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“Annoying Trends” Questions and Concerns.

WellzyCWellzyC Member UncommonPosts: 599

[Not a troll post, legitimate questions]

 

There are some really obnoxious trends in themeparks games, and I’m trying desperately to avoid them before I spend money on any title. Since this game is getting ramped up as it is going into larger betas I need some crucial information about some pet peeves.

 

I am very interested in this title, I love housing, creative pvp, Raiding, grouping, Trinity grouping especially, lots of stuff about this game has me excited. But there are defiantly some issues that could be deal breakers for me that I need to figure out.

 

Any of the following true? Or false?

 

  1. When watching some gameplay video I noticed when the character died he was able to rez himself in the same spot he died  (swtor style) This is a deal breaker for me, I can’t stand the no death penalty crap.

 

  1. Small hotbar?   I like having lots of builds and abilities on my character. Yes.. you never really had a reason to use Mind Vision, or Hawk Eye, but they were fun! I like lots of abilities to choose from so I can play in lots of different ways. Even fun silly spells and abilities are great!  GW2 was just awful when it came to combat and abilities, by lvl 20 you were just bored to tears of your character.   (Mind controlling silly horde off the Great Lift anyone?)

 

 

  1. Out of combat insta health?  Another thing that drove me nuts in gw2. When you were out of combat you healed up instantly. The staple of any RPG is being smart about managing your health. Recovery should require medding, eating, bandaging or being healed by another player. Don’t get me wrong, EQ and DAOC health regain was a little too harsh, but I like a happy medium, otherwise it’s too much like an arcade game, not an RPG.

 

 

  1. Avoiding red circles? Sorry for picking on GW2, but lots of things about that game annoyed me. Wildstar as a similar mechanic with avoiding red stuff on the ground. GW2 combat “strategy” was basically using your dodge button to avoid dmg, and that was the extent of any strategy. Think they will lean too far on this “stay out of the red” mechanic where combat has no real strategy?   Combat should be about keeping your defense spells up and the right time, knowing when to be aggressive and when to be defensive, using situational spells and abilities, using cc when you are outnumbered; things like that. If combat is so simple that I could use a joy stick to play, than it is not for me.

 

 

  1. Far too much solo content? I play mmos to group and socialize; I’m tired of the single player games with chat boxes.

 

 

Well this is getting lengthy, so I will wrap it up. I just need to know about some of these trends if they are or are not in the game, because it will greatly determine if I spend my hard earned money on it, because some of these mechanics I just won’t support.

If anyone has any insight on this I would greatly appreciate it.

The way mmo's were: Community, Exploration, Character Development, Conquest.

The way mmo's are now : Cut-Scenes,Cut-Scenes, solo Questing, Cut-Scenes...


www.CeaselessGuild.com

Comments

  • statrickstatrick Member UncommonPosts: 13

    unfortunately, if you dislike those first 4 features then this game probably isn't going to be fun for you.

    to each his own though    

  • jimdandy26jimdandy26 Member Posts: 527

    Number 2 is a but of a misnomer as "fun" buttons are not going away. The limited hotbar is almost entirely just your combat stuff. Mount buitton for example does not take up space on it. And hey, mounts get there own buttons too!

    Number 4 I am a but iffy on myself, and have come to the conclusion that I am going to have to get hands on with it to make the determination of whether its good, and if I can stand it. The argument of instant communication from being able to see monster and player abilities is a rather strong one for me.

    Number 5 I do not believe is fair. Have you read his might aswell have been a blog post about how they are catering to the 1%'s of the different feilds? There is most certainly a segment of the population that wants to play around others but not with others and he believes there are enough that it is worth catering to that crowd. There is still plenty (based on what has been seen) of group play, both pve and pvp, to keep anyone busy who wants to do that content.

    I did battle with ignorance today, and ignorance won.

    To exercise power costs effort and demands courage. That is why so many fail to assert rights to which they are perfectly entitled - because a right is a kind of power but they are too lazy or too cowardly to exercise it. The virtues which cloak these faults are called patience and forbearance.

  • JacobinJacobin Member RarePosts: 1,009

    All 5 of those things will be in the game.

    1) I agree instant self rez is the epitome of catering to casuals, but its not a deal breaker for me.

     

    2) I prefer limited skill bars as they force players to make build choices so not every single character of a class plays in exactly the same way. Promoting build diversity is good.

    Also WS is about having the player pay attention to his surroundings and reacting to things, not managing the UI with 10 bars of skills.

     

    3) I agree this also caters to casuals, but its a standard in MMOs now. Spending time resting just slows down the action for people which means they accomplish less in a limited timeframe.

     

    4) Well WS combat system is pretty much entirely build on red circles. The idea is to make combat more action oriented and less about managing the UI.

     

    5) Even people who are part of large social guilds want solo content because there will always be times when people want to play the game but don`t have friends around. This is why group finder is a necessity these days.

    Its also a myth that people who want solo content are just playing single player. They like being in a living world with other people running around and chatting. They also do want to play group content, just not to the same extent as other people.

    That said WS devs have said that the best stuff will come from high end content like raiding and warplots which will require working with groups.

  • DOGMA1138DOGMA1138 Member UncommonPosts: 476


    Originally posted by WellzyC
    When watching some gameplay video I noticed when the character died he was able to rez himself in the same spot he died (swtor style) This is a deal breaker for me, I can’t stand the no death penalty crap.

    Well, Rift also had this and it wasn't such an issue if the manage the cool down and penalties(gold, xp, gear damage etc) properly.
    An arbitrary length of a corpse run is not a penalty by any stretch of the imagination just an utter annoyance. And a auto-rez button can have just as much(or even more so) severe penalties if done properly.


    Originally posted by WellzyC
    Small hotbar? I like having lots of builds and abilities on my character. Yes.. you never really had a reason to use Mind Vision, or Hawk Eye, but they were fun! I like lots of abilities to choose from so I can play in lots of different ways. Even fun silly spells and abilities are great! GW2 was just awful when it came to combat and abilities, by lvl 20 you were just bored to tears of your character. (Mind controlling silly horde off the Great Lift anyone?)

    Do you really use more than 8 abilities during combat in say WoW? nope... fluff abilities currently do not take an action bar slot, so things like potions, mounts, and other stuff should still be available. Mind Vision and Hawk Eye are not something i would call "core combat abilities"....


    Originally posted by WellzyC
    Out of combat insta health? Another thing that drove me nuts in gw2. When you were out of combat you healed up instantly. The staple of any RPG is being smart about managing your health. Recovery should require medding, eating, bandaging or being healed by another player. Don’t get me wrong, EQ and DAOC health regain was a little too harsh, but I like a happy medium, otherwise it’s too much like an arcade game, not an RPG.

    Hard to know if how this will affect the final game, might be an issue might not be an issue. But since the game rewards you for getting multikills, waiting to go out of combat to regain health will severely slow down your XP rate, same goes to taking only 1 mob at the time.
    The game clearly wants you take risks and rewards you for tackling them successfully.
    Slow health regen does not make a game harder, it only forces devs to give all classes a heal ability and artificially slows down progress for people that do not buy food and other health restoring stuff.
    So unless the only thing you care about is 1 shotting people that are eating their banana bread with your ambush or aimed shot i don't see a real issue with this.


    Originally posted by WellzyC
    Avoiding red circles? Sorry for picking on GW2, but lots of things about that game annoyed me. Wildstar as a similar mechanic with avoiding red stuff on the ground. GW2 combat “strategy” was basically using your dodge button to avoid dmg, and that was the extent of any strategy. Think they will lean too far on this “stay out of the red” mechanic where combat has no real strategy? Combat should be about keeping your defense spells up and the right time, knowing when to be aggressive and when to be defensive, using situational spells and abilities, using cc when you are outnumbered; things like that. If combat is so simple that I could use a joy stick to play, than it is not for me.

    How is the red circle different than looking at their cast bar? Is "Crimson Whelp is casting fireball - wait for the last moment to kick" sounds much better to you?
    So far from what we can tell WS gives you several options, you can evade, or maybe decide to interrupt or take the chance to strike a vulnerable spot etc.
    Also telegraphs appear in PVP aswell which might actually bring some new mechanics to PVP which might help solve the who can hit the buttons quicker problems in MMO's who are locked into the RPS loop.



