have.Agreed, Rb's should not be penalized like that. Assuming that they are experienced players, getting through that trouble of leveling again it would be too harsh. Some easiness should be given to them as experience boosts.
Well, I think there are. The more characters are online, the more requests per millisecond the server will get, and that will delay a lot of responses from the server to ACTIVE players. Following the same logic, I would remove Auto-culti OR realm of reflection (remove only one of those, and the game would be much more magnificient).
Sorry for the long answers bro, but it is important to talk this through and get more opinions. Thanks for replying. b:victory
Again, I dont experience issues because of catshops, RoR or heck, even botters though I think the system should be either removed or seriously changed. What they could do, though, is create several realms OR just a trade realm for the catshop/afk aspect.Leader of Cyanure on Valonsurma and a proud member of Vertu
Demon Strength Barbarian 103/103/101
Demon Pure Mag Cleric 102/102/101 | Demon 4 APS Assassin 102/102/101 | Demon Pure Mag Mystic 102/101/101 | Demon Pure Mag Psychic 100/100/93 | Demon 4 APS-Barbarian 100/100 | HA-venomancer 100 | DPH Assassin 100 | Pure Mag Wizard 100 | Demon Pure Mag Stormbringer 96 | Demon DPS Archer 94 | Sage Vit Barbarian 93 | Demon All-Path Blademaster 93 | Str Seeker 86 | Pure Mag Venomancer 81 | Pure Mag Wizard 81 | Pure Dex Duskblade 470 -
Well, I think the overall message here is:
- We need no power up items in Cash Shop if you make them available in the game, through NPCs, Monsters and Instances. Selling only visual and movement upgrades it's perfect. (Note that it will help the coin sink).
- A perfect Matchmaking System
- More instances and a upgrades to existing ones
- Overall easiness to aquire gears (even rank gear)
- Center combat in skill and not as it is right now, wich is 99% gear and 1% skill
- Nullify power level by inserting SQUAD MODES in all instances available only for players below a given level
- More player centered visionarism (more inventory slots, better NPC allocation, sistematic engine reworks and upgrades and hyper modules that makes us able to change the scenery by destructing and exploding stuff)
- The overall gaming must be MENTALLY easier than what is right now, farming some stuff can be tiring, so we can fight that by adding some drop chances on every instance, eg, we can have a chance to cast a Vile dungeon 99, idk, explore the idea xD)
I don't remember much more now, but these things would be good as I see itNotice: Any game is better than PWI atm, so give PWI a break and go try other MMOs! Do it...
PM me if you want more information about the best MMOs (Warning: biased opinion upon trial)0 -
To everything. NO NO NO and NO.
PW needs to fix the problemes with the content they already have not to change it or add a new one.0 -
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Bhavyy - Raging Tide wrote: »this made me lol for hours. thank you.
Bhavyy is like the Pope to me when he speak's b:thanks I just have to stop and Listen b:chuckleb:chuckle
"Bhavyy will you Marry me b:cute[SIGPIC][/SIGPIC]
I am A True Tsundere
More... I desire more. Can you not indulge me in an even more nightmarish hell?
Retired 2009-2014 Was a Fun Time b:victory
Demon Archer- 101 RB2
Demon Assassin- 100 RB2
Demon Venomancer- 990 -
What if games could attract a high percentage of the population, including high schoolers, grannys, movie stars, bill gate or even a ceo currently working full time. Money would be made from people with money to spend but non will say I over spent, and it will be players that reach in their own pocket not the gaming Co. The more free players has to offer, the more free it is, including pvp/pve skills, social qualities and skills, management skill and leadership qualities etc. Gaming Co. should develop, invest in their brand name so money come to them instead of having to outwit, compete their players/customers with things such as gaming addiction and packs.
The general idea starts with gaming co with brand name which will attract all the things that will better the company including higher profit. Good gaming experience can be achieve from say 2hrs to 6-12 months. Movie stars can rent the gears for a day at a high price, while normal cashers will take 3-12 month path, what ever works. Gaming should include permanent gears/skill and temporary gears/skill to avoid certain undesirable things. The affect this could have are, non intro of r9, prevent build up of permanent capital with time, so that things such as skills equal success can be maintain instead of time equal success, although time should be of value too. Success could mean higher profit, requires less effort to manage but increase in quality, last longer, and better gaming experience. I do believe this is the future of mmo.
Below is 2 post for another game, very pvp. Of course it requires adjustment and changes for mmo generally, but the general idea is there. Not in the mood and too tired to do it now. If you agree with it, feel free to share them around, edit, improve them yourself etc.
1. Most of the things in relation to gears, weapon, and skills are pretty much the same, except godly gears, and skills similar to taichi fist, are owned only temporarily. In another word, our max permanant gears are say, def+80, but our temporary gears can go higher. Permanant gears can be farmed by all, while temporary gears have to be won and has a limited life span, and are only owned by a certain percentage of the population, for a certain period of time.
Everyone has a chance to win the temps, but the more you have to offer, the higher your chance of winning. A newbie has a chance to win them but the more experience, the more skillful, the ones who spend more have a greater chance to win them. The odds are adjusted to reward those who deserved them by giving them a higher chance. Rules are ajusted further to cater for a small percentage of those who are willing to pay for premium gaming experience, such as the possibility for a 2nd chance to rent them, but with penalty compared to those that won them. eg. winners can defend their title while renters cannot, renters can not rent them for the full life of a normal winner. Further adjustment can be made for the average paying customers to ensure that they don't miss out incase they are unlucky. Each time they lose, they can gain an item which, when accumulated for a full period of 3 months or more, they can rent the temp rewards with them.
Temp rewards could be something similar to taichi fist, higher def gears, Guan Yu's green dragon blade, an item to increase damage of skills such as manis fist, Lu Bu's red hare to compliment guild war etc. There will be groups in 1st place, 2nd place, 3rd place etc.
Possible good that can come from this are:
-unuse skills such as mantis fist can be put to use in competition
- the game easily refreshes quite regularly with minimal changes
- there should be more balance to the game compared to having permanent godly gears/skills
- mistakes made by introducing a skill or gears hated by the community, are not permament, therefore the game suffer minimally
-upgrades to the game can be tested before they are made permanent therefore less mistakes
- Developers can be braver and experiment with new ideas without the usual fear and consequences.
- the state of the game should be more predictable and my guess is, gold purchase should be more stable and consistent instead of too much fluctuation. This could mean less to worry about, leading to less greed and greater valueing of free players
-possibly, bots and cheats can only make money from permanent gears and not temporary gears, which means more control over illegal activity. They will not earn 3-5 ding from the trade of a taichi fist fragment
- the option to make money from the rich but the affect on the rest are more controlable therefore minimal
For the comp, it might be a good idea to force people to choose one or the other, but not both or all. This way people will specialise in their prefered area, and to encourage reward them accordingly. The skillful will duel, the guildies will work with their guild, good at team work have satifaction working in a team, pro players run it with their friends etc. People won't feel like a noob as they don't have to do something they don't like or not good at.
2. Would an instance something like this work.
- 1st run takes around 3hr to finish.
- Pro squade takes 1.5hr to finish. Highly skilled finish around 1.25hr
- Average squade will take 2hr to finish. full squade of less than average around 2.5hr
- Gold and tails can further reduce time in a number of ways.
*the purchase of skill set for instance
*the purchase of rentable item or gears from an npc in instance
*the purchase of items with tails from players
*an option exist to extend rentables for 1 more run and so 2 runs can be finish in 2 hr
*extention can be discounted or increase in cost depending on which is desirable to maintain fairness. If more then 3 extention is available (assuming its fair), then the last extention is heavily price for the very wealthy.
*the sum of the purchase can reduce the time to 1hr per run.
General idea is to create somthing fun and increase demand for gold and items from players. In theory, it won't be just another instance. It should be a well thought out instance in which, cash shoppers feel they want to spend rarther then they have to because the want (demand) already exist.
Instance should expect the best in everyone, requiring players to block, use unblock skill, time skills, run away (goose, fly), the need to gang on mobs to kill asap, the need to compliment your squade to do a better job, gear up etc. There are 2 good reason for this. 1st is to make it fun, 2nd the more important reason, is to create an instance that is skill/experience demanding therefore seperating the pro and the non pro squade.
In doing so, we reward those that are skillful, to show the rest what can be achieve, then give them, especially the less skillful squade an alternative to save time. Infact it can also be seen as using the pro squade to make money, by showing why spending money in this instance is justified. To make money from pro players, you can save them time in other areas so that they can do more of this instance run, where their time would be better spent.
It could be better for things such as temperary pro gears and item. For example. every month, there is an event to collect drop A from a boss (expires 1month) to trade for a temporary end game item/gears, which only last for 1 month. The first, say 100 who collect a certain amount wins and the rest lose out thereby ending the competition. Winners can trade the boss drop A for temporary end game item/gears. Ones who did not win can trade their boss drop A for item B, a non expiring items, that once enough is accumulated can be use to trade for the temp end game item/gears. It is however much better to be pro, have the best luck, spend enough, and win the item monthly then to use the collection method of item B. Trading should be treated as insurance for those that spend money but did not win, and to give everyone else a chance to experience the game fully. It may be desirable for less skilled players to feel happy about item B and that they are not missing out.
In another word, everyone gets a chance. The more you have to offer, including money, the more you get, but if you don't, you still get them but for less time and maybe with penalty.
The boss drop could be something like 5 to 30 (not sure what amount, but correct amount is importain). The reason is to create the possibility of missing out even if you did everything right, and to give the less skilled who would otherwise not win, get a chance to win.
Instance can be supported by things such as shool war and pvp competition such as mount hua. Mount Hua can be used to measure the accuracy and effectiveness of the instance settings. That is, winners of mount hua could consist of something like (incorrect No. for simplicity), 50% skillful free players and 50% of unskilled cash shoppers.0 -
I think you should play a another game.
Pwi is an old MMO and the management here do not care much for this game anymore since they rather invest time and resources on a new game like swordsman.
Also the management here they just marketeers,customer support?, translators.
The development is done in China.
mntainr someone have to be messed up in the head really badly if they are a billonarie and play a MMO. You have a lot of money you would just enjoy real life instead and enjoy the real world and not just stay like a zombie playing a stupid computer game when real life has to offer.
Do you think Bill gates would choose to play PWI instead of riding his Yatch in the Mediterranean sea? b:laughDo you want PWI to fix the economy before is to late?
please support Perfect World International Forum > Suggestion Box
> Limit Auto Cultivation to 1 hour just like Hyper stones0 -
jwillson123 wrote: »I think you should play a another game.
Pwi is an old MMO and the management here do not care much for this game anymore since they rather invest time and resources on a new game like swordsman.
Also the management here they just marketeers,customer support?, translators.
The development is done in China.
mntainr someone have to be messed up in the head really badly if they are a billonarie and play a MMO. You have a lot of money you would just enjoy real life instead and enjoy the real world and not just stay like a zombie playing a stupid computer game when real life has to offer.
Do you think Bill gates would choose to play PWI instead of riding his Yatch in the Mediterranean sea? b:laugh
To the first part i agree with it.
To the second part: Why would bilonarie ppl would be messed up in the head if they chose to play MMO? And how you so sure that Bill Gates doesnt play PWI on a computer on his Yacht in the Mediterranean?b:chuckle0 -
jwillson123 wrote: »I think you should play a another game.
Pwi is an old MMO and the management here do not care much for this game anymore since they rather invest time and resources on a new game like swordsman.
Also the management here they just marketeers,customer support?, translators.
The development is done in China.
mntainr someone have to be messed up in the head really badly if they are a billonarie and play a MMO. You have a lot of money you would just enjoy real life instead and enjoy the real world and not just stay like a zombie playing a stupid computer game when real life has to offer.
Do you think Bill gates would choose to play PWI instead of riding his Yatch in the Mediterranean sea? b:laugh
You completely missed the point. eg.
- What if games could attract a high percentage of the population
- Good gaming experience can be achieve from say 2hrs to 6-12 months
- I do believe this is the future of mmo0 -
bloodedone87 wrote: »To everything. NO NO NO and NO.
PW needs to fix the problemes with the content they already have not to change it or add a new one.
And which part isn't a change/fix to an existent content?
