... I would love to somehow magically solve this and say "Yes, look, now you can play with your new friend, no penalties, no disadvantages to either of you, it's just good clean fun. The problem is, if you have no goals to be able to set for yourself, where is the challenge in the game? We all love to be able to sit down and have fun, but when it dwindles down to it, we need goals. We need to say "I want to be x level to be able to do y thing or wear z gear" or we need to want to get to skill level xyz in order to advance that skill up, and be that more efficient at raiding the grotto of forgotten truth.
That's where I want to go.. a place where there are new goals instead of just repeated leveling. These games are an imitation of life right? Don't we have other goals in life unstead of just getting older? (hell some of us are not fans of getting older :P ) Aren't there plenty of games in other genre's where the goals are not levels? how about gaining ranks? Maybe ranks do something different? Gaining knowlegde of techiniques..there is so many things we do in life....I would type more but in a bit of a hurry right now, so I'll say more later.
I personally agree, and disagree at the same time. I, for one, am the type of gamer that would love to pick up a game and have the same chance to do something as the next guy. At the same time, without having a level or some type of grind cycle, there is no real furthering of your character, in any traditional sense. I think one of the main problems in todays MMO market is that if you aren't the 'new game on the block' you really have no chance at expanding. There is such a HUGE difference between a new player and a vet that anyone who joins up in these older games feels far and left behind, and usually, ends up giving up because of lack of players to play with. It's not that the game is empty, it's that his 'grind mechanism' area is so different from the next that he can't play with anyone. I would love to somehow magically solve this and say "Yes, look, now you can play with your new friend, no penalties, no disadvantages to either of you, it's just good clean fun. The problem is, if you have no goals to be able to set for yourself, where is the challenge in the game? We all love to be able to sit down and have fun, but when it dwindles down to it, we need goals. We need to say "I want to be x level to be able to do y thing or wear z gear" or we need to want to get to skill level xyz in order to advance that skill up, and be that more efficient at raiding the grotto of forgotten truth. Now please don't go saying that raiding isn't the only thing to do, I realize this, but that's not the point. The fact holds true no matter what your passtime whether it's purley PvP or PvE based, there has to be a goal you set, you reach that goal, and you move onto the next. I can't see much advancement if player x and y have the same kind of feel to their characters, except one is 1 day old and the other 1 year old. If someone can come up with some meaningful task that I have playing this game in the world of "I need to difference between me and him that will affect combat" I will be right there. Until then, i'm a sceptic.
why does the goal have to be a new shiney leet item or the next level? Because those are really the only goals you can achieve in a huge grind. So if you remove the grind, what is left, you ask. Well, how about (lets keep Darkfall as an example here) making your guild stronger by attacking another guild or by crafting or plotting with another guild against third etc, improving your skills in pvp/whatever, community politics (involves a lot of things), just to mention few. Sounds like goals to me and, more importantly, sounds like FUN, not like a second job.
why does the goal have to be a new shiney leet item or the next level? Because those are really the only goals you can achieve in a huge grind. So if you remove the grind, what is left, you ask. Well, how about (lets keep Darkfall as an example here) making your guild stronger by attacking another guild or by crafting or plotting with another guild against third etc, improving your skills in pvp/whatever, community politics (involves a lot of things), just to mention few. Sounds like goals to me and, more importantly, sounds like FUN, not like a second job.
I like those ideas, I didn't even think about diplomacy. That would be something! Then players could really affect the events that happen in the game. Maybe even full-scale warfare with allied guilds or battles for territory so to speak.
Originally posted by gigomeister Originally posted by paade why does the goal have to be a new shiney leet item or the next level? Because those are really the only goals you can achieve in a huge grind. So if you remove the grind, what is left, you ask. Well, how about (lets keep Darkfall as an example here) making your guild stronger by attacking another guild or by crafting or plotting with another guild against third etc, improving your skills in pvp/whatever, community politics (involves a lot of things), just to mention few. Sounds like goals to me and, more importantly, sounds like FUN, not like a second job.
I like those ideas, I didn't even think about diplomacy. That would be something! Then players could really affect the events that happen in the game. Maybe even full-scale warfare with allied guilds or battles for territory so to speak.
I think the problems with MMORPG games is the content is not player driven. The world is essentially the same regardless of what the player does in it. There have been recent attempts to acheive this such as Eve Online and Realm vs. Realm servers, but until the economy and the world for that matter is controlled by the players than you will never achieve what you are looking for. Eve is the closest that I have seen at least on the economy part, but it still has a long way to come. I would like to see groups or guilds become police, doctors, gangs, merchants, and such and control portion of the game map where resources are located. Leveling is only for those who have nothing better to do with their lives or no kids at least. I think skill should be determined by an understanding of the economy, weapons, mounts, and resources. The smartest and most inventive player will when, and not who has the most time to spend playing.
I think the problems with MMORPG games is the content is not player driven. The world is essentially the same regardless of what the player does in it. There have been recent attempts to acheive this such as Eve Online and Realm vs. Realm servers, but until the economy and the world for that matter is controlled by the players than you will never achieve what you are looking for. Eve is the closest that I have seen at least on the economy part, but it still has a long way to come. I would like to see groups or guilds become police, doctors, gangs, merchants, and such and control portion of the game map where resources are located. Leveling is only for those who have nothing better to do with their lives or no kids at least. I think skill should be determined by an understanding of the economy, weapons, mounts, and resources. The smartest and most inventive player will when, and not who has the most time to spend playing. Just my thoughts.
Mmm..sounds like good stuff. I think that would really be satisfying to be able to change the environment of the game. I think this would really make gamers feel like they are part of the world instead of just in it. And of course, I am always for rewarding the players with the most wits and creativity. Again these are some really great ideas!
