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Are Gear Treadmills the Best We Can Do for End Game? | One Good Roll | MMORPG.com

SystemSystem Member UncommonPosts: 12,599
edited December 2022 in News & Features Discussion

imageAre Gear Treadmills the Best We Can Do for End Game? | One Good Roll | MMORPG.com

In this week's One Good Roll, Steven muses about how the gear grind has been a rather consistent pillar of endgame as far back as MMORPGs have been around, but he wonders, is this really the best end game MMORPG's can offer?

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  • KratierKratier Member RarePosts: 626
    not one mention of elder scrolls online, hrm i wonder why. no boring token and cookie cutter gearsets, no pointless ilvl farm crap. just focus on story and exploration :D

    its the best mmo
    SensaiSamhaelillutian
  • SplattrSplattr Member RarePosts: 577

    Kratier said:

    not one mention of elder scrolls online, hrm i wonder why. no boring token and cookie cutter gearsets, no pointless ilvl farm crap. just focus on story and exploration :D



    its the best mmo



    I was never able to get deep into ESO. So the endgame is exploration? What happens when you've explored every inch of every map?
    Slapshot1188
  • eoloeeoloe Member RarePosts: 864
    edited December 2022
    There is this "powerful" concept of endgame! Where you start at the end (lol). The end is the start. This is why it is called "the end". And "start" here means nothing! It is more a "zero" state sort of things!!!

    When the start is the end(!), then there is no game.

    This is symptomatic of 2 elements:
    - the game/the journey is useless or reduced to a mere tutorial (same difference).
    - the game wants to be a world hosting its players forever but is failing at it.

    The treatment consist of:
    - make a real A to Z game with a significant content that at some point ends for real
    - OR make a digital world that works where people can live/play as long the server is on.




  • SplattrSplattr Member RarePosts: 577
    How dare you make such assumptions!?!? Blue raspberry is an affront to all things decent and is the worst flavor of snow cone.


    maskedweaselPr0tag0ni5tKyleran
  • eoloeeoloe Member RarePosts: 864
    For leveling, I already submitted some opinions on these forums:
    - make leveling less significant so the difference between veterans and newbies stays meaningful but not overwhelming. It prevents fragmenting the population which is one of the main drawback of leveling and makes also PvP less unfair(a talented noob should be able to outplay a stupid veteran).
    - make the leveling process an infinite grind that will probably outlast the longevity of the game server itself.
    maskedweasel
  • ashiru_1978ashiru_1978 Member RarePosts: 818
    Treadmills are not the best way, but one game did it and now every other game that lacks imagination does it and it has conditioned people to believe this is the way to go. Many players also have blinders on and seem to be afraid of changes and anything different. That's why the most popular MMOPGs nowadays, FF14, ESO, GW2, New World, are all WoW clones.
  • TillerTiller Member LegendaryPosts: 11,485

    Splattr said:



    Kratier said:


    not one mention of elder scrolls online, hrm i wonder why. no boring token and cookie cutter gearsets, no pointless ilvl farm crap. just focus on story and exploration :D





    its the best mmo






    I was never able to get deep into ESO. So the endgame is exploration? What happens when you've explored every inch of every map?



    You wait for next expansion or do events, which is why I stopped playing.
    SWG Bloodfin vet
    Elder Jedi/Elder Bounty Hunter
     
  • Viper482Viper482 Member LegendaryPosts: 4,101
    I think Daoc and Warhammer had it down best where you had your leveling experience and then the end game, which was essentially a persistent war campaign you participated in. I never felt I was in any grind, you just played. Sure you wanted to gain renown and whatever to get stronger, but you did it by playing as you normally would.
    SplattrHengistSensaiGatsuZerkScotSovrathGorweKyleran
    Make MMORPG's Great Again!
  • maskedweaselmaskedweasel Member LegendaryPosts: 12,195
    Kratier said:
    not one mention of elder scrolls online, hrm i wonder why. no boring token and cookie cutter gearsets, no pointless ilvl farm crap. just focus on story and exploration :D

    its the best mmo
    My main issue was that the combat felt very boring. I sometimes log in for exploration but I feel like if I'm doing that, I can play Skyrim and get a better experience. 