    Originally posted by WellzyC
    Far too much solo content? I play mmos to group and socialize; I’m tired of the single player games with chat boxes.

    It's beta, they've only added their 2nd dungeon, the Dominion side is now only being really released, and it's kinda hard to show group content in conferences like PAX since you only allow a very short demo for each player.

  • SiphaedSiphaed Member RarePosts: 1,114
    Originally posted by WellzyC

    [Not a troll post, legitimate questions]

     

    There are some really obnoxious trends in themeparks games, and I’m trying desperately to avoid them before I spend money on any title. Since this game is getting ramped up as it is going into larger betas I need some crucial information about some pet peeves.

     

    I am very interested in this title, I love housing, creative pvp, Raiding, grouping, Trinity grouping especially, lots of stuff about this game has me excited. But there are defiantly some issues that could be deal breakers for me that I need to figure out.

     

    Any of the following true? Or false?

     

    1. When watching some gameplay video I noticed when the character died he was able to rez himself in the same spot he died  (swtor style) This is a deal breaker for me, I can’t stand the no death penalty crap.

     

    1. Small hotbar?   I like having lots of builds and abilities on my character. Yes.. you never really had a reason to use Mind Vision, or Hawk Eye, but they were fun! I like lots of abilities to choose from so I can play in lots of different ways. Even fun silly spells and abilities are great!  GW2 was just awful when it came to combat and abilities, by lvl 20 you were just bored to tears of your character.   (Mind controlling silly horde off the Great Lift anyone?)

     

     

    1. Out of combat insta health?  Another thing that drove me nuts in gw2. When you were out of combat you healed up instantly. The staple of any RPG is being smart about managing your health. Recovery should require medding, eating, bandaging or being healed by another player. Don’t get me wrong, EQ and DAOC health regain was a little too harsh, but I like a happy medium, otherwise it’s too much like an arcade game, not an RPG.

     

     

    1. Avoiding red circles? Sorry for picking on GW2, but lots of things about that game annoyed me. Wildstar as a similar mechanic with avoiding red stuff on the ground. GW2 combat “strategy” was basically using your dodge button to avoid dmg, and that was the extent of any strategy. Think they will lean too far on this “stay out of the red” mechanic where combat has no real strategy?   Combat should be about keeping your defense spells up and the right time, knowing when to be aggressive and when to be defensive, using situational spells and abilities, using cc when you are outnumbered; things like that. If combat is so simple that I could use a joy stick to play, than it is not for me.

     

     

    1. Far too much solo content? I play mmos to group and socialize; I’m tired of the single player games with chat boxes.

     

     

    Well this is getting lengthy, so I will wrap it up. I just need to know about some of these trends if they are or are not in the game, because it will greatly determine if I spend my hard earned money on it, because some of these mechanics I just won’t support.

    If anyone has any insight on this I would greatly appreciate it.

    1.  Because being penalized and running as a ghost for 5-10 minutes is such an enjoyable experience?  Not!  That's the biggest waste of time in an MMORPG that I'd rather log out and play some insta-gib LoL or TF2 instead of that crap. 
    2. Maybe you got bored by level 20 in GW2, but I sure in the hell didn't.  In fact, you don't get an Elite ability unlocked until level 30.....so, ya, that's bull.   Each class having bar-switching mechanics such as Elementalist Attunements, Weapon swapping, Engineer kits, and so on.  Not sure how Wildstar stacks up against that, but it's still a manner of how you play, not how many abilities you have on hand.  Also, if they're all on GCD, it's not going to matter if you have 1,000 abilities to use, you can only do 1 at a time. 
    3. Again another thing just like #1, where the question is: "Who the hell wants to sit in the same spot to drink healing and mana potions or heal through bandages for 30sec-1.5min at a time?" It's such a time waster and a total inconvenience for the player.  Something that's an old mechanic used to bait the player into spending more time in a game (i.e. slow progress down so that can stay subscribed longer....)
    4. Are you kidding me? Combat is far more strategic in GW2 than many, almost all, MMO's that came before it. Certainly far more than WoW.  Sure, the red circles are there to alert the player,  but it's not there 100% of the time and certainly doesn't show for those that are melee classes....it's mainly Field indicators, which  isn't too shabby.  Yes, Wildstar goes far further beyond this and does EVERY ability (from the videos I've watched), so it'll be hit or miss on how that feels). But, this game also has double-jump as well as dodging.  Moving in combat trumps standing there with a shield to "blocK' (by dice roll, no less) every time.
    5. Yes, there is solo content.  Just as there is group combat.  From the videos I've seen, there seems to be a larger mix of the two in the game.  The zone had quite a few "elite" type mobs dropped in as well as what's called a "zone boss", which all seem to be group content.    Having some solo content isn't bad, because there are those that want to play like 80% solo and 20% with friends or group PUG's. That's alright.  You're not the center of the MMO universe, you know; 100% grouping content is an archaic thing of the past.
     