- Cash Shop is far from acceptable
- We have no viable matchmaking system
- More instances and UPGRADES to existent ones
- It is too hard to get to end game gear, so we need an overall easiness to get those, and remove the gap that most players find huge between a paying user and a free user
- By doing the previous point, remove the unbalanced gear centered combat and insert more skill based combat to the game
- Improvements to the gameplay, adding more inventory slots, a better refining system (I mean easier than having to buy orbs) and better NPC Allocation
- Variability in instances. People grow tired to farm Warsong, Lunar, FSP (this is not a good example since you only do it once a day) and even FC just to get some specific items or experience. If they add more instances or add some drop rate for Warsong items in FSP, or hell even in Nirvana, the game isn't that boring at all.
So please, tell me the reason behind your comment.Bhavyy - Raging Tide wrote: »this made me lol for hours. thank you.Notice: Any game is better than PWI atm, so give PWI a break and go try other MMOs! Do it...
PM me if you want more information about the best MMOs (Warning: biased opinion upon trial)0 -
What if games could attract a high percentage of the population, including high schoolers, grannys, movie stars, bill gate or even a ceo currently working full time. Money would be made from people with money to spend but non will say I over spent, and it will be players that reach in their own pocket not the gaming Co. The more free players has to offer, the more free it is, including pvp/pve skills, social qualities and skills, management skill and leadership qualities etc. Gaming Co. should develop, invest in their brand name so money come to them instead of having to outwit, compete their players/customers with things such as gaming addiction and packs.
The general idea starts with gaming co with brand name which will attract all the things that will better the company including higher profit. Good gaming experience can be achieve from say 2hrs to 6-12 months. Movie stars can rent the gears for a day at a high price, while normal cashers will take 3-12 month path, what ever works. Gaming should include permanent gears/skill and temporary gears/skill to avoid certain undesirable things. The affect this could have are, non intro of r9, prevent build up of permanent capital with time, so that things such as skills equal success can be maintain instead of time equal success, although time should be of value too. Success could mean higher profit, requires less effort to manage but increase in quality, last longer, and better gaming experience. I do believe this is the future of mmo.
Below is 2 post for another game, very pvp. Of course it requires adjustment and changes for mmo generally, but the general idea is there. Not in the mood and too tired to do it now. If you agree with it, feel free to share them around, edit, improve them yourself etc.
1. Most of the things in relation to gears, weapon, and skills are pretty much the same, except godly gears, and skills similar to taichi fist, are owned only temporarily. In another word, our max permanant gears are say, def+80, but our temporary gears can go higher. Permanant gears can be farmed by all, while temporary gears have to be won and has a limited life span, and are only owned by a certain percentage of the population, for a certain period of time.
Everyone has a chance to win the temps, but the more you have to offer, the higher your chance of winning. A newbie has a chance to win them but the more experience, the more skillful, the ones who spend more have a greater chance to win them. The odds are adjusted to reward those who deserved them by giving them a higher chance. Rules are ajusted further to cater for a small percentage of those who are willing to pay for premium gaming experience, such as the possibility for a 2nd chance to rent them, but with penalty compared to those that won them. eg. winners can defend their title while renters cannot, renters can not rent them for the full life of a normal winner. Further adjustment can be made for the average paying customers to ensure that they don't miss out incase they are unlucky. Each time they lose, they can gain an item which, when accumulated for a full period of 3 months or more, they can rent the temp rewards with them.
Temp rewards could be something similar to taichi fist, higher def gears, Guan Yu's green dragon blade, an item to increase damage of skills such as manis fist, Lu Bu's red hare to compliment guild war etc. There will be groups in 1st place, 2nd place, 3rd place etc.
Possible good that can come from this are:
-unuse skills such as mantis fist can be put to use in competition
- the game easily refreshes quite regularly with minimal changes
- there should be more balance to the game compared to having permanent godly gears/skills
- mistakes made by introducing a skill or gears hated by the community, are not permament, therefore the game suffer minimally
-upgrades to the game can be tested before they are made permanent therefore less mistakes
- Developers can be braver and experiment with new ideas without the usual fear and consequences.
- the state of the game should be more predictable and my guess is, gold purchase should be more stable and consistent instead of too much fluctuation. This could mean less to worry about, leading to less greed and greater valueing of free players
-possibly, bots and cheats can only make money from permanent gears and not temporary gears, which means more control over illegal activity. They will not earn 3-5 ding from the trade of a taichi fist fragment
- the option to make money from the rich but the affect on the rest are more controlable therefore minimal
For the comp, it might be a good idea to force people to choose one or the other, but not both or all. This way people will specialise in their prefered area, and to encourage reward them accordingly. The skillful will duel, the guildies will work with their guild, good at team work have satifaction working in a team, pro players run it with their friends etc. People won't feel like a noob as they don't have to do something they don't like or not good at.
2. Would an instance something like this work.
- 1st run takes around 3hr to finish.
- Pro squade takes 1.5hr to finish. Highly skilled finish around 1.25hr
- Average squade will take 2hr to finish. full squade of less than average around 2.5hr
- Gold and tails can further reduce time in a number of ways.
*the purchase of skill set for instance
*the purchase of rentable item or gears from an npc in instance
*the purchase of items with tails from players
*an option exist to extend rentables for 1 more run and so 2 runs can be finish in 2 hr
*extention can be discounted or increase in cost depending on which is desirable to maintain fairness. If more then 3 extention is available (assuming its fair), then the last extention is heavily price for the very wealthy.
*the sum of the purchase can reduce the time to 1hr per run.
General idea is to create somthing fun and increase demand for gold and items from players. In theory, it won't be just another instance. It should be a well thought out instance in which, cash shoppers feel they want to spend rarther then they have to because the want (demand) already exist.
Instance should expect the best in everyone, requiring players to block, use unblock skill, time skills, run away (goose, fly), the need to gang on mobs to kill asap, the need to compliment your squade to do a better job, gear up etc. There are 2 good reason for this. 1st is to make it fun, 2nd the more important reason, is to create an instance that is skill/experience demanding therefore seperating the pro and the non pro squade.
In doing so, we reward those that are skillful, to show the rest what can be achieve, then give them, especially the less skillful squade an alternative to save time. Infact it can also be seen as using the pro squade to make money, by showing why spending money in this instance is justified. To make money from pro players, you can save them time in other areas so that they can do more of this instance run, where their time would be better spent.
It could be better for things such as temperary pro gears and item. For example. every month, there is an event to collect drop A from a boss (expires 1month) to trade for a temporary end game item/gears, which only last for 1 month. The first, say 100 who collect a certain amount wins and the rest lose out thereby ending the competition. Winners can trade the boss drop A for temporary end game item/gears. Ones who did not win can trade their boss drop A for item B, a non expiring items, that once enough is accumulated can be use to trade for the temp end game item/gears. It is however much better to be pro, have the best luck, spend enough, and win the item monthly then to use the collection method of item B. Trading should be treated as insurance for those that spend money but did not win, and to give everyone else a chance to experience the game fully. It may be desirable for less skilled players to feel happy about item B and that they are not missing out.
In another word, everyone gets a chance. The more you have to offer, including money, the more you get, but if you don't, you still get them but for less time and maybe with penalty.
The boss drop could be something like 5 to 30 (not sure what amount, but correct amount is importain). The reason is to create the possibility of missing out even if you did everything right, and to give the less skilled who would otherwise not win, get a chance to win.
Instance can be supported by things such as shool war and pvp competition such as mount hua. Mount Hua can be used to measure the accuracy and effectiveness of the instance settings. That is, winners of mount hua could consist of something like (incorrect No. for simplicity), 50% skillful free players and 50% of unskilled cash shoppers.
I understand your point, but I do not agree with it. I think that the fact of you inserting a percentage of temporary items that do not fullfil all population needs it's the same of making r9rr sets against g15, and if only the most skilled players would get them, the other players wouldn't stand much of a chance.
Also, skill sets available only for sereral hours do not seem apropriate. What I do agree is that creating PvP and PvE skill sets is important, minimizing the unbalance between characters, and centering combat in a much more active experience rather than owning a CS gear and auto atacking people.
It's an interesting concept tho, and it needs further explanation to be understood properly.Notice: Any game is better than PWI atm, so give PWI a break and go try other MMOs! Do it...