    I like ESO, don't get me wrong. But I do feel that it gets stale pretty fast. 

    I'm more of a fallout guy anyways. 
    HengistTalraekk



  • HengistHengist Member RarePosts: 1,315

    Splattr said:



    Kratier said:


    not one mention of elder scrolls online, hrm i wonder why. no boring token and cookie cutter gearsets, no pointless ilvl farm crap. just focus on story and exploration :D





    its the best mmo






    I was never able to get deep into ESO. So the endgame is exploration? What happens when you've explored every inch of every map?





    And yet.....

    Depending on what you do, pretty much like any other MMO, the end game of ESO can very much be a gear grind. If you are into the raiding scene, you'll grind loot.

    You could say any MMO is doesn't have a gear grind if you exclude certain pieces of content. Kinda silly for someone to suggest that ESO doesn't have one. Less of one? Or maybe a greater focus on other things? Sure, but devoid of it? C'mon now.
    Kyleran
  • HengistHengist Member RarePosts: 1,315

    Viper482 said:

    I think Daoc and Warhammer had it down best where you had your leveling experience and then the end game, which was essentially a persistent war campaign you participated in. I never felt I was in any grind, you just played. Sure you wanted to gain renown and whatever to get stronger, but you did it by playing as you normally would.





    Can't and won't argue that at all.

    When the "end game" was designed around competing against other people, instead of a static AI, it always felt like those games provided a constantly evolving end-game that was accessible, rather than one where you had to gear, and plan specifically for it.
    ScotKyleran
  • slowz2secretslowz2secret Member RarePosts: 449


    Treadmills are not the best way, but one game did it and now every other game that lacks imagination does it and it has conditioned people to believe this is the way to go. Many players also have blinders on and seem to be afraid of changes and anything different. That's why the most popular MMOPGs nowadays, FF14, ESO, GW2, New World, are all WoW clones.



    if you are saying FF14, ESO, GW2 are wow clones, you must be on something that are destroying your mind or you haven't played these mmorpg's. they are uniques, nothing similar to wow in any sense.
    Sensaiashiru_1978Kyleran
  • DigDuggyDigDuggy Member RarePosts: 694
    I'm not gonna lie, I like getting new skins, frames, poses..... Of course, I'm twisted and am a collector by nature, but in the pixel world and in the real world. Having said that, I do not like a definitive end game. The reason is simple. Once I fight the end boss, explore and complete the last zone (if there are zones), I'm done. I no longer want to play. However, if the end game is something more nebulous like territory wars and such, I can stick with it because it's more dynamic. That's why I gravitate to more sandboxy type games. I can enjoy themepark type games but I never stick with them nearly as long as the former.
    maskedweaseleoloeKyleran
  • TheocritusTheocritus Member LegendaryPosts: 10,014
    I remember when I first started WoW at launch...I found a good guild to run with and we leveled quickly......As I was approaching max level, it suddenly dawned on me what the game was going to be from then on, and I quit. For me, the journey to the end is where the fun is...."end game" to me is the end of the game.
    DigDuggydeniterGorweKyleran
  • theGnadetheGnade Member UncommonPosts: 147
    Gear treadmill is the best formula, but not only formula. It just that rest of the formulas aren't doing that great. Gear treadmill gives most players what they are looking in MMORPG- getting stronger. There are games that doesn't do that, like ESO, they are doing fine, but not great. ESO endgame is absolutly boring and it's expansions bring nothing new to table, other than some boring story. If one plays MMORPG for story, it would make more sense then to play singleplayer games that can deliver stories in much better gameplay experience (Assassin Creed executions vs Stealth executions in ESO for example) than MMORPG can.

    Online games appeal is that you can become stronger than others. Grinding a gear that doesn't make you stonger isn't that appealing. Like in ESO, you have ability to grind gear in new expansions, but you don't because your gear is already better. That is why ESO doing fine, but not great.

    Take a WoW. It's absolute trash, yet even in their trash state it is hard others to reach to level that WoW is running. Like how many MMORPG out there have community events running on level of World First? None.
    Pr0tag0ni5t
  • UwakionnaUwakionna Member RarePosts: 1,139
    edited December 2022
    Hengist said:

    Viper482 said:

    I think Daoc and Warhammer had it down best where you had your leveling experience and then the end game, which was essentially a persistent war campaign you participated in. I never felt I was in any grind, you just played. Sure you wanted to gain renown and whatever to get stronger, but you did it by playing as you normally would.





    Can't and won't argue that at all.

    When the "end game" was designed around competing against other people, instead of a static AI, it always felt like those games provided a constantly evolving end-game that was accessible, rather than one where you had to gear, and plan specifically for it.
    Ironically that's the sort of end game that holds my attention the least, and tends to feel every bit as treadmilly for me as doing raids. Even DAoC had/has gear grind for crafting and twinking out the best setup. Can't think of many PvP MMOs that don't, really.

    When the latter half of a game is focused on PvP I just fall off on having any interest. It's part of what makes me only ever play BDO in short stints, as I like trying out new classes, meandering through some narrative, and doing a bit of homesteading and decorating.

    But then it just turns into a repetitive faction and pvp grind where you're watching a couple nodes flip back and forth. That combined with seasonal content just turns into a big loop that is anything but dynamic for me.

    But to state with more clarity. Perhaps my biggest gripe with most systems that have end game, is the vertical treadmill at the core of most games in question. They're designed around often excessive vertical progression, and not only does that mean many classically designed MMO worlds run into problems with outleveled content, it also means that numeric progression has become intrinsically tied to any sense of forward play.

    This isn't to say vertical progression has to. Just that most designs do and then have to shoe-horn solutions into their content. Be it down-leveling players to zones or for quests, right-sizing players to mob level or mobs to player level, lazily ushering players up in level by expediting XP gain or outright offering level skipping, etc. There's a lot of "flattening" of scaled content going on in games now which could, and in my opinion should, be handled much more organically.

    Having the functionally same mob copied twelve times and adjusted to different "level" ranges already speaks to something having gone wrong with the design of a game.

    Can we not aim for difficulty ramps that focus less on numeric ramping and instead more on how challenges presented can vary or introduce new elements? I know some of that happens in leveling, but fact is that's not a mechanic bound to leveling itself, it's just used alongside it, and often neglected in favor of numerically scaling things.

    There's also a separate discussion regarding longevity of a game(notably live service/MMOs) experience to be had about narrative design and delivery methods. I'm very much of the mind that while a very detailed linear predefined story can be fun to experience, it does not suit the live collaborative environment of an MMO particularly well.
    maskedweasel
  • DigDuggyDigDuggy Member RarePosts: 694
    I remember when I first started WoW at launch...I found a good guild to run with and we leveled quickly......As I was approaching max level, it suddenly dawned on me what the game was going to be from then on, and I quit. For me, the journey to the end is where the fun is...."end game" to me is the end of the game.
    Totally agree.
  • QuizzicalQuizzical Member LegendaryPosts: 25,499
    Way back in the days of the NES, games had the "endgame" right.  It basically consisted of a screen at the end of the credits that said something to the effect of, "Game over.  You win.  Thank you for playing."  And it didn't waste anyone's time with painful grinding.
    maskedweaseleoloeGorwe
  • KnightFalzKnightFalz Member EpicPosts: 4,583
    Hengist said:

    And yet.....

