Some thoughts on online games
SoulRequiem - Sanctuary
Posts: 403 Arc User
Hello
I am quite an old PWI player, been playing for about 3 years then quitted a couple of years ago, and recently come back just to have a quick glance on how things were going back here.
I kind of felt nostalgic but also very unpleased on the development of this but also nowday's MMORPGs in general.
I've been playing another MMORPG in the last couple of years, and recently kind of quitted that as well, and felt like thinking of what the two"quits had in common", and why I didn't start to play other similar games (been trying quite a lot recently, even pretty popular about-to-be-released ones).
(Does this forum still have that rule which you can't name other games? whatever, it doesn't matter the names).
Well, of all the factors that made me quit or not playing games in general, there are two major ones:
- Changes
- Complexity
-Change-
Things change everywhere, that's an universal law that nobody can do a damn about it, but how changes are administrated in games makes me really frustrated and annoyed.
Let's get to the point: There's hardly any real improvement into a game, most changes are "disguised as" improvements, while they are, in fact, changes.
For example, when you change the crafting system of a game, to make it either harder or more complex or more limited you aren't really improving your game, if you want to make the crafting system better, you have to make it more flexible(e.g. able to craft a greater variety of things, without increasing its complexity, or make the same thing being able to be crafted in different ways and not just one), not more limited, not harder, not a grind-feast, were you have to run a dungeon 200 times to get enough crafting materials for an equipment set.
This was a generic example off course, but if you apply the same concept to other systems, you can see its just the same mechanism everywhere.
There are also changes that looks good apparently, but they aren't, the most obvious example comes from equipments(again, generic reference to pretty much any rpg game), adding stronger equipments in a game, makes player have to push forward for not being left behind, you known, like when a certain equipment's level becomes the standard, and you can't just join random players anymore because everyone looks down at you, and this is especially true when it comes to do the same things as before this equipment was added.
Let's make a PWI-friendly example, I haven't been playing this game for long, so excuse me if its quite outdated, let's suppose that whatever company is behind this game release a new dungeon which drops lv.80 equips that are superior to the standard TT ones, now let's image that this new set becomes the standard for level 80-99 people that do FCC runs (does FCC even still exist?), means that most casual players(players that run dungeons without a fixed group or that doesn't belong to a certain faction / community), won't accept anyone under that standard, nor they will join your squad if you're below that, and so, suddenly, a player that was perfectly able to do the same dungeon just fine, it becomes an undergeared noob. I want to underline this point again: the dungeon its the same, the player can still perfectly run it with the equips he always used ,but the player suddenly isn't suitable for it anymore for the community, result: player have to do XYZ dungeon and farm XYZ to keep doing what he always used to do.Means, extra work for the same results.
Yeah you could say that's not the same result since with the new standard the dungeon runs are supposed to be faster, however in most cases the difference its marginal, and the player's individual skill still makes the difference over gear, but a standard its a standard, and doesn't matter how annoying its to farm an extra dungeon or buy new gear, you either have to do that or stay behind.
This applies even worse with endgame gear, what happens when a company release a new dungeon with new gear?,suddenly people will ask for THAT gear even for running the pre-patch/older dungeon, and I happened to see that a lot in the other game I have played, the standard goes up, and players either adapt or they can forget to do anything close to endgame, like, ever.
Now you may say that the players can still run the previous dungeons anyway, right?, nope, aside from the fact that endgame players have their standard raised even for the older dungeons, you will hardly find anyone to run them anyway, simply because, with the new gear the older become worthless, hence nobody cares to run the older dungeons again, which even get removed in future patch.
Now you may ask, where do people get minimal gear to run the new dungeons, if they remove old ones?, the answer its simple, with every mini-expansion there's a new "starter gear for endgame" which its usually easy to get, and its stronger than the previous top-tier gear, that's right, not only you're being obsolete, but you also see people obtain stronger gear than yourself with no effort, while you stay behind. Off course you can get that starter gear and do dungeons then, right?, nope, the community its usually closed to casual players that aren't very well geared, which means that if you want to join a squad or even make a squad for an endgame dungeon, you already need to have as minimal standard the gear that the dungeon which you are running drops, which makes much sense I suppose.
But even this aside, let's consider the main factor that comes with every new gear, I simply call it "Frustration", that's the feeling I get every time there's gear, no matter how good your gear is before the patch, with every new patch,you're back to squad one, back to grind, back to refining/enchanting, back to everything you already did over and over again, do that or fall behind, and stop being able to do anything as casual player, because the standard keeps raising, and old dungeons gets deserted, you have no choice but to run with the flow or quit.
Now what does new gear actually does?, for someone who used to have decent gear like I was, it only means more grinding, more struggling to keep up with others, even if I don't have much time to play, even if I like to play multiple alts, speaking of which: alts, how un-friendly online RPGs are with alts nowdays?, everything its calibrated in a way that you need to spend really a lot of time to gear up an alt, so with each alt the time needed even for average gear increases dramatically, making you either over-stressed or just give up on alts, which is sad as I do like each of my alts and I wish I could play each one but I just can't!, I would need 50-hours long days to be able to keep even with average gears on more than 2-3 alts, and I am kinda tired of that, I wish I could just stop playing an alt, then play it again one year after and still have plenty of possibilities, and just having to pass some tiresome trial only to get some minimal gear and then spend several days only to get average gear, just no.
Now now, let's get to the core of the question: What does really players need?
I don't known about you, but I am looking to have fun in a game, I accept that in every MMORPG there's a certain amount of grinding, and I well accept the idea to have to do lots of dungeons before even having an average gear, what I DO NOT accept its the idea that I have to repeat the whole process every 6 months or so with every alt, what I DO NOT accept its to see my possibilities limited with each expansion, let's suppose I had fun running a dungeon? suddenly nobody runs it anymore, because the gear it drops its trash and has been replaced by stronger starter gear, there it goes my fun: I either have to "appreciate" the 3-4 new dungeons or just get along with it.
Now how should things be?
First, stop add new, stronger gears, I add alternative ways to get the same gear, but DON'T add stronger gears, now you ask: Why people which already have gear should run new dungeons that drops the same gear?, that's my second point:
Second:Fun, a wise man once said"When something its fun, the fun itself its the reward", now, how many players in mmorpgs run dungeons just for fun?, why we do all need some compensation?, do we really need that sense of satisfaction that comes from hours and hours of farming?, to have what?, gear that will be obsolete anyway next patch?.
Stop making things grindy as hell(e.g. need to run a dungeon 200 times to get a full set), start making things that players do for fun,because there is where you can see the difference between a good develop team, and a bad develop team
(A bad develop team does pretty much like this: Make a very simple dungeon, put some bosses with the same 3D models as others already in-game(maybe just add a different texture, very very little work involved), play with their stats so they hit hard unless players have XYZ gears(all it takes it changes values, you don't need to break a sweat to do that), and slap the tag "new" on them, oh, and off course, add new gear which use some templates that are already used in the game, so you don't have to make anything new, just change the values and TA-DA!, new!,exciting, uh?)
(A good develop team makes a dungeon that can offer very different challenges(e.g. have randomly changed elements every time, so its not always exactly the same), has an unique design and needs actual cooperation among the players, have traps that can one hit anyone (hence they cannot be ignored) , where the enemies and the bosses are actually new, and not some re-used existing models, have some unique mechanism that's has countless combinations(to avoid easy copy-paste solutions), and most importantly, that's fun for both beginners and veterans alike.
You think that's impossible? it should be the norm actually)
So yeah, **** the rewards, add cosmetic items as rewards, add some special potions as rewards, but stop adding new gears as rewards, stop making obsolete all older dungeons every time, if all you need is some sort of satisfaction, then add special titles for completing a dungeon 50/100/2000 times I don't care, as long as its just title and cosmetics, you think having a weapon with higher attack its any different than a cosmetic item?, in the end its just pixels, if what you want is to look important, get the title for 100 dungeons clears. Do not think that you're stronger because you have the top tier gear, in the next patch, when new dungeons, even the starter gear will far outmatch yours, its just a temporary illusion, want to be strong? then be a skilled players and beats others with the same gear, then you can say you're strong, but if you need stronger gear to beat someone, it just means you're the one weaker in the end.
-Complexity-
What made me quit some games even after a few hours its their complexity, I've logged in PWI yesterday after a couple of years of absence and OH MY GOWD, what the hell is all those windows / things / stuff?, there's so many new things that makes my head ache, reincarnation? what's that roulette?, what's those cards? oh please!
Now seriously, can we stop, like, for real?, I've played recently a soon to be released popular korean game and I was like this -> o_O the screen was filled with buttons, options, things, bars, can_we_please_stop_making_games_so_complicated? I am honestly tired sick to have to read a guide for EVERYTHING in a game, to make a single step, in other games after a few hours of gameplay you find your inventory filled with stuff, and you have no idea what's 80% of that its for, I am not talking about equips for another class, I am talking of items either used for crafting or for quests or for whatever else, items with no apparent use (unless you start to dig some guides), and there's tons of them.
Now, I've studied for like 20 years of my life between school/middle-school/high-school/university/specialization courses/bla bla's, and when I sit in front of my PC and I want to try a new game I would like to understand most of it in a few minutes, I don't want to stare at a screen filled with...things, things, things, THINGS!, what the hell is this thing for?, what's this?, what's that?, what's the XYZ function is?, WHERE'S THE LOG-OUT BUTTON I want to get out of here!
Seriously, 20 years ago RPG's had pretty much 3 things equipment wise: (1)Weapon(2)Armor(3)Accessory -> DONE.
Now we have(Generic example, no specific mmorpg intended):
Weapon,Upper armor,lower armor,greaves,gloves,rings, necklace, brooch, belt, fairy, charm, "weird-looking thing #1","weird-looking thing #2","weird-looking thing #3","weird-looking thing #4", and that's ONLY equipment wise, if we search for every function a modern game have(and I see even PWI has fallen into it), you will probably need around 30-40 pages of guides only to understand the basics, not talking about dungeon guides or class guides, just_the_functions.
Seriously, can we stop?, can we have back the simplicity?, can I have a game where the interface only have my Hp/Mp bar, the map, the chat box and my skill bar and not 200 other things?, what will be next, when 4K resolution monitors will be common for everyone? games that will look like this? URL="http://cdn-www.airliners.net/aviation-photos/photos/7/8/9/1190987.jpg"]Image[/URL
And don't say a good game needs to be complex, when the PC mouse was invented, the person who first used it took 20-30 seconds to understand how it worked, and how many years have passed since its invention?
I am quite an old PWI player, been playing for about 3 years then quitted a couple of years ago, and recently come back just to have a quick glance on how things were going back here.
I kind of felt nostalgic but also very unpleased on the development of this but also nowday's MMORPGs in general.
I've been playing another MMORPG in the last couple of years, and recently kind of quitted that as well, and felt like thinking of what the two"quits had in common", and why I didn't start to play other similar games (been trying quite a lot recently, even pretty popular about-to-be-released ones).
(Does this forum still have that rule which you can't name other games? whatever, it doesn't matter the names).
Well, of all the factors that made me quit or not playing games in general, there are two major ones:
- Changes
- Complexity
-Change-
Things change everywhere, that's an universal law that nobody can do a damn about it, but how changes are administrated in games makes me really frustrated and annoyed.
Let's get to the point: There's hardly any real improvement into a game, most changes are "disguised as" improvements, while they are, in fact, changes.
For example, when you change the crafting system of a game, to make it either harder or more complex or more limited you aren't really improving your game, if you want to make the crafting system better, you have to make it more flexible(e.g. able to craft a greater variety of things, without increasing its complexity, or make the same thing being able to be crafted in different ways and not just one), not more limited, not harder, not a grind-feast, were you have to run a dungeon 200 times to get enough crafting materials for an equipment set.
This was a generic example off course, but if you apply the same concept to other systems, you can see its just the same mechanism everywhere.
There are also changes that looks good apparently, but they aren't, the most obvious example comes from equipments(again, generic reference to pretty much any rpg game), adding stronger equipments in a game, makes player have to push forward for not being left behind, you known, like when a certain equipment's level becomes the standard, and you can't just join random players anymore because everyone looks down at you, and this is especially true when it comes to do the same things as before this equipment was added.
Let's make a PWI-friendly example, I haven't been playing this game for long, so excuse me if its quite outdated, let's suppose that whatever company is behind this game release a new dungeon which drops lv.80 equips that are superior to the standard TT ones, now let's image that this new set becomes the standard for level 80-99 people that do FCC runs (does FCC even still exist?), means that most casual players(players that run dungeons without a fixed group or that doesn't belong to a certain faction / community), won't accept anyone under that standard, nor they will join your squad if you're below that, and so, suddenly, a player that was perfectly able to do the same dungeon just fine, it becomes an undergeared noob. I want to underline this point again: the dungeon its the same, the player can still perfectly run it with the equips he always used ,but the player suddenly isn't suitable for it anymore for the community, result: player have to do XYZ dungeon and farm XYZ to keep doing what he always used to do.Means, extra work for the same results.
Yeah you could say that's not the same result since with the new standard the dungeon runs are supposed to be faster, however in most cases the difference its marginal, and the player's individual skill still makes the difference over gear, but a standard its a standard, and doesn't matter how annoying its to farm an extra dungeon or buy new gear, you either have to do that or stay behind.
This applies even worse with endgame gear, what happens when a company release a new dungeon with new gear?,suddenly people will ask for THAT gear even for running the pre-patch/older dungeon, and I happened to see that a lot in the other game I have played, the standard goes up, and players either adapt or they can forget to do anything close to endgame, like, ever.
Now you may say that the players can still run the previous dungeons anyway, right?, nope, aside from the fact that endgame players have their standard raised even for the older dungeons, you will hardly find anyone to run them anyway, simply because, with the new gear the older become worthless, hence nobody cares to run the older dungeons again, which even get removed in future patch.
Now you may ask, where do people get minimal gear to run the new dungeons, if they remove old ones?, the answer its simple, with every mini-expansion there's a new "starter gear for endgame" which its usually easy to get, and its stronger than the previous top-tier gear, that's right, not only you're being obsolete, but you also see people obtain stronger gear than yourself with no effort, while you stay behind. Off course you can get that starter gear and do dungeons then, right?, nope, the community its usually closed to casual players that aren't very well geared, which means that if you want to join a squad or even make a squad for an endgame dungeon, you already need to have as minimal standard the gear that the dungeon which you are running drops, which makes much sense I suppose.
But even this aside, let's consider the main factor that comes with every new gear, I simply call it "Frustration", that's the feeling I get every time there's gear, no matter how good your gear is before the patch, with every new patch,you're back to squad one, back to grind, back to refining/enchanting, back to everything you already did over and over again, do that or fall behind, and stop being able to do anything as casual player, because the standard keeps raising, and old dungeons gets deserted, you have no choice but to run with the flow or quit.
Now what does new gear actually does?, for someone who used to have decent gear like I was, it only means more grinding, more struggling to keep up with others, even if I don't have much time to play, even if I like to play multiple alts, speaking of which: alts, how un-friendly online RPGs are with alts nowdays?, everything its calibrated in a way that you need to spend really a lot of time to gear up an alt, so with each alt the time needed even for average gear increases dramatically, making you either over-stressed or just give up on alts, which is sad as I do like each of my alts and I wish I could play each one but I just can't!, I would need 50-hours long days to be able to keep even with average gears on more than 2-3 alts, and I am kinda tired of that, I wish I could just stop playing an alt, then play it again one year after and still have plenty of possibilities, and just having to pass some tiresome trial only to get some minimal gear and then spend several days only to get average gear, just no.
Now now, let's get to the core of the question: What does really players need?
I don't known about you, but I am looking to have fun in a game, I accept that in every MMORPG there's a certain amount of grinding, and I well accept the idea to have to do lots of dungeons before even having an average gear, what I DO NOT accept its the idea that I have to repeat the whole process every 6 months or so with every alt, what I DO NOT accept its to see my possibilities limited with each expansion, let's suppose I had fun running a dungeon? suddenly nobody runs it anymore, because the gear it drops its trash and has been replaced by stronger starter gear, there it goes my fun: I either have to "appreciate" the 3-4 new dungeons or just get along with it.
Now how should things be?
First, stop add new, stronger gears, I add alternative ways to get the same gear, but DON'T add stronger gears, now you ask: Why people which already have gear should run new dungeons that drops the same gear?, that's my second point:
Second:Fun, a wise man once said"When something its fun, the fun itself its the reward", now, how many players in mmorpgs run dungeons just for fun?, why we do all need some compensation?, do we really need that sense of satisfaction that comes from hours and hours of farming?, to have what?, gear that will be obsolete anyway next patch?.
Stop making things grindy as hell(e.g. need to run a dungeon 200 times to get a full set), start making things that players do for fun,because there is where you can see the difference between a good develop team, and a bad develop team
(A bad develop team does pretty much like this: Make a very simple dungeon, put some bosses with the same 3D models as others already in-game(maybe just add a different texture, very very little work involved), play with their stats so they hit hard unless players have XYZ gears(all it takes it changes values, you don't need to break a sweat to do that), and slap the tag "new" on them, oh, and off course, add new gear which use some templates that are already used in the game, so you don't have to make anything new, just change the values and TA-DA!, new!,exciting, uh?)
(A good develop team makes a dungeon that can offer very different challenges(e.g. have randomly changed elements every time, so its not always exactly the same), has an unique design and needs actual cooperation among the players, have traps that can one hit anyone (hence they cannot be ignored) , where the enemies and the bosses are actually new, and not some re-used existing models, have some unique mechanism that's has countless combinations(to avoid easy copy-paste solutions), and most importantly, that's fun for both beginners and veterans alike.
You think that's impossible? it should be the norm actually)
So yeah, **** the rewards, add cosmetic items as rewards, add some special potions as rewards, but stop adding new gears as rewards, stop making obsolete all older dungeons every time, if all you need is some sort of satisfaction, then add special titles for completing a dungeon 50/100/2000 times I don't care, as long as its just title and cosmetics, you think having a weapon with higher attack its any different than a cosmetic item?, in the end its just pixels, if what you want is to look important, get the title for 100 dungeons clears. Do not think that you're stronger because you have the top tier gear, in the next patch, when new dungeons, even the starter gear will far outmatch yours, its just a temporary illusion, want to be strong? then be a skilled players and beats others with the same gear, then you can say you're strong, but if you need stronger gear to beat someone, it just means you're the one weaker in the end.
-Complexity-
What made me quit some games even after a few hours its their complexity, I've logged in PWI yesterday after a couple of years of absence and OH MY GOWD, what the hell is all those windows / things / stuff?, there's so many new things that makes my head ache, reincarnation? what's that roulette?, what's those cards? oh please!
Now seriously, can we stop, like, for real?, I've played recently a soon to be released popular korean game and I was like this -> o_O the screen was filled with buttons, options, things, bars, can_we_please_stop_making_games_so_complicated? I am honestly tired sick to have to read a guide for EVERYTHING in a game, to make a single step, in other games after a few hours of gameplay you find your inventory filled with stuff, and you have no idea what's 80% of that its for, I am not talking about equips for another class, I am talking of items either used for crafting or for quests or for whatever else, items with no apparent use (unless you start to dig some guides), and there's tons of them.
Now, I've studied for like 20 years of my life between school/middle-school/high-school/university/specialization courses/bla bla's, and when I sit in front of my PC and I want to try a new game I would like to understand most of it in a few minutes, I don't want to stare at a screen filled with...things, things, things, THINGS!, what the hell is this thing for?, what's this?, what's that?, what's the XYZ function is?, WHERE'S THE LOG-OUT BUTTON I want to get out of here!
Seriously, 20 years ago RPG's had pretty much 3 things equipment wise: (1)Weapon(2)Armor(3)Accessory -> DONE.
Now we have(Generic example, no specific mmorpg intended):
Weapon,Upper armor,lower armor,greaves,gloves,rings, necklace, brooch, belt, fairy, charm, "weird-looking thing #1","weird-looking thing #2","weird-looking thing #3","weird-looking thing #4", and that's ONLY equipment wise, if we search for every function a modern game have(and I see even PWI has fallen into it), you will probably need around 30-40 pages of guides only to understand the basics, not talking about dungeon guides or class guides, just_the_functions.
Seriously, can we stop?, can we have back the simplicity?, can I have a game where the interface only have my Hp/Mp bar, the map, the chat box and my skill bar and not 200 other things?, what will be next, when 4K resolution monitors will be common for everyone? games that will look like this? URL="http://cdn-www.airliners.net/aviation-photos/photos/7/8/9/1190987.jpg"]Image[/URL
And don't say a good game needs to be complex, when the PC mouse was invented, the person who first used it took 20-30 seconds to understand how it worked, and how many years have passed since its invention?
WTB>More Fash
Currently Want-to-buy list>>(W=White;B=Black;A=Any color)
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Currently Want-to-buy list>>(W=White;B=Black;A=Any color)
((W. Steampunk Top \\ W. Aegan Dress \\ W. Road Warrior Vest and Shorts \\ W. Cougar Top \\ W. Barfighter Top \\B. Chipao \\ Trading B. Shinobi Set to White \\ B. Bowknot Top \\ W. Porcelian Dress \\ B. Leopard Boots \\W. Corsair Dress \\ B. Debutante Dress \\ W. Sunshine Blouse \\ W. Tiger Lily Dress \\ W. Stardust Dress \\ \\ Red Bikini Bottom \\ W. Crown Princess Dress))
Post edited by SoulRequiem - Sanctuary on
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Comments
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Sometimes i feel like simplicity and then i play this other very established franchise. (naming games that are absolutely ancient and cant nearly be considered a competition anymore is usually accepted b:chuckle)
Never lasts long. I dont like simplicity. In fact, i think PWI is too simple. In some games you have to think about how to combine your pieces of equipment to a good total set. You have to make tradeoffs etc. Sure even in those games only a few setups will prevail in meta game, but at least there is that choise and the players have created that meta game out of the choises. I still have fond memories of my nigh immortal VEF2 sorceress with her dwarfstar, ravenfrost, Tgods vigor and stormshield.
In PWI there is just simplicity. You get R9 if you can afford it, you get G16 if you cant.
VEF2 was for my feeling the best character building game i played because you had to make these choises. Certain mods were only available on 2 or 3 different items. If for example you wanted lighting absorb, that was to come from a belt or amulet. Using either will exclude you from using another important item in that slot. This way you had to combine all you choises. VEF 1 on the other hand was too simple, it had total random stats and most were available on anything, so you just wanted lots of stuff with the best stats. Chromatic stuff of the zodiac. Oh yes and just enough IAS to keep diablo in stunlock. VEF 3 was a huge dissapointment for a big part because they pretty much went back to exactly this simplicity and boredom from VEF1. All random stats and you just want to gather as much of the best as possible. In PWI its all simply about what you can afford without strategic choises.
I do however agree on some other points and i also think the total amount of stuff you need to do (many trough dailies) to get a character complete as grown too large. So big that it is no longer fun to develop an extra toon beyond your main.
Most other problems i think are caused by the free to play model.Everything i write is from PvE perspective unless mentioned otherwise.0 -
I think having a primary goal is the reason for playing an MMO, as it isn't to win some storyline like single player games. It requires new things to be added, and I don't think it's a bad thing. Your idea of having new instances drop the same thing wouldn't actually have any more people farming it then when new gear replaces the old one. Most people primarily farmed warsong rather than lunar for their g16 because it was the least cost prohibitive of the two. Lunar mostly got done just because it was BH. The non-BH paths were pretty ignored, fun or not. People would simply choose the least time consuming and/or least costly of the options and only ever run that really. And once your gear was finished, what point would there be in continuing to play if everything was extremely easy to get for even 10 characters? MMOs usually are best played by goal oriented people who like to grind, some are more grindy than others but it's a pretty basic component because there isn't the same clear objectives of a single player game.
I'm nor saying power creep isn't a problem, it is. Older content gets left in the dust and the game can end up requiring more and more of a players time to a ridiculous degree. I think we're starting to head towards that point ourselves on PWI....but I don't think the solution is make the gear as static as what you are describing either. I personally like more the focus of customization and going for different perks that aren't totally comparable rather than just pure power level wise. Which is something PWI used to be pretty good about but now the gear you should get is pretty obvious.0 -
PWI hasen't evolved too fast unlike some other game I played, so the pace here its somehow acceptable even I don't like new stuff.
What has literally crushed me when I logged after 2 years was the sheer amount of new stuff added on screen, the UI re-design, the auto pop-quests(which is something that I hate as its like someone tells you what to do, unlike the normal quests where you search for something to do, you don't simply log in and have some message box pop on you yelling DO THIS ZOMG!), its just feels wrong in many way that, not only I am behind in terms of gear and everything (which is somehow normal since my long inactivity here), its the feel that I am playing a totally different game.
Think about classic games like tetris, chess or even sports, its not like if you quit for several years, all the rules changed, its not like by the time you come back to play soccer, it turned into a baseball game, it just doesn't happen, but in games it does, and you feel completely left out,because as I said, its not just gear, skills, cultivation whatever thing was added, its the feeling of un-powerness, like watching your house burn without being able to do anything, you can't just start again from where you quitted, its almost like restarting from zero.
And really I am not and never been a competitive player, I don't even PvP, i just wanted to see my chars again and maybe playing a little, but all I can do is killing some mobs in the open world(also, when the heck lv.1 mobs turned into lv.20 ones?), because going into any dungeon in a state where I feel completely alienated from the game I used to play for years only increase my sadness and obliterated nostalgia that I am feeling.WTB>More Fash
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That's kind of the double edged sword with MMORPGS. It's great because it's always evolving! But it also can be frustrating because it's always evolving. I honestly recommend mostly focusing on getting some gear that should be good for quite a while, g16 or since you don't PVP, Morai. Morai has the added benefit of not needing a squad to get, so you can kind of do things at your own pace without having to keep up with the joneses. Which is pretty much the best part of the morai gear, although it sucks because if you want to PVP or NW down the road you'll need at least g16. G16 is far more flexible, but for casual play that's mostly just you doing you and will stick around as decent. Morai is a good option.
Doing that gear will also cut down on the amount of coin you need to generate and will still allow you to participate in the new stuff eventually. It's a pretty nice goal as far as super casual gear goes.0 -
I already had morai gear when I quitted, and I think around 500M between coins and gold, I could maybe buy some stuff, but really, what I grim more its the lost touch with the game, its like when you meet a friend after lot of time and realize he totally forgot about you(no idea of how much sense this have, but its what I am feeling).
Well at least I managed to see my characters again, it was such a pleasure even if it rips my heart apart to think how many hundred of hours I spent.
Ah,damn nostalgia, its gonna kill me someday.WTB>More Fash
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The mobs got changed when they added the new starter area last expansion. A lot of mobs (and some bosses) got their levels adjusted up or down.[SIGPIC][/SIGPIC]
Weekly Japanese/English bilingual webcomic
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Changes, lots of changes...
And text, lots of text...
When they added rebirth I thought it was a mess...
But when they killed FC, is when I became really upset.
How's one supposed to rebirth twice with a so 'daily-limited' basis?
How is one supposed to have fun if EVERYTHING in the game is limited?"What is a man? A miserable little pile of secrets!" - Dracula0 -
Chrisalys - Dreamweaver wrote: »How's one supposed to rebirth twice with a so 'daily-limited' basis?
How is one supposed to have fun if EVERYTHING in the game is limited?
lol, I missed my dreamweaver psy so created one on morai server on 18th December using the insta-95 pill. That psy is now 2nd RB (level 101 100 100). PWI throws exp at you these days, so levelling is easy, especially when you have 4x exp RB1 and 3.5x exp RB2.
Everything limited? I assume you mean earning time. Ever since pwi killed their in-game bot I personally never use the 8 hours earning time, so it's not limited for me.0 -
If people think today's MMOs are complex they should have tried some of the earlier ones. Just learning low level skills took hours of mixing and matching various items to get the right recipe. The higher level skills sometimes took months. If you were lucky and learned high level skills faster than most you were considered almost god-like due to the complexity of the ingredients, quantity of each of the ingredients, etc.
It also took years to reach high levels. Yes, years, unlike today's speed leveling MMOs where you can reach level 101 in PWI in a matter of weeks if you put your mind to it. Even the casual player can reach 101 in a couple of months. Running out of content in early MMOs was rarely a problem because it took forever to level, and many early MMOs added new content/instances every month or two.
Personally I think the F2P direction MMOs have gone is a major detraction. Sure you can play for free, but game developers/licensees have to make money, and it puts a wedge between those that have expendable income and those that don't. The subscription based games were much better. Everyone had access to the same gear, it just depended on how quick you were to learn how to get it and what level you were that necessitated the need for it. Today's MMO spoon feeds its playerbase. The games are far too easy and focus only on end game which to me defines "the end" There is little else afterwards so we either quit playing, or make a new character and start all over again, and within a month or three, rinse and repeat the cycle.
Hell, even dungeons had no maps. You had to learn how to get to the final boss by memorizing the layout, and let me tell you, some of those instances were mind boggling complex. I remember being in squads in new dungeons and it taking hours to find the final boss. They were really mazes back then.
The old school MMO is what I miss most. I miss the community of players that even after a decade, still were focused on the game being a multi-player game. People helped each other. Guilds were fun, content was fun, and you really felt a sense of accomplishment in those early games. Today, its just speed leveling (anything that takes over a month is too long for everyone), end game where you get bored quickly, no enjoyable path, and people playing for free that have nothing invested in the game other than a little time.
I miss the good subscription based games. b:cry but like life, we must learn to adapt or quit b:surrenderMalice Leader - Raging Tides
[SIGPIC][/SIGPIC]0 -
MMO's are time wasters and usually all follow the same path of action.Though here in PW its mostly about having alts,making coin from bh then logging off,PvP is a joke and purely unbalanced due to mega shoppers so that's why hardly anyone does it.Game does have some cool stuff but im in my 7th year on the game and I can finally say its getting very old.Hell I done already put me into a new hobby of blacksmithing myself.Hey it beats sitting on my **** all day making fake money and neglecting time.0
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Change
As you said, it's natural. Evolve and adapt or remain the same and become dust in the wind.
Gear evolutioin gets frustrating when you have invested in the "standard" and a new standard it set which can't be made from your old gear, thus requiring more investment.
The fun part will depend on each player individually. There isn't much that can be said about what should be fun or not. Getting bored because you are farming for hours is a self inflicted pain. A player choice. Not something imposed by the game. Although, in order to become relevant some times (a lot of times) farming becames essencial. But farming can be done with friends to counter the boredom.
As for dungeon mechanics, PW's are mostly the same. Below 99 it's basically the same, but each dungeon has its own uniqueness with new types of mobs, bosses, and requirements. The revamped SoT and Aba require squad to have a bit more of attention and patience. FSP, UCH and Maze are the good ones. All present challenges and require attention and team work more than any other. Of course, with time, it becomes a routine and what was new and exiting becomes a source of mockery on those who are new to the place.
Complexity
Getting scared with dozens of windows popping up is lack of patience. But, whoever is new or making a new alt, they want to play asap, not stand there and read.
Now, old characters who have been retired and reactivate after a long time will have several pop ups due to their abscence. Can't complain. The retired miss stuff and those stuff will flood once they reactivate.
Complexity makes you think and work. Keeps you motivated to learn (except for the lazy ones). Simplicity turns into routine and boredom very fast nowadays. If one wants simplicity, go play Tetris.
Goals
This is important to keep playing. Some like to learn the stories. Some prefer power. It's personal. But without this you won't stay for long. And if you reach the end and the game doesn't present anything new the same applies. How fast you reach the end though is another issue. We all saw the endgame players on forum complaining there was nothing else to do. They were too fast and the fun was too brief.