PM me if you want more information about the best MMOs (Warning: biased opinion upon trial)0 -
And which part isn't a change/fix to an existent content?
- Cash Shop is far from acceptable
- We have no viable matchmaking system
- More instances and UPGRADES to existent ones
- It is too hard to get to end game gear, so we need an overall easiness to get those, and remove the gap that most players find huge between a paying user and a free user
- By doing the previous point, remove the unbalanced gear centered combat and insert more skill based combat to the game
- Improvements to the gameplay, adding more inventory slots, a better refining system (I mean easier than having to buy orbs) and better NPC Allocation
- Variability in instances. People grow tired to farm Warsong, Lunar, FSP (this is not a good example since you only do it once a day) and even FC just to get some specific items or experience. If they add more instances or add some drop rate for Warsong items in FSP, or hell even in Nirvana, the game isn't that boring at all.
So please, tell me the reason behind your comment.
Why? Who has the most significant opinion in any kind of service? Aren't the users of that service the most significant ones? I mean, I get the sarcasm and irony behind that, but man you ain't helping at all. Show some ideas, they might aswell get something out of here.
Again: NO NO NO AND NOOOOOOOOOOOOOOOOOO.
End game gear must remain hard to get.Which actually its not hard to get.It requires just patience if you farm it.I hope your not suggesting that MOG and GST be farmable, without having to buy them from boutique or catshops.
The refining system its good as it is.
Talk for yourself if you are saying that the game is boring.0 -
I understand your point, but I do not agree with it. I think that the fact of you inserting a percentage of temporary items that do not fullfil all population needs it's the same of making r9rr sets against g15, and if only the most skilled players would get them, the other players wouldn't stand much of a chance.
Also, skill sets available only for sereral hours do not seem apropriate. What I do agree is that creating PvP and PvE skill sets is important, minimizing the unbalance between characters, and centering combat in a much more active experience rather than owning a CS gear and auto atacking people.
It's an interesting concept tho, and it needs further explanation to be understood properly.
First try to see things from another person's perspective. Its not easy trying to explain it before that.
The intention was to satify as many people as possible without taking too much away from anyone. That means, increase gaming co.'s profit does not make it an unskilled game, does not make it less free for players, but arguebly more free than games are right now. Being a skilled base game does not mean that a granny will not have fun, does not mean socialble people can't get the temps gear/skill. Rewarding more towards people who have more to offer does not mean we should ignore those that have less to offer because no one can say they have nothing to offer, just that we can't figure out what they have to offer yet, therefore they deserve something and some kind of chance, and also to give them another chance to show us what they have to offer by keeping them ingame.
Thats the intention, to satify as many as possible but with min negative effect on others. As you can see, it takes time and effort to explain. If you can see things from another person's perspective, by then, you probably won't need an explaination.0 -
bloodedone87 wrote: »Again: NO NO NO AND NOOOOOOOOOOOOOOOOOO.
End game gear must remain hard to get.Which actually its not hard to get.It requires just patience if you farm it.I hope your not suggesting that MOG and GST be farmable, without having to buy them from boutique or catshops.
The refining system its good as it is.
Talk for yourself if you are saying that the game is boring.
The chances of success on refinig an item in this game are unballanced, forcing you to buy stuff from CS.
End game gear shouldn't be hard to get, if you don't grow tired to FARM it then you're the real MVP, because someone that doesn't cash in and plays everyday, does the same single stuff each day for hours and keep the routine without getting sick of the game mechanics and content is rather slow pace minded than actually a "player" (do not see this as an offense but as an outsider criticism).
Have you even tried other realities? Other MMO's preferably... You'll get to the point really fast man. You seem to lack of knowledge on this area, because you get hypertense with actual sugestions that will modify your so defended CS system. You must be happy paying them real money in trade for power in-game. I am not...Notice: Any game is better than PWI atm, so give PWI a break and go try other MMOs! Do it...
PM me if you want more information about the best MMOs (Warning: biased opinion upon trial)0 -
First try to see things from another person's perspective. Its not easy trying to explain it before that.
