Make PvE outside of dungeons fun. Add more stuff the the Rifts in... Rift.
Anyways, I never grouped before the dungeon finder, so the DF made my gaming experience more social, not less. And I'm sure I'm not the only one like that.
Elimintae dungeons, bring massively-multiplayer content to the open-world, eliminate PvP gear since there should be no such thing but 'gear', and emphasize dependence on players and community rather than npc's. Thank you.
I'm in favor of a dungeon finder tool to help you find people to group with. This game takes place in a society advanced enough to handle that, no problem at all. What I'm against is the instant teleportation to the instance. That feature, for me, just turns things into mini-games that destroy immersion.
Personally, I feel PVP gear vs PVE gear should be relatively equal stat wise.. If PVP master Joe, who spends countless hours pvping earning the highest tier of gear for his level fights PVE Master Jack, who chose to spend all his time doing PVE quests, Dungeons, and raids to earn the highest tier of gear for his level, both players should be equally matched gear wise...
Now, If this was 6 years ago, I would have fought against this and stated pvp gear should not be equal to end game raid gear, simply because it's harder to get end game raid gear than PVP gear.. But, since MMO's have evolved from just PVE based rewards to pvp rewards based on how much time u spend doing both, I feel the time spent in acquiring the best raid and pvp gear is relatively equal. Therefore, both should be on equal quality, IMHO..
If you disagree as I once did years ago, then well your entitled to your opinion and that's fine...
Rallithon Oakthornn (Retired Heirophant of the 60th season)
What blows my mind about queue systems is the obvious complaint that it takes players away from the social hubs yet the devs adopt a queue anywhere format ... like brainless idiots.
Queues can be fine but at least force players to return to social hubs in order to enter the queues. This solves many issues. Wow actually had this and I didn't see many complaining but for some reason Bliz added a queue anywhere system and suddenly the game world became completely pointless.
Queues should be a tool that works along side a persistance open game world and not one that negates it. The very first dev that decided queuing anywhere including queuing within a queue'd instance should be strung up and slapped naked on a busy street.
Another failure by mmo devs is separating pvp and pve rewards. Pvp should ALWAYS be about the core lore and functionality of the game. Pvp and pve should work hand in hand with each other. Pve can offer pvp objectives and vice versa but should never be exclusing.
The first failing with any system is needing different stats and caps anyway. I would bet Tor still fails in this regard anyway but they can minimize this by not offering pvp only rewards that is entirely separate from the pve game. I have little faith they will do this though as they already have cloned too much from other traditional mmo's.
I will always be amazed at how people stuck right in the middle of mmo development fail to see the most basic failings repeated over and over from each mmo release. Devs need to step back and look at their game from a macro, conceptual level and stop micro-managing/developing with mini-game solutions.
I enjoy competitive pvp (BGs, WFs, etc.). In Vanilla WoW, the grind for pvp gear was pretty insane. In BC, pvp gear became easier to get than pve gear. I do like pvp gear / items as a reward system, but the scaling in WoW is just too much. Skill should matter more than gear.
Another solution to queue issues is the ensure friend/guild options are easier and more powerful than open queues. They should be the go to toolset for players and queue's used as a last resort.
there will be pvp specific rewards and a pvp specific stat. here is what we have heard regarding said stat:
PVP gear will come with a "PVP Stat." This stat will increase a character's damage, damage absorption, and healing effectiveness specifically in PVP. It was stated that PVP gear will be, at most, 10% better for PVP then comparable PVE gear. This limit is in place to give PVP focused players a boost while still letting non-PVPers compete.
I thought I should clarify this, since there's a bit of speculation around.
We won't have cross server queuing for Flashpoints. We do think it's bad for building the server specific community, but that shouldn't be taken as some kind of of dogmatic approach to isolating servers from each other.
It has much to do with the age of the game and its community - if you start a new server and a community forms, having players create natural relationships during play is preferable over synthetic, short term relationships through a quick to use tool.
Once a game has so much content that it easily fragments the player base and local community so that it will cause long wait times for players to access such content, then the question of giving players the right tools to find other players becomes pressing again - and we'll worry about it at that time and see what the right approach will be.
As for PvP: The goal is obviously to keep queue times low. We'll do anything to ensure that people that want to play a match get a match. Features such as bolstering are a direct result of that approach. At this point there is no cross server queuing - but that does not mean we wouldn't entertain it as a measure to improve queue times if we feel it is necessary. As said, we're just practical about these things, not dogmatic.
Hope that clarifies, and, as always, interested to hear your thoughts.
PVP gear will come with a "PVP Stat." This stat will increase a character's damage, damage absorption, and healing effectiveness specifically in PVP. It was stated that PVP gear will be, at most, 10% better for PVP then comparable PVE gear. This limit is in place to give PVP focused players a boost while still letting non-PVPers compete.
It remains to be seen if this method works for them. As I mentioned before, it does not surprise me in the least that Tor clones this aspect of the game as it clearly is still a clone with regards to it's mmo component. Cloning mechanics and design isn't even the core issue as to why this division exists. The ultimate failure in mmo design and why additional limits are placed upon pvp is the different between AI and player skill.
AI hasn't truly advanced since the dawn of video games. Each and every game in the last 20+ years has ramped up their difficulty only through AI cheats and scaling. In mmo's this is represented by increasing damage, non-skill based percentages and has nothing to do with AI advancement. The extreme scaling of damage is what always creates the disconnect between pve and pvp.
Some day we may very well see developers actually solving this issue through real programming and tossing aside conventional cheats ... but not today.
Now with this aside, there are other issues that influence why developers go the the route of pve/pvp division. If fairness was truly an issue then there would be no need for pvp only gear. Devs could simply put a 10% penalty/bonus on top of existing character mechanics whenever pvp is engaged. This would even the playing field for everyone across open world and any instanced scenario. Devs do not do this ... why? Because their need to use every mechanic as a time sync is stronger than rational fairness. Bliz did it a solution and players bought into it. There could have been far better options. The driving force to why resilience was created was to solve the damage scaling problem the pve game introduced (because of crappy AI). This started the whole pvp/pvp division. It takes about 4 seconds to think up a completely superior system to this that is fair to all but developers have only one thing on their minds when each and every addition is brought to the game: time sync, time sync, time sync.
The round table of developers these days is all about time lines, costs and goals. Solutions are always as follows:
Personally, I feel PVP gear vs PVE gear should be relatively equal stat wise.. If PVP master Joe, who spends countless hours pvping earning the highest tier of gear for his level fights PVE Master Jack, who chose to spend all his time doing PVE quests, Dungeons, and raids to earn the highest tier of gear for his level, both players should be equally matched gear wise...
Now, If this was 6 years ago, I would have fought against this and stated pvp gear should not be equal to end game raid gear, simply because it's harder to get end game raid gear than PVP gear.. But, since MMO's have evolved from just PVE based rewards to pvp rewards based on how much time u spend doing both, I feel the time spent in acquiring the best raid and pvp gear is relatively equal. Therefore, both should be on equal quality, IMHO..
If you disagree as I once did years ago, then well your entitled to your opinion and that's fine...
Indeed I disagree and this is why;
Every mmorpg player can easily take 30 mins to do a couple of arena matches. Every mmorpg player can find a few friends to do this with.
Not every mmorpg player has access to a guild that runs endgame pve content. Not every player has the time needed to invest it in raiding. Basically the logistics and time spend are NOT the same for an average Joe.
Sure for mr leetpvp-er who spends all his free time doing arena and mr leetpve-er who spends all his free time doing raids the time invested is equal. But yes you can have very casual pvper, but you can't have very casual endgame raiding. THAT is why the rewards should never be equal. IMO of course.
Since when does Star Wars ip have dungeons or even a group finder.
Replace the term "dungeons" with "bases" or "Fortifications"... as for group finder, do you really find it that hard to believe that there is a clever network available to assist when trying to assemble a team for a particular task or job?
This fits the IP perfectly, even if they choose not to put it in the game
Since when does Star Wars ip have dungeons or even a group finder.
Since always.
I have always had to call, text, IM, etc friends to get together to do tradtional pnp Star Wars rpg'ing. We then wait until the decided upon time to get together to play. This is a queue.
The real world offers many forms of communication, social organizations and other ways for a populace to arrange social meetings and events. Mmo's traditionally offer very few. It is very recent that we are seeing the developement of in world social organizers and queue's are too overly simple and take too much control away from the players. Players should drive social organization yet devs choose to handle too much of it thereby destroying the social element.
Devs have simply gone in the wrong direction. They have pandered to the lazy with queue's and also driven off in the wrong direction attaching real world social mechanics like facebook and twitter than perhaps assist with organizing people outside the game but does little to evolve in game social structure.
So much thought has gone into developing visuals, sounds and realistic environments to set a social scene but near total ignorance on core, fundamental human social mechanics we take for granted today. The entire evolution of human kind can be summarized with the advancement of communicating information yet mmo's provide the most limited and clunky toolsets for it ... and we get shortcut fixes like queue's created because of this lack of thought.
Since when does Star Wars ip have dungeons or even a group finder.
Replace the term "dungeons" with "bases" or "Fortifications"... as for group finder, do you really find it that hard to believe that there is a clever network available to assist when trying to assemble a team for a particular task or job?
This fits the IP perfectly, even if they choose not to put it in the game
It doesn't fit the ip whatsoever but hey whatever makes some happy I guess.
Since when does Star Wars ip have dungeons or even a group finder.
Replace the term "dungeons" with "bases" or "Fortifications"... as for group finder, do you really find it that hard to believe that there is a clever network available to assist when trying to assemble a team for a particular task or job?
This fits the IP perfectly, even if they choose not to put it in the game
It doesn't fit the ip whatsoever but hey whatever makes some happy I guess.
A lot of blabla. Personally it'd make me happy if people would come up with more logical arguments that had more common sense in them or just shut up and move on to MMO's that they like and stick there, but hey, we can't have it all.
As for the argument, since when can people die and be resurrected every time in LotR or SW or AoC IP? Since when could the characters be healed fully even during combat? Since when could they hop from one place in the world in a few seconds to whole countries further like you can in MMO's?
An IP is what it is, a game is a game. God forbid that a game or MMO uses game features and mechanics
The ease with which predictions are made on these forums: Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."
And as for those crying about it, let me just remind you of the scores of FAILING games out there right now that include these features.
How about we break the mold??
Everything I read and hear suggests to me that Bioware "gets it", and is making one Hell of a game. Yeah, it might be similar in some ways to other games, but it is DIFFERENT in many ways as well.
As Bruce Lee said, "keep what works, throw the rest away".
Speaking on the Dungeon Finder, I find that it is tool for people who dont care for the games content in-between. Take for instance that old game WoW. Yea, I hate that word now too...But anyway,, in WoW once you make 15 or 17 the dungeon finder tool is open because the first dungeon is available.
You then queue and run a dungeon and level. You queue up again, run the dungeon and level. You keep following that routine and as you reach new levels other dungeons open up with the exception of the ones that force you to do a quest chain first to unlock them. Even then its just a few. So eventually you will be following that routine and make level cap before you know it. Then you look back and say..."Gee. I got to the point I can run raids and start doing endgame, but what did I miss?"
I fell in that trap. Fortunately when they introduced the Dungeon finder I was already level 70 so I seen most of everything before that level. But between 70 and level cap I noticed I missed allot of content...and some fun content.
I begin to ask a question to myself, why did the developer want to set a system up that allowed players to pretty much skip 75% of the content? For crying out loud they spent countless days and nights to develope an expansive continent that rarely got walked on.
I would be one upset employee if I spent long hours building a particular zone to find out one of my co-workers developed a system that would allow players to indirectly out level the zone. You cant get feed back if people are not playing in the content you provided for them. I feel sorry for those folks.
What happened to the good O'games that forced you to at least walk through almost every zone to get to your objective? What happned to the sense of adventure and the challenge of the adventure to get to your objective?
I personally believe that the mmorpg community for the most part and the developers in some cases has made the genre a competition and has forgotten its not about "I got here before you and have all the pretties", but about, "Wow! It took me awhile to get here and got into some tight spots, but it felt like an adventure and feels like I accomplished something."
Hopefully SWTOR will not have the dungeon finder and has made the game challenging and fun.
I'd love to see both a game and a movie that are more realistic -
You want to cross continents in a boat?
Sit in front of your computer screen or in the movie theatre for months. Months. Doing nothing but trying to not get scurvy.
Get injured in combat? Sit in front of your computer screen or in the movie theatre for weeks doing nothing but watching your character sleep and p*ss him/herself.
Games are suppose to be fun. Leave all that "not realistic" and "doesn't fit the IP" stuff at the door please.
Comments
[Mod Edit]
The tears of the Pre-CU NGE padawans who became perma-deathed after running into my old BH Guild sustains me with my best SW moments.
TOR will never come close to that.
Not bashing anyone who likes TOR but it won't be for me.
You want to solve the dungeon finder problem?
Make PvE outside of dungeons fun. Add more stuff the the Rifts in... Rift.
Anyways, I never grouped before the dungeon finder, so the DF made my gaming experience more social, not less. And I'm sure I'm not the only one like that.
As far as arenas go, never liked them, but am not against them, don't care if they are in oe out.