     
    Looks like Wildstar isn't for you.  It's got everything you 'dislike' about MMORPG's; on the other hand it has everything that I love about them.  The combat is action type, it's got a joke-ridden undertone, there's player housing, content is solo and group related, and it borrows much of GW2's gameplay style.


  • VolkmarVolkmar Member UncommonPosts: 2,501

    1) It is unknown at this point in time what is the dead penalty for Wildstar but my money is on a pretty light system. The only thing I do not know if it will allow the inplace Rezz or if it will have short corpse runs like WoW.

    2) Wildstar has a small hotbar, exactly like GW2 and ESO. It bothers me a bit too, but I hope Wildstar will have more variety than GW2. They do promise you will have 35+ active skills in each class, so that is a good enough variety, especially if they enable different types of gameplay on the same class. It hints to this in the fact classes can be 2 roles of the holy trinity so far.

    3)From the videos, it seems regen out of combat is quite fast, but not instant. Though it does not require any bandages, food or the like. It does not bother me almost all, the difference between quick health regeneration and instant health regeneration is very small.

    4) Beside that GW2 strategy was much more than avoiding red circles, Wildstar has a similar approach, only elevated to the nth power. Some of those mobs attacks are crazy with many different shapes, patterns and stuff. Much more variety than GW2 that permit them to have different, more advanced strategies for more advanced bosses.

    5) Wildstar seems to have quite the usual content types for an MMO with two differences: different paths encourage grouping as you may want to see Soldier missions when you are an Explorer and only way to do that is to group with your Soldier friend. Second difference is that there is more solo content at end level... or maybe not more, but higher quality. Everyone knows Dailies, the staple of solo content at end game, but it looks like Carbine is trying to do something different there, hopefully better.

    "If you give a man a fish, you feed him for a day, if you teach him how to fish, you feed him for a lifetime"



  • FluxiiFluxii Member Posts: 184

    I'm in beta so I won't directly answer any of your questions but, long story short?

     

    You'd probably be most happy back in EQ1.

  • IcewhiteIcewhite Member Posts: 6,403
    Originally posted by Fluxii

    I'm in beta so I won't directly answer any of your questions but, long story short?

     

    You'd probably be most happy back in EQ1.

    "This is not the game you are looking for. You already know where to find the game you are looking for."

    Sounds unfriendly, but it turns out to be the short-form answer about 95% of the time.

    Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

  • neorandomneorandom Member Posts: 1,681

    op youll hate this game, as for your number 4.

     

    theres no 10 second super buffs on long cd to time here.  its not about scripting boss fights, you just have to be not afk and paying attn to get out of the red death marks.  if you get caught in them youre likely going to die in 1 hit, or be left unable to take the next few normal hits.

     

    its called action combat, and its alot more fun then old wow auto slash face tanking afk while some healer keeps you up.

  • ThreshThresh Member Posts: 52

    I believe that's where the core difference between youngins and older generation lies. For youngins stuff like death penalty and health management is purely detrimental for the game. As you've read some of the replies above, they want insta-rez, no penalty, insta health etc. Typical to what modern games cater towards.

    For older generation there are such things as strategy, choosing your fights, calculation whenever that orange con mob(daoc slang) is worth taking on solo, knowing that there will be consequences for dumb decisions, rewarding smarter choices, etc. 

    I guess COD and other ADHD friendly stuff really spoiled the young. It's full of that I just wanna go in click-click-click kill stuff and god forbid there's a minute of inconvenience if I do something wrong.

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