    Depending on what you do, pretty much like any other MMO, the end game of ESO can very much be a gear grind. If you are into the raiding scene, you'll grind loot.

    You could say any MMO is doesn't have a gear grind if you exclude certain pieces of content. Kinda silly for someone to suggest that ESO doesn't have one. Less of one? Or maybe a greater focus on other things? Sure, but devoid of it? C'mon now.

    In a lot of MMORPGs the gear that comes with an expansion obviates every piece of gear that came before. There is no option but to grind out new gear for all the players no matter how casual they are.

    ESO may require that for raiding players but it certainly doesn't otherwise. So for many, the game is entirely gear grind free.
  • GatsuZerkGatsuZerk Member UncommonPosts: 137
    Dark Age of Camelot, Lineage/Lineage 2, Warhammer Online did it best.

    Player driven end-game centered around PvP and territory control.

    Problem is these days people are afraid of PvP... for some odd reason.
  • IselinIselin Member LegendaryPosts: 18,719
    Whether it's done with gear or like ESO does it, with their post-50 champion points passives system, MMORPGs need something that keeps you leveling even if it's done by another name.

    We may not like the grind but we would like the lack of grind even less.

    There is just no way that any studio can keep pumping out new zones with new content as fast as we consume it.
    SovrathPr0tag0ni5t
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  • AngrakhanAngrakhan Member EpicPosts: 1,839

    GatsuZerk said:

    Dark Age of Camelot, Lineage/Lineage 2, Warhammer Online did it best.



    Player driven end-game centered around PvP and territory control.



    Problem is these days people are afraid of PvP... for some odd reason.



    DAoC pre-ToA expac did it best. Once ToA dropped it turned into the same ol' PvE raid gear grind every other game had. Pre-ToA I LOVED that game because endgame gear was CRAFTED. GASP! Who would have thought that would work? Well, apparently not DAoC because the took a big steamy crap on all the crafters when ToA dropped. Yes I have an opinion on it.
    Kyleran
  • windEx1windEx1 Member UncommonPosts: 2
    Any RPG game I play, especially multiplayer ones, has to have character progression above all else. That's what an RPG mainly is to me. Playing for character development without any power increase is pointless to me. I have quit many games, even a few that I actually really enjoyed playing (like FFXIV), when I got to a point where I realized what was awaiting me ahead and that I thought "What's the point of doing what I'm doing." That always means the death of a game for me.

    So yes, vertical progression over an horizontal one, but I am not saying that it is necessary to have treadmills. I do believe it's acceptable to have them, but that if they're present, they should be as imperceptible as possible.

    I absolutely despised time-gated content including dailies and as much as I love leveling, I still do think that it's flawed.

    I would love to get into the story of an MMO, but their linear and preconceived natures never ever got me interested. I'm always more interested into rushing the story because I always instinctively feel like I need to get to the end-game ASAP and that nothing else I do in-between matters. IMO, quests are almost always uninteresting and not fun to do.

    People have commented about a game having an actual end, and as far as I'm concerned, that's the last thing I want from an MMO. To me, in a dream MMO ; I'd always be excited to play again the next day, there would always be something enjoyable and meaningful to do, characters would be unique and not all built the same and the world would be ever-changing. It sure sounds too good to be true but I do believe that it's possible for a game to do a much better job than anything we've ever had so far.

    Now that I've said how I feel about most past and current MMOs, here are things that I think would make a game great :


    True character progression and development. No classes. And by that I do not mean that everyone can do everything. Everyone starts skill/ability-less and the players themselves get to choose what they're gonna start learning from there. From new systems, the players learn to be proficient in their new skill. And then from there, they get to develop themselves while getting mastery of their skill by having the freedom of customizing their skills through an in-game editor. You want to shoot 2 arrows at the same time? You can, but depending on how skilled you are with a bow, but at first shooting 2 arrows might take you twice as long to ready and fire than only 1 arrow. But through mastery, you get more proficient. With enough mastery, you might then be able to have those 2 arrows go to two different angles that you chose yourself. Same thing for magic, you want to throw 2 fireballs? You want them to curve around or above an obstacle or an enemy blocking? You can, master yourself enough and you can edit your skills yourself for them to do what you want. I admit it would be harder to develop for melee attacks but I still believe that it would be possible and also fun.