Dungeon finder, imo, is a really nice too, but only as long as it makes groups with people from the same server, not x-server.
Elimintae dungeons, bring massively-multiplayer content to the open-world, eliminate PvP gear since there should be no such thing but 'gear', and emphasize dependence on players and community rather than npc's. Thank you.
I'm in favor of a dungeon finder tool to help you find people to group with. This game takes place in a society advanced enough to handle that, no problem at all. What I'm against is the instant teleportation to the instance. That feature, for me, just turns things into mini-games that destroy immersion.
As for Arenas: Bring 'em On!
Personally, I feel PVP gear vs PVE gear should be relatively equal stat wise.. If PVP master Joe, who spends countless hours pvping earning the highest tier of gear for his level fights PVE Master Jack, who chose to spend all his time doing PVE quests, Dungeons, and raids to earn the highest tier of gear for his level, both players should be equally matched gear wise...
Now, If this was 6 years ago, I would have fought against this and stated pvp gear should not be equal to end game raid gear, simply because it's harder to get end game raid gear than PVP gear.. But, since MMO's have evolved from just PVE based rewards to pvp rewards based on how much time u spend doing both, I feel the time spent in acquiring the best raid and pvp gear is relatively equal. Therefore, both should be on equal quality, IMHO..
If you disagree as I once did years ago, then well your entitled to your opinion and that's fine...
Rallithon Oakthornn
(Retired Heirophant of the 60th season)
What blows my mind about queue systems is the obvious complaint that it takes players away from the social hubs yet the devs adopt a queue anywhere format ... like brainless idiots.
Queues can be fine but at least force players to return to social hubs in order to enter the queues. This solves many issues. Wow actually had this and I didn't see many complaining but for some reason Bliz added a queue anywhere system and suddenly the game world became completely pointless.
Queues should be a tool that works along side a persistance open game world and not one that negates it. The very first dev that decided queuing anywhere including queuing within a queue'd instance should be strung up and slapped naked on a busy street.
You stay sassy!
LoL @ queues. Never again will I wait in line to play a video game. Yes, I'm being a snob. Sorry in advance.
Vault-Tec analysts have concluded that the odds of worldwide nuclear armaggeddon this decade are 17,143,762... to 1.
Another failure by mmo devs is separating pvp and pve rewards. Pvp should ALWAYS be about the core lore and functionality of the game. Pvp and pve should work hand in hand with each other. Pve can offer pvp objectives and vice versa but should never be exclusing.
The first failing with any system is needing different stats and caps anyway. I would bet Tor still fails in this regard anyway but they can minimize this by not offering pvp only rewards that is entirely separate from the pve game. I have little faith they will do this though as they already have cloned too much from other traditional mmo's.
I will always be amazed at how people stuck right in the middle of mmo development fail to see the most basic failings repeated over and over from each mmo release. Devs need to step back and look at their game from a macro, conceptual level and stop micro-managing/developing with mini-game solutions.
You stay sassy!
I enjoy competitive pvp (BGs, WFs, etc.). In Vanilla WoW, the grind for pvp gear was pretty insane. In BC, pvp gear became easier to get than pve gear. I do like pvp gear / items as a reward system, but the scaling in WoW is just too much. Skill should matter more than gear.
Another solution to queue issues is the ensure friend/guild options are easier and more powerful than open queues. They should be the go to toolset for players and queue's used as a last resort.
You stay sassy!
there will be pvp specific rewards and a pvp specific stat. here is what we have heard regarding said stat:
PVP gear will come with a "PVP Stat." This stat will increase a character's damage, damage absorption, and healing effectiveness specifically in PVP. It was stated that PVP gear will be, at most, 10% better for PVP then comparable PVE gear. This limit is in place to give PVP focused players a boost while still letting non-PVPers compete.
http://darthhater.com/2011/05/05/fan-site-summit-pvp-information-learned/
as for a dungeon finder tool, we dont know yet if there will be one, but we do know that if there is one(at launch) it won't be cross-server:
GeorgZoeller
Joined: May 2010
05.05.2011 , 09:50 PM
Hi guys,
I thought I should clarify this, since there's a bit of speculation around.
We won't have cross server queuing for Flashpoints. We do think it's bad for building the server specific community, but that shouldn't be taken as some kind of of dogmatic approach to isolating servers from each other.
It has much to do with the age of the game and its community - if you start a new server and a community forms, having players create natural relationships during play is preferable over synthetic, short term relationships through a quick to use tool.