New Stuff
The arguement about not liking new stuff is a bit off. Switching games requires you to accept and submit yourself to new stuff. New things added to a game in which you already have experience is not as big as a new game, which requires you to learn everything from zero.
Can't comprare MMOs with Tetris. Completely different things. Tetris won't hold you for too long untill you get bored. MMOs will, at least for longer.
I think you are overreacting on this "change" topic. You just don't want to learn the new things. You just want to play. Simple as that. But in order to do so, you will face the new things eventually.
What I recommend is going easy on it. Two years... You missed quite a few things, but they are not as complicated as you are making them sound to be.
Routine
I find saying "log in, do BH, do daily, make coin" weird and interesting. This is self-inflicted. It's a player choice. You are not obligated to do it. You do it because you want. You want it beacuse you need it for your goals. Of course, in some aspects of PW (competitive PvP), there is no other choice than submitting to the trouble.
I've been writing too much. Gotta chill.[SIGPIC][/SIGPIC]
> A demon is driven by desire, pure desire, that cannot be stopped by reason or logic. - Mo Zun
> Believing in demons doesn't mean believing in evil. Demons are not necessarily an evil thing. - Chin Wuming0 -
*shrug* It's a given. Companies need to keep the higher end players looking to invest to stay at the top... that's how these games survive in paying for themselves. Continuous power creep is necessary to keep the funds flowing that keep the servers going. And it needs to be subtle enough so that the whales (the rich players willing to drop cash into the game) feel that there's enough progress to -want- to spend their coin... But keep it to such a level that those who can't drop the same amount of coin don't feel so resentful that they pack up and leave.
Change is needed or the servers shut down. When endgame folk stop throwing real money at the server, a company will end it. PWI is a business. Live with it. It will continue - as soon as Nuema Portal sets become mainstream in the upper tiers PWI will have to create a new shiney to throw money at - and War Avatar Catalysts will become more readily available so everyone can eventually farm them and catch up in the war avi department, thus rendering that investment obsolete. Mark my words. 15 months, tops.I'm so P.R.O... I Press Respawn Often.
Ulsyr 103/103/104 BM. Working on the last R9 part (Axe).
Khelvan 103/103/103 LA Cler. LA? LA. Deal with it.
Evryn 103/102/101 Sagely Mystical Myst of Mystiness.
Gromth 102/102/102 Sage Panda.
StoneSnake - Snakeshop for everyone's common stones.0 -
Well, you can call it lack of patience of whatever, I call it bad design.
Just look at the look of some high-end things like Mac or even Google's Chrome browser: They gained lots of popularity over their counterparts also because for their clean interface, which doesn't prevent them to have a very complex core under their external curtain, a game should reveal its complexity gradually, not throwing it all at once on a player, especially a new one.
As I mentioned I played a soon-to-be-released popular korean mmorpg and I quitted just because of this: After 5 hours of gameplay, I was still doing tutorial-like misisons, I was mostly doing ->
"talk to this npc, complex stuff explained, talk to another npc, more complex stuff explained, kill a couple of mobs just to remind you this is supposed to be a game and not a book, then go back to another npc which will explain you XYZ"
For almost the first 5 hours of gameplay, seriously?. No, sorry, I can accept some degree of complexity since RPG aren't simple games by nature, but things are going way too overboard.
Ask yourself a question: How much complexity its really necessary in a game?, where's for you the breaking point, where too much becomes really too much?, I am already past that point.
You see an RPG which is more casual and doesn't involve months of playing to get anywhere near the average in terms of levels / skills / equips may not exactly last for years like a traditional RPG, but it has that thing called "replay value", means that a player its inclined to come back into the game anytime, without feeling completely out of place and having to learn tons of new stuff because it WAS so necessary to add new stuff.
So instead of playing e.g. 2 years I may play 6 months, the get bored, quit, come back a year later, play another 6 months, then quit again for the same reason, and again, a player must be able to come back anytime, you just can't come back and bother yourself to get the "get the hang of" the same game you already spent enough time for.
There is a time to get the"get the hang of",a game.
There is a time for farming, lots of farming
...and there should be a time to just enjoy the game.
From what I've seen what keep people playing its that sense of frustration that comes from the feeling of either "missing something"(e.g. the highest refine on all equips or the best gems or whatever), or "wanting to prove something" (like having an high PvP score, whatever that means) but in both cases there's just frustration behind it, frustration that led the players to invest either their time or money, and when they reach a certain goal, they forgot to have fun in the mean time, so instead of enjoying the game they ask for more goals, more stuff, more farming, excuse me, where's the fun involved in this equation?
You're looking for something to do, fine, help other players get the gear you have, help other players to understand the game, involve new people to join the game, there's a lot of stuff you could do that doesn't involve farming because you want the latest shiny weapon or simply more gold(which is also a goal that doesn't need new content to be added).
You're on PvP?, then why you even need new stuff for it?, you farmed for months to get the best gear for PvP, now its time to prove that you're actually good at it, and even if other players got the same gear of you, then even better!, prove that you can beat them in equal grounds, prove that you don't need to have better equips to be a better player, there's lots of challenges in PvP that doesn't involve "farm for the latests equips to be the strongest".WTB>More Fash
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LuckingFoco - Raging Tide wrote: »
Personally I think the F2P direction MMOs have gone is a major detraction. Sure you can play for free, but game developers/licensees have to make money, and it puts a wedge between those that have expendable income and those that don't. The subscription based games were much better. Everyone had access to the same gear, it just depended on how quick you were to learn how to get it and what level you were that necessitated the need for it.