    Getting a strong mastery of 1 combat technique (Fire magic, bow and arrow, using two swords, etc) would take a very long time and it would even be possible to learn multiple but that would be exponentially harder. However, you make it so having a higher mastery of something means having more utility rather than being simply stronger. You develop the combat mechanics/systems for harder PvE encounters and PvP around well timed dodges or blocks. (More similar to a DarkSoul than a WoW, but different) With probably a fatigue/energy system that accentuates player skill.

    Basically, you don't balance the game around numbers and you make gear provide mostly different kind of utilities. You make the fights hard in a sense that no one can kill everything because their character in it's essence will never be adequately skilled to do so. Your whole group might not be able to defeat something or it might require a lot of preparation and information gathering. You make it so two seemingly identical enemies can have different special attacks and you try to make the game with as much diversity as possible. Unexpected = Good.


    So for example, your guild might currently not be able to defeat a boss that they would want to kill because they don't have the means as a whole to block one of it's wiping attack. You could develop the game with additional means for them to be able to counter it and be able to kill it. I believe it would be possible to make the game to incentivize having outside help or maybe encouraging it would have a greater impact on the overall community experience.

    I could go on a lot longer about skills and expend much more on it but I'll stop it there.

    Lastly, you keep the general quests to a strict minimum and you pit at least 2 factions against each other and you make the whole game (PvE and PvP) revolve around it, where everything ultimately impacts that. You develop the entire story and game with the different factions at it's core and have it take a direction that's influenced by the player base's actions.

    I believe that you would end up with a game where you can clearly see that someone has invested a lot of time into it but isn't necessarily much stronger than someone who has put a lot less albeit the fact that the first person might be able to accomplish things that the second can't. This creates a situation where someone can truly be impressed by seeing someone do something while at the same time not feel like there's no point, for themselves, to play since they can't compete with such a person. In a world that seems and feels meaningful.

    You then have to support it with constant and good enough content to keep motivating the player to continue playing while still being able to do what they like the most.
    maskedweasel
  • UwakionnaUwakionna Member RarePosts: 1,139
    windEx1 said:
    Any RPG game I play, especially multiplayer ones, has to have character progression above all else. That's what an RPG mainly is to me. Playing for character development without any power increase is pointless to me. I have quit many games, even a few that I actually really enjoyed playing (like FFXIV), when I got to a point where I realized what was awaiting me ahead and that I thought "What's the point of doing what I'm doing." That always means the death of a game for me.

    So yes, vertical progression over an horizontal one, but I am not saying that it is necessary to have treadmills. I do believe it's acceptable to have them, but that if they're present, they should be as imperceptible as possible.
    I would point out "horizontal progression" is not without character progression, putting it at odds with vertical progression, and saying vertical is necessary as consequence, is a misnomer.

    There's ways to give a player more sense of mastery in a game experience without making it a linearly scaling one. Progression can be tied more directly to unlocks and the ability to more greatly customize away from standardized kits into more optimized and specialized ones.

    This isn't to say vertical progression is something to be completely ignored, there is some merit to saying there is a "natural" factor to vertical progression in the context of becoming better in discreet ways. But that's the thing, mastery of a skill is not a global uptick in someone as a human. It's a discrete thing with some bleed over to adjacent skills. 

    I'd also point out most of your suggestions seem to lean on horizontal progression elements, like focusing on providing utility specialization/options through gear over numeric increases. Same with masteries providing more utility over heavy scaling.
    maskedweaselcheyaneBrainy
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