Once a game has so much content that it easily fragments the player base and local community so that it will cause long wait times for players to access such content, then the question of giving players the right tools to find other players becomes pressing again - and we'll worry about it at that time and see what the right approach will be.
As for PvP: The goal is obviously to keep queue times low. We'll do anything to ensure that people that want to play a match get a match. Features such as bolstering are a direct result of that approach. At this point there is no cross server queuing - but that does not mean we wouldn't entertain it as a measure to improve queue times if we feel it is necessary. As said, we're just practical about these things, not dogmatic.
Hope that clarifies, and, as always, interested to hear your thoughts.
http://www.swtor.com/community/showthread.php?p=6315137#post6315137
It remains to be seen if this method works for them. As I mentioned before, it does not surprise me in the least that Tor clones this aspect of the game as it clearly is still a clone with regards to it's mmo component. Cloning mechanics and design isn't even the core issue as to why this division exists. The ultimate failure in mmo design and why additional limits are placed upon pvp is the different between AI and player skill.
AI hasn't truly advanced since the dawn of video games. Each and every game in the last 20+ years has ramped up their difficulty only through AI cheats and scaling. In mmo's this is represented by increasing damage, non-skill based percentages and has nothing to do with AI advancement. The extreme scaling of damage is what always creates the disconnect between pve and pvp.
Some day we may very well see developers actually solving this issue through real programming and tossing aside conventional cheats ... but not today.
Now with this aside, there are other issues that influence why developers go the the route of pve/pvp division. If fairness was truly an issue then there would be no need for pvp only gear. Devs could simply put a 10% penalty/bonus on top of existing character mechanics whenever pvp is engaged. This would even the playing field for everyone across open world and any instanced scenario. Devs do not do this ... why? Because their need to use every mechanic as a time sync is stronger than rational fairness. Bliz did it a solution and players bought into it. There could have been far better options. The driving force to why resilience was created was to solve the damage scaling problem the pve game introduced (because of crappy AI). This started the whole pvp/pvp division. It takes about 4 seconds to think up a completely superior system to this that is fair to all but developers have only one thing on their minds when each and every addition is brought to the game: time sync, time sync, time sync.
The round table of developers these days is all about time lines, costs and goals. Solutions are always as follows:
Content = progression restriction/content limitations = cheat
AI = emulate, no creat = cheat
World design = not macro development but micro components = cheat
The only fix to all the queue issues, world content/size and pvp/pve synergy is the find ways to get past the current development restrictions.
I just talked myself into being sad and having little faith with the future of mmo's ... but that is easy to do so I don't worry about it
You stay sassy!
Originally posted by oakthornn
Personally, I feel PVP gear vs PVE gear should be relatively equal stat wise.. If PVP master Joe, who spends countless hours pvping earning the highest tier of gear for his level fights PVE Master Jack, who chose to spend all his time doing PVE quests, Dungeons, and raids to earn the highest tier of gear for his level, both players should be equally matched gear wise...
Now, If this was 6 years ago, I would have fought against this and stated pvp gear should not be equal to end game raid gear, simply because it's harder to get end game raid gear than PVP gear.. But, since MMO's have evolved from just PVE based rewards to pvp rewards based on how much time u spend doing both, I feel the time spent in acquiring the best raid and pvp gear is relatively equal. Therefore, both should be on equal quality, IMHO..
If you disagree as I once did years ago, then well your entitled to your opinion and that's fine...
Indeed I disagree and this is why;
Every mmorpg player can easily take 30 mins to do a couple of arena matches. Every mmorpg player can find a few friends to do this with.
Not every mmorpg player has access to a guild that runs endgame pve content. Not every player has the time needed to invest it in raiding. Basically the logistics and time spend are NOT the same for an average Joe.
Sure for mr leetpvp-er who spends all his free time doing arena and mr leetpve-er who spends all his free time doing raids the time invested is equal. But yes you can have very casual pvper, but you can't have very casual endgame raiding. THAT is why the rewards should never be equal. IMO of course.
Damn forgot to quote... ah well it was in response to Oakthornn's message, edited the message, but not after posting this one :P
Shouldve posted through the forum and not the quick response thingy :P
Since when does Star Wars ip have dungeons or even a group finder.
That's not the point and you know it. The Warcraft RTS games didn't have group finder either...
It's an mmorpg and it's expected to come with certain features.
Replace the term "dungeons" with "bases" or "Fortifications"... as for group finder, do you really find it that hard to believe that there is a clever network available to assist when trying to assemble a team for a particular task or job?
This fits the IP perfectly, even if they choose not to put it in the game
Since always.
I have always had to call, text, IM, etc friends to get together to do tradtional pnp Star Wars rpg'ing. We then wait until the decided upon time to get together to play. This is a queue.
The real world offers many forms of communication, social organizations and other ways for a populace to arrange social meetings and events. Mmo's traditionally offer very few. It is very recent that we are seeing the developement of in world social organizers and queue's are too overly simple and take too much control away from the players. Players should drive social organization yet devs choose to handle too much of it thereby destroying the social element.
Devs have simply gone in the wrong direction. They have pandered to the lazy with queue's and also driven off in the wrong direction attaching real world social mechanics like facebook and twitter than perhaps assist with organizing people outside the game but does little to evolve in game social structure.
So much thought has gone into developing visuals, sounds and realistic environments to set a social scene but near total ignorance on core, fundamental human social mechanics we take for granted today. The entire evolution of human kind can be summarized with the advancement of communicating information yet mmo's provide the most limited and clunky toolsets for it ... and we get shortcut fixes like queue's created because of this lack of thought.
You stay sassy!
It doesn't fit the ip whatsoever but hey whatever makes some happy I guess.
A lot of blabla. Personally it'd make me happy if people would come up with more logical arguments that had more common sense in them or just shut up and move on to MMO's that they like and stick there, but hey, we can't have it all.
As for the argument, since when can people die and be resurrected every time in LotR or SW or AoC IP? Since when could the characters be healed fully even during combat? Since when could they hop from one place in the world in a few seconds to whole countries further like you can in MMO's?
An IP is what it is, a game is a game. God forbid that a game or MMO uses game features and mechanics
The ACTUAL size of MMORPG worlds: a comparison list between MMO's
The ease with which predictions are made on these forums:
Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."
Good news, and a couple of steps in the right direction in my opinion.
Whatever it takes to make MMORPGs feel more like worlds, and less like queue hubs, is a great thing.
Two thumbs up.
I agree completely with Gregg on this.
And as for those crying about it, let me just remind you of the scores of FAILING games out there right now that include these features.
How about we break the mold??
Everything I read and hear suggests to me that Bioware "gets it", and is making one Hell of a game. Yeah, it might be similar in some ways to other games, but it is DIFFERENT in many ways as well.
As Bruce Lee said, "keep what works, throw the rest away".
Speaking on the Dungeon Finder, I find that it is tool for people who dont care for the games content in-between. Take for instance that old game WoW. Yea, I hate that word now too...But anyway,, in WoW once you make 15 or 17 the dungeon finder tool is open because the first dungeon is available.
You then queue and run a dungeon and level. You queue up again, run the dungeon and level. You keep following that routine and as you reach new levels other dungeons open up with the exception of the ones that force you to do a quest chain first to unlock them. Even then its just a few. So eventually you will be following that routine and make level cap before you know it. Then you look back and say..."Gee. I got to the point I can run raids and start doing endgame, but what did I miss?"
I fell in that trap. Fortunately when they introduced the Dungeon finder I was already level 70 so I seen most of everything before that level. But between 70 and level cap I noticed I missed allot of content...and some fun content.
I begin to ask a question to myself, why did the developer want to set a system up that allowed players to pretty much skip 75% of the content? For crying out loud they spent countless days and nights to develope an expansive continent that rarely got walked on.
I would be one upset employee if I spent long hours building a particular zone to find out one of my co-workers developed a system that would allow players to indirectly out level the zone. You cant get feed back if people are not playing in the content you provided for them. I feel sorry for those folks.
What happened to the good O'games that forced you to at least walk through almost every zone to get to your objective? What happned to the sense of adventure and the challenge of the adventure to get to your objective?
I personally believe that the mmorpg community for the most part and the developers in some cases has made the genre a competition and has forgotten its not about "I got here before you and have all the pretties", but about, "Wow! It took me awhile to get here and got into some tight spots, but it felt like an adventure and feels like I accomplished something."
Hopefully SWTOR will not have the dungeon finder and has made the game challenging and fun.
I'd love to see both a game and a movie that are more realistic -
You want to cross continents in a boat?
Sit in front of your computer screen or in the movie theatre for months. Months. Doing nothing but trying to not get scurvy.
Get injured in combat? Sit in front of your computer screen or in the movie theatre for weeks doing nothing but watching your character sleep and p*ss him/herself.
Games are suppose to be fun. Leave all that "not realistic" and "doesn't fit the IP" stuff at the door please.