While I am inclined to agree with you on many points, it's been shown that companies make more money with a F2P+microtransaction system than subscription, and some players are willing to spend a lot more in a cashshop than they ever would have in sub-fees. Partner that with how a lot of the playerbase does not want yet another monthly-bill, and will steer toward a F2P that has no cost and no sense of obligation (people have said a sub-fee makes them feel obligated to play).
Its lose-lose and has brought the genre to a halt, where its been sitting stagnant for quite some time now. Noone wants to innovate, with their livelihood hinging on the fickle playerbase. Playerbase wants someone to innovate and revitalize the genre, but isn't willing to pay for it.
Now we have a sea of MMO's that are slight variations of the exact same systems trying to milk whatever they can out it.0 -
Okay, I wanted to update a little this thread even if its not something really related to the opening topic(I just didn't want to create another thread just for this),but I've "discovered" that my money-making alt had some gold with her, and since back when she bought it, it was cheaper than now, now I just sold it in the AH at the lowest price and I happen to have around 800M just in coins.
So I was just wondering how's the inflation nowdays?, is 800M even considered lot of money?, I am asking 'cause everything I see in the AH cost millions b:shockedWTB>More Fash
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I recently returned to PWI from a long break, i beta tested this and played for 3 years after beta.
Before i quit i hit R8 +10 with full savants ..... This gear was very high quality when i left, on returning though i find that said gear is now very very basic gear what with you being able to reforge it another 2 stages.
I decided i was going to farm the new gear to up my game a bit, in this case we are talking about G16 gear ... could i farm G16 gear ? No, not a chance .... why is that ? Right because now apparently Rank 8 +10 is not gear that people want in their parties.
The community has become very fickle, the sense of community has almost all but vanished in my eyes and the game is far from new and returning player friendly, people expect you to have the gear you need to farm to farm the gear you need.
The market and prices of items (even basic items) would take a none cash shopper a year to make, there is no comfortable routes and more. Example G16 nirvana claws 2 sockets + 6 150mil .... Ok so the weapon alone will cost you £30 + if you charge the gold or a year to farm it with no reliable way to farm it.
Needless to say its not the game i once loved, its almost painful to get anywhere.0 -
SoulPlay - Heavens Tear wrote: »I recently returned to PWI from a long break, i beta tested this and played for 3 years after beta.
Before i quit i hit R8 +10 with full savants ..... This gear was very high quality when i left, on returning though i find that said gear is now very very basic gear what with you being able to reforge it another 2 stages.
I decided i was going to farm the new gear to up my game a bit, in this case we are talking about G16 gear ... could i farm G16 gear ? No, not a chance .... why is that ? Right because now apparently Rank 8 +10 is not gear that people want in their parties.
The community has become very fickle, the sense of community has almost all but vanished in my eyes and the game is far from new and returning player friendly, people expect you to have the gear you need to farm to farm the gear you need.
The market and prices of items (even basic items) would take a none cash shopper a year to make, there is no comfortable routes and more. Example G16 nirvana claws 2 sockets + 6 150mil .... Ok so the weapon alone will cost you £30 + if you charge the gold or a year to farm it with no reliable way to farm it.
Needless to say its not the game i once loved, its almost painful to get anywhere.
Thing is, there are too many people like you (myself included) who pop in after quitting for a while, play until bored, quit again, repeat. Which is fine for a personal perspective, but not when such a type wants the community to embrace them like they had been there always.
Heck, even cross paths with others in their own quitting phase that sometimes dovetailed with mine, which shows how frequent this occurs. Why should the people who have played without interruption, kept current, and already have their tight knit units cater to our type, when they know the return for effort put forth isn't going to be worth it to them.
Even when game started there were more of the mentality that all help should go to them immediately, but they in turn never helped. It's become worse. Which is even more disincentive for the established players to spare their time to benefit someone just currently around.
For me, I just went a much more solo play route. TWs and other group mandated events, I'd join for faction or friends, but for the most part always went solo and would just join in if I felt like helping, or if I needed something I could join others who needed it.
Which is basically what is required for people who start and stop playing the game when we feel like it. Instead of focusing on the community not being there for you, you have to look at it from their perspective. And that is that we stopped providing the community/help for them first by not playing. And there isn't much room to complain once you realize that.0 -
Perfect world is the Best online game of all time, with no problems and a high player base with a professional GM staff.0
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mechabeastmc666 wrote: »perfect World Is The Best Online Game Of All Time, With No Problems And A High Player Base With A Professional Gm Staff.
Haa Haa Haahaa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa Haa
....
Haa Haa Haa0 -
wow man so much to read but in a nutshell all i can say is try online shooter games u kno they have no problems like crafting stuff, farming gears, weps, lvling up,( actually there r so many shooters in which u can lvl up and craft stuff but these r just to distract u a person with any **** wep can be good proper skills u just have to learn how to play with em) and all the other **** that makes pple mad in a mmorpg on the other hand online shooter games r simple like get any **** wep spend some hrs and ur done no p2w full pvp b:victory
plus shooting games have very larger market then mmorpgs
try apb realoaded or team fortress 2 or go search em for urself heres a link
http://www.mmobomb.com/top-10-free-shooter-games
btw sry 4 meh bad english0 -
mechabeastmc666 wrote: »perfect World Is The Best Online Game Of All Time, With No Problems And A High Player Base With A Professional Gm Staff.
lolz!!0
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