Originally posted by gigomeister Originally posted by jwflowersii I think the problems with MMORPG games is the content is not player driven. The world is essentially the same regardless of what the player does in it. There have been recent attempts to acheive this such as Eve Online and Realm vs. Realm servers, but until the economy and the world for that matter is controlled by the players than you will never achieve what you are looking for. Eve is the closest that I have seen at least on the economy part, but it still has a long way to come. I would like to see groups or guilds become police, doctors, gangs, merchants, and such and control portion of the game map where resources are located. Leveling is only for those who have nothing better to do with their lives or no kids at least. I think skill should be determined by an understanding of the economy, weapons, mounts, and resources. The smartest and most inventive player will when, and not who has the most time to spend playing. Just my thoughts.
Mmm..sounds like good stuff. I think that would really be satisfying to be able to change the environment of the game. I think this would really make gamers feel like they are part of the world instead of just in it. And of course, I am always for rewarding the players with the most wits and creativity. Again these are some really great ideas!
and now they are no longer just your thoughts! :P
TH eproblem with this, is that you need a large player base for this.
You might even run into trouble making about content for each class/profession, to have people being interested enough, so they keep supporting the global economy.
So unless you have a really large player base ~50.000 subscribers, and all are placed on the same server, i cannot see this happening...
I, like many, am tired of the same old concept, but slightly different each time.
I want a game that has twitch based combat, where someone who is brand new can compete with a veteran. Of course the combat system would need to be the type where it is easy to pick up but very hard to master. I would like the players to make their own guilds/clans, and have each one try to rule as much land and strategic locations as possible.
There would be an in-game system to allow certain members of each clan to build there own barracks or city, which is made entirely out of materials the members of that clan harvested and crafted. And there would be an all out war going on all the time between rival clans.
There would also have to be plenty to do if there was no combat going on, or if you preffered to not fight. Such as crafting, economics, harvesting etc. There would be blacksmiths crafting weapons with a unique and fun crafting system. There would be a mayor controlling the tax rates, expanding the town and welcoming new travelers to the town. There would be the army captain making plans for the next attack with his troops, and he would hire a trained assassin to take out a rival warlord.
I would just like a game where it is actually about playing the game and not just advancing your own character. I don't want to have to worry about getting that one sword that everyone else has at my level, which i will need to have to be competative. And I don't want many restrictions (if any) to combat.
Edit: and this basic concept can work for a wide variety of settings, be it future,medieval,present etc.
TH eproblem with this, is that you need a large player base for this. You might even run into trouble making about content for each class/profession, to have people being interested enough, so they keep supporting the global economy. So unless you have a really large player base ~50.000 subscribers, and all are placed on the same server, i cannot see this happening...
Guild wars has already acomplished these technicalities, they have way over that number of players online able to compete with each other all on the same server and way more interest in skills for each profession than any other MMO I've played. But once again the technical stuff is beyond the point. Anything can be accomplished with time. What we need are new visions for the future of this genre before it dries up from becoming redundant and consequently boring.
Comments
I like those ideas, I didn't even think about diplomacy. That would be something! Then players could really affect the events that happen in the game. Maybe even full-scale warfare with allied guilds or battles for territory so to speak.
I like those ideas, I didn't even think about diplomacy. That would be something! Then players could really affect the events that happen in the game. Maybe even full-scale warfare with allied guilds or battles for territory so to speak.
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Futilez - Mature MMORPG Community
Correcting people since birth.
I think the problems with MMORPG games is the content is not player driven. The world is essentially the same regardless of what the player does in it. There have been recent attempts to acheive this such as Eve Online and Realm vs. Realm servers, but until the economy and the world for that matter is controlled by the players than you will never achieve what you are looking for. Eve is the closest that I have seen at least on the economy part, but it still has a long way to come. I would like to see groups or guilds become police, doctors, gangs, merchants, and such and control portion of the game map where resources are located. Leveling is only for those who have nothing better to do with their lives or no kids at least. I think skill should be determined by an understanding of the economy, weapons, mounts, and resources. The smartest and most inventive player will when, and not who has the most time to spend playing.
Just my thoughts.
and now they are no longer just your thoughts! :P
and now they are no longer just your thoughts! :P
TH eproblem with this, is that you need a large player base for this.
You might even run into trouble making about content for each class/profession, to have people being interested enough, so they keep supporting the global economy.
So unless you have a really large player base ~50.000 subscribers, and all are placed on the same server, i cannot see this happening...
Futilez - Mature MMORPG Community
Correcting people since birth.
I want a game that has twitch based combat, where someone who is brand new can compete with a veteran. Of course the combat system would need to be the type where it is easy to pick up but very hard to master. I would like the players to make their own guilds/clans, and have each one try to rule as much land and strategic locations as possible.
There would be an in-game system to allow certain members of each clan to build there own barracks or city, which is made entirely out of materials the members of that clan harvested and crafted. And there would be an all out war going on all the time between rival clans.
There would also have to be plenty to do if there was no combat going on, or if you preffered to not fight. Such as crafting, economics, harvesting etc. There would be blacksmiths crafting weapons with a unique and fun crafting system. There would be a mayor controlling the tax rates, expanding the town and welcoming new travelers to the town. There would be the army captain making plans for the next attack with his troops, and he would hire a trained assassin to take out a rival warlord.
I would just like a game where it is actually about playing the game and not just advancing your own character. I don't want to have to worry about getting that one sword that everyone else has at my level, which i will need to have to be competative. And I don't want many restrictions (if any) to combat.
Edit: and this basic concept can work for a wide variety of settings, be it future,medieval,present etc.
I turn to you now, father death. I beg of you, please consider you may have been wrong...
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