The intention was to satify as many people as possible without taking too much away from anyone. That means, increase gaming co.'s profit does not make it an unskilled game, does not make it less free for players, but arguebly more free than games are right now. Being a skilled base game does not mean that a granny will not have fun, does not mean socialble people can't get the temps gear/skill. Rewarding more towards people who have more to offer does not mean we should ignore those that have less to offer because no one can say they have nothing to offer, just that we can't figure out what they have to offer yet, therefore they deserve something and some kind of chance, and also to give them another chance to show us what they have to offer by keeping them ingame.
Thats the intention, to satify as many as possible but with min negative effect on others. As you can see, it takes time and effort to explain. If you can see things from another person's perspective, by then, you probably won't need an explaination.
As I said, it's an interesting new concept of MMO offers in matters of gearing system. Making a skill based game is also something I will always defend over a geared based game. I mean, as said by someone before in this thread, a game should also consider gear, of course I agree with that, but the main idea is to get the skill base count above of 75%, then the gear would differentiate the rest of the players.
By making skills and gears temporary, you would achieve a play-to-get game. Only those who play significantly above an average group of players will get those gears (and then the ones that choose to pay, as you explained). I'm not against that, it would give a chance for those who play without making them spend money, but at the same time, rewarding people who choose to pay for skill sets or instance-only gears would be a drastic change to what is know on MMO's. It would take a LOT of maintainance to keep the equilibrium and balance, in order to stop some characters momentum.
Your idea could work, but It would require 10x the effort to balance and achieve.Notice: Any game is better than PWI atm, so give PWI a break and go try other MMOs! Do it...
PM me if you want more information about the best MMOs (Warning: biased opinion upon trial)0 -
As I said, it's an interesting new concept of MMO offers in matters of gearing system. Making a skill based game is also something I will always defend over a geared based game. I mean, as said by someone before in this thread, a game should also consider gear, of course I agree with that, but the main idea is to get the skill base count above of 75%, then the gear would differentiate the rest of the players.
By making skills and gears temporary, you would achieve a play-to-get game. Only those who play significantly above an average group of players will get those gears (and then the ones that choose to pay, as you explained). I'm not against that, it would give a chance for those who play without making them spend money, but at the same time, rewarding people who choose to pay for skill sets or instance-only gears would be a drastic change to what is know on MMO's. It would take a LOT of maintainance to keep the equilibrium and balance, in order to stop some characters momentum.
Your idea could work, but It would require 10x the effort to balance and achieve.
You're making assumption about things that may or may not be and assume the rules to be more specific than it really is. You probably missed, "Below is 2 post for another game, very pvp. Of course it requires adjustment and changes for mmo generally, but the general idea is there. Not in the mood and too tired to do it now. If you agree with it, feel free to share them around, edit, improve them yourself etc." The exact rules for example could still be, do this 1 time only or do this 10 times only has not yet been specified.
Also, I remind you of things such as r8 which is not much different to temp gears, therefore temp gears arguably may not necessarily be a new concept. Things such as r9 with such a high price tag will not be owned by all free players, but only by those who can get it in time. The first part 1)is more like a foundation of how to support a house, suggesting that you can build a nicer bigger house with it.0 -
The chances of success on refinig an item in this game are unballanced, forcing you to buy stuff from CS.
End game gear shouldn't be hard to get, if you don't grow tired to FARM it then you're the real MVP, because someone that doesn't cash in and plays everyday, does the same single stuff each day for hours and keep the routine without getting sick of the game mechanics and content is rather slow pace minded than actually a "player" (do not see this as an offense but as an outsider criticism).
Have you even tried other realities? Other MMO's preferably... You'll get to the point really fast man. You seem to lack of knowledge on this area, because you get hypertense with actual sugestions that will modify your so defended CS system. You must be happy paying them real money in trade for power in-game. I am not...
No CS= No game. Yes some of them are gready but they keeping the game alive.I tried other MMO but didnt like them.
And when i get sick with game mechanics i take a break.And im no a break for 2 weaks already being lazy to farm TT99 for my psy.b:chuckle
But why the hell do we have this discusions? This thread needs to be closed. We are going no were with it. PW never listen to ppl on forums. They ll do what they want not what you and I want.0
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