The content locusts who force lazy game mechanics in order to increase longevity, whose playstyle results in dailies, tedious gear grinds and endless repetition of the same dungeons and raids. Is their insatiable appetite for content and overly-serious devotion to obtaining a meaningless trinket in a game ruining the fun for the rest of us?
You received 25 LOLs.
You are posting some laughably bad content, please desist.
Comments
So you like the given 30 day easy games that are barely mmos that are cash shop driven?
Do you think ANYONE has any influence on what developers are making anyway ?
Hardcore =/= content locusts. Hardcore is an attitude, it is a desire to master any given game through learning the mechanics, the systems and playing through the content. Casual players who sink a lot of time into MMOs are just as bad at consuming content and asking for more.
Secondly, lazy game mechanics are a result of bad game design. You cannot blame the players, be they hardcore or casual, for developers releasing crappy code. Nobody wants shitty grinds, why would they? You think raiders want to play the same raid for 6 months to get minor improvements to their gear? No, of course not, they just want to play the game they enjoy, with their friends, but due to poor game design they have no real options for what they can do except grind raids / dailies etc.
Ultimately, what you are talking about is simply the result of the themepark paradigm. Themeparks rely 100% of developer made content so regardless of the player type, eventually the game will run out of content because developing content is difficult, time consuming and expensive. Themeparks can only release enough content if they have a crazy amount of money coming in, but even WoW never managed to release enough content quick enough.
Developers simply need to go back to the drawing board. Revisit the sandbox concepts that increase longevity and apply modern design practices and polish to them. Consider building hybrid games, using themepark elements (scripted quests and dungeons ) to tell the stories, but use the sandbox elements (crafting, economy, player housing, pvp, hobbies, event systems etc) to keep people playing for longer.
None of this really requires additional content but to stop swarming players with quick content. Hardcore players aren't just looking to beat the game but just stay ahead of the curve and be more involved. It only seems that they fly through content because the devs make the content so very quick to finish with no difficulty and guide you from step to step. This is due to casual's as we call them which aren't exactly casual players but what were considered casual raiders before who whined on not getting that rare drop over someone who shows up every day for months.
Though at the same time there are some unnessesery grinds and RNG things that make being hardcore really depressing xD
The OP is talking shit. Hardcore players aren’t ruining MMOs, it is the casuals, the pvp gankers, the pve carebears, the F2P freeloaders, the whales, the group players and the solo’ers, the raiders, the grinders, the traders and the crafters, and if you disagree then your definition of the term is wrong and we should descend into semantics for the remainder of the thread.
You are posting some laughably bad content, please desist.
This video sums up alot of the problems with MMO's atm imo
Crazkanuk
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All joking aside, but do you really think its literally everyone else, that is ruining games? not that i am saying that hardcore players do ruin games, i don't think they hang around long enough most of the time to have that much impact anyway, as there is always 'another mountain to climb'.
¯\_(ツ)_/¯
I think trying to shoe horn all play types into one game is ridiculous. The game developers more so than any player are ruining games, imo. Here is what I say;
Game developers are terrified of being labeled as 'big business' and I get that but the reality of the situation is; the game industry is big business. Face fact a multi-billion dollar industry that less than ten years ago was in the low millions has seen a growth spurt that would rival that of Microsoft and google. But the development side of things has failed to mature with the business side of things.
What is need is a triple A MMO producer that can speak to the business types and convince them to forget the bottom line and go with what is going to keep players interested and invested in the game for the long term. Some say Blizzard got lucky with WoW I think they were incredibly smart (and numbers tend to back up what I think) As was NCSoft with Lineage 1 (still one of the most profitable and played MMO"s on the Planet after more than 15 years). They saw what people enjoyed doing and they put it all in one place, inside a big shiny easy to open package and they made Billions. What's more is people were pleased as well. Again, numbers.
I think the future will require another Developer/Producer that can see what is popular and rinse/repeat what Blizz did. It may end up being Blizzard or NCSoft again, I am not here to debate that.
So the Independent developers took this idea, decided what they liked and they make what they want without the nasty inconvenience of the business types bothering the creative process. And that is great! Free market at it's best. The only issue is; They have yet to deliver on any type of scale worth talking about. It seems there may be a delivery here soon but I am not holding my breath.
Another vision of the future would be an independent studio, financially backed by an entity that would assume a lesser return on it's investment, lead by a leader with some business savvy and the ability to establish realistic times lines and enforce them that does what Caleltosis say's above. Create a game, a hybrid that can deliver what is currently desired by what seems the majority of the gaming community (I have no metrics to back that up other than what I have been reading) wants.
Will it please all? No and it is immature in the extreme to hope it would, but I think it would be a good way to finally see some innovation and ground breaking systems put to the test. So we can finally break this WoW type dominance that is currently gripping the genre. The WoW model makes money, we all support it and the business minds love it.
We need that cycle to be broken if we are ever going to see true innovation and the ability to move forward with this hobby.
Sadly with shady kick starter practices, indies that have no concept of business, and big business unwilling to risk a loss, I don't see it happening any time soon.
Again, my 2 creds.
If you want a new idea, go read an old book.
In order to be insulted, I must first value your opinion.
Neither, until you make the high diver dive into the shallow end, or push the guy with the inflatable duck off the 30 foot diving board.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Luckily, i don't need you to like me to enjoy video games. -nariusseldon.
In F2P I think it's more a case of the game's trying to play the player's. -laserit
Everyone loves to look for WOTLK era WoW for inspiration (this is what you see in games like Rift and SWTOR). Problem is, WOTLK may have been the peak of WoW in terms of subs, but also when the newness of dailies began to wear off and only the lore (pun intended) of Arthas kept the dislike many people had of the endgame from having a negative impact on the population.
Modern MMOs seem to take little of what made Vanilla WoW (and the games before it) have long term appeal in the first place.
(Although I'm kind of boggling at considering pvp a sandbox element, since, you know, there are lots of single-player sandboxes, otherwise known as the sim genre, while pvp's lineage descends from the unrelated fighter genre, games like Mortal Kombat.)
It was the non raid endgame that really became a mess though.
In BC dungeons required groups to actually work together, but the majority of them were not difficult. There were a few that were (for the non hardcore). In WOTLK the dungeons were significantly easier with no higher difficulty options at all.
But the real killer was dailies. Reputations in BC were varied in ways to grind them, everything in WOTLK was gated behind dailies. On top of that you had the ridiculous joust mechanic which just wasnt fun (for most people). And the daily currency nonsense too.
On top of that WOTLK is where talent trees really lost their luster. Any kind of fun hybrid builds were gone. Even casuals ended up min/maxing because there just wasnt a lot of depth to choices.
And the removal of specialization in professions and some of the cool BoP crafteds. What little good there was in WoWs crafting system (which sucked to begin with honestly) was gone.
Ulduar was pretty damn awesome though...
uhh blizzard reached peak numbers in WotLK and to many people it was the greatest xpack, there was fun raids in TBC but a lot of broken bosses too,
most of the people i still play WoW with or knew back in vanilla days, loved vanilla and TBC but really thought WoW came into it's own during wrath, that being said wrath could also be considered the downfall, when things started to take a turn for the worse and getting over simplified...
it's a rock and a hard place really...
but as someone who cleared 10 and 25 man ICC on heroic well before any nerfs came in, it was a fun and enjoyable raid.. but ulduar was definitely a pinnacle for WoW raiding.
Edit - to clarify, i also raided in vanilla and TBC.. but i feel the raids actually felt a lot less broken and worked better during wrath. TBC had a lot of broken bosses we started running silly compositions for and such to kill things.