This has really been bothering me lately because it seems to be a trendy feature in games right now.
To me it just seems like an easy way to add an illusion of depth to a game, rather than being creative and adding actual content. Why not just start with those skills maxed out?
I know some people have to like this kind of thing, or it wouldn't have such a presence in games today. I'm curious why? Does it feel like your accomplishing something or staying productive knowing that while watching youtube videos... your character is auto running into a wall raising your run skill? I can kind of understand that thinking, but it's still an illusion.
Any thoughts?
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Back in the day, there was just us old people (we were young once =P), we played the hell out of everything because it was new and we had all the time in the world. Well, now a lot of us sit and whine about not having time to play because of X or Y.
Then you have this younger crowd who had an xbox for a babysitter and ended up with ADD instead of discipline and/or patience.
At this rate I totally wouldn't be surprised if 10 years from now people will pay a sub to get an email telling them they got an achievement from a game they've never once logged into lol.
On one hand it forces diversity and means you can't jump in whatever expensive ship straight away and go pop without laying down a ton of the the real world $$$.
On the other I find it stupid and arbitrary that I can't use things e.g. a slightly better T2 gun just because I have to wait until a timer ticks down.
Perplexing.
Like single player MMORPGs. To me it's as mind boggling as watching someone trying to play tag alone.
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Try a MUD today at http://www.mudconnect.com/Despite being casual in play time one aspect of my progression has been equal to everyone else in the game.
Cash can be used if desired to equal out other areas though wealth acquisition is my real progression motivator.
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Personally I like a hybrid system of offline and online progression. If I'm using a skill, then I think it should train faster due to practical application. However, I also want my character to be training when I'm not playing.
I'm actually pretty much at the point you speak of, but it's because I started my own business in a market where the money is good enough that I pay rent and bills off 3 days of work, so I don't have to put in the 40+ hours a week most people do unless I need more vacation money or a new toy.
¯\_(ツ)_/¯
Don't play games that have features you don't like if it is going to bother you so much. If you were to remove feature from games based on someone disliking it, then we wouldn't have any games to play.
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Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
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Good Example: Estate Management
Lets say you had an MMO where you could build your own estate. You could build a house, crafting stations, fields for farming, maybe a mine. Whatever - its your estate, your choice for what you want it to do. You can hire helpers to work your estate if you have something to work.
Something like this should continue to work whilst you are offline. It should continue to generate money / materials or whatever it's setup to do when you're offline because it makes sense. It creates a nice meta-game of estate management and provides you with rewards over time so that when you are in game, you can do the fun things (combat, tweaking your estate, spending your money etc) rather than the tedious things (such as farming your fields, mining ore).
Bad Example: Combat XP
In most MMOs, the main focus is earning XP via questing and combat. It is the main form of progression and gameplay. It doesn't make sense to bypass this progression whilst you are offline as you are bypassing the content. The only time this would make sense is if your level/xp isn't tied directly to specific content (so leveling up offline wouldn't skip content).
I seem to remember reading that this could be because so many people in Korea play MMO's at "PC Bang's" (https://en.wikipedia.org/wiki/PC_bang) where you pay to play per hour.
The game dev companies then get kickbacks from the PC Bang owners because players are spending more to keep their game accounts online.
Perhaps it's not true, but it certainly seems feasible...
COEs proposed offline activities is a more advanced version of this concept of having your character grow (or even die) whether you are actively playing the game or not.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
I went to a forum.....I believe it was the official, but don't really recall. One of the popular threads for new players something along these lines..........
Purchase 2 accounts and, then, let your accounts mature a few months before you start playing...............
To this day, I still chuckle a bit when I think about that.
There are certainly activities your character could do while you are offline that would be realistic and do make sense though. For an instance you could have offline crafting, allowing players to spam out swords is rather unrealistic and do affect the games economy badly.
If making a good weapon or similar took a few hours and you character stood and worked while you work or sleep you would get a healthier economy (as long as equally good drops at least are pretty rare so you can't just farm 10 or 100 weapons in the same time it takes to craft one.)
Standing in the market or at a player owned store and selling stuff is another good offline activety that makes the game a bit more alive without.
Actually gaining experience for not playing do somewhat defeat the purpose of the game. It do pace leveling (like Eve does) but gaining power as you play should actually be a fun experience instead of a boring grind or you could as well skip the experience part altogether and put the work into gear progression instead.
If playing isn't as fun as it should be the solution is to make it more fun, not just add ways for you to better your character by not playing.
Well, at least that is how I see it.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon