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I don't get it/What's the point?

goneglockingoneglockin Member UncommonPosts: 706

I honestly don't think we need anymore of these games where people just play to reach level max and get uber gear.  If it doesn't offer gameplay principles and features built around and improved from pre-trammel UO I'm probably not interested.  Pretty much every MMO game since EverQuest has been just like this.

Hope you got your things together. Hope you are quite prepared to die. Looks like we're in for nasty weather. ... There's a bad moon on the rise.

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Comments

  • IdesofMarchIdesofMarch Member Posts: 1,164



    Originally posted by goneglockin

    I honestly don't think we need anymore of these games where people just play to reach level max and get uber gear.  If it doesn't offer gameplay principles and features built around and improved from pre-trammel UO I'm probably not interested.  Pretty much every MMO game since EverQuest has been just like this.



    Um, last I checked the point of "these" games are to have fun, all the while adventuring, questing, exploring, crafting, socializing, etc. And most people play these games to do just that - have fun.

    image
  • goneglockingoneglockin Member UncommonPosts: 706
    I really think that's a perverted vision of what MMORPG was supposed to be... A substitute for a real social life.

    Hope you got your things together. Hope you are quite prepared to die. Looks like we're in for nasty weather. ... There's a bad moon on the rise.

  • olddaddyolddaddy Member Posts: 3,356
    The same can really be said about first person shooters, 5X strategy games, auto racing games, and there's probably some I left out. Basically, every genre, it seems, takes an existing concept and tries to tweak it to find a market niche. Some are successful, some aren't. If I knew of a new gaming genre that wasn't covered already, what a rich guy I'd be. Something different you'd want, something different you'd get. Unfortunately, I'm just not that imaginative, so I can't quit my day job yet. image
  • IdesofMarchIdesofMarch Member Posts: 1,164



    Originally posted by goneglockin
    I really think that's a perverted vision of what MMORPG was supposed to be... A substitute for a real social life.


    Of course. Playing a video game with a bunch of friends and having fun is just insane, isn't it?

    image
  • goneglockingoneglockin Member UncommonPosts: 706

    What's insane is dumbing down the gameplay to prevent any disturbance to what is no longer a game but an overglorified chat room.  I'm sorry but I firmly believe these early years of MMORPG have been entirely wrong- and it started when UO went Trammie; and was cemented with the release of EverQuest- and that it needs to change.

    I think one of the most common posts I see in the pub is I'm bored/Need new MMO.  Hell, I've been bored for 7 years.  For me the question is not whether or not there's a new MMO out; but has the entire industry gotten it's head out of it's ass. 

    Wake me when they decide to make a game that offers fun gameplay over making e-friends.

    Hope you got your things together. Hope you are quite prepared to die. Looks like we're in for nasty weather. ... There's a bad moon on the rise.

  • baphametbaphamet Member RarePosts: 3,311


    Originally posted by goneglockin
    I really think that's a perverted vision of what MMORPG was supposed to be... A substitute for a real social life.

    no i think that is exactly what a mmorpg is supposed to be....not a substitute for real life but defiantly a type of game for socializing and interacting with other people.

    i understand what you are saying and if you want to experience real life socializing over playing a computer game, by all means go right ahead i totally understand that point.

    personally, i have already done that when i was younger....i went to the bars, hung out with my friends, got myself in alot of trouble too.

    now i like to play games as my outlet from reality instead of partying all the time, sure i still like to do other things in the real life that has nothing to do with gaming....but my main hobby is indeed mmorpg's.

    also i never played UO, but is that game not social? i don't understand why you would play a mmog not to socialize with other people or at the very least play to interact with them.

    the whole point to playing a game with so many people is to interact with them isn't it? and if you don't agree then what do you think is the point?

  • goneglockingoneglockin Member UncommonPosts: 706




    Originally posted by baphamet

    i don't understand why you would play a mmog not to socialize with other people or at the very least play to interact with them.

    the whole point to playing a game with so many people is to interact with them isn't it? and if you don't agree then what do you think is the point?



     

    You more or less said it yourself- interaction is one thing; but socializing is another.  The reason I don't like today's MMO's- most all of them- is because they put more emphasis on socializing than good gameplay.  You will always need to interact with people; you'll need to do business- or you'll be attacked by a killer and have to defend yourself. (not in any of these new consensual PvP games that have been toned down to foster socializing though- remember)  Hell, you could even make roleplayed friends and enemys; be sociable...  But you do not need to be on teamspeak with these people every day shooting the shit.

    The game becomes less of a casual environment where you can drop in, do your thing, and log off- and more of a commitment to other people in a never ending cycle to get everyone pixel crack.

    I think the fact that so many people just chew these games up and spit them out once they level max and get all the "uber gear" is a testament to the quality of gameplay they offer.

    Hope you got your things together. Hope you are quite prepared to die. Looks like we're in for nasty weather. ... There's a bad moon on the rise.

  • MeridionMeridion Member UncommonPosts: 1,495

    The point is, Vanguard adds nothing new to the grindfest ideology...

    New would be:

    - More interdependand classes (Vampires only playable at night or in sun-covered areas unless buffed, ghost beings that are powerful in astral travelling and magic but can be banned, scouts that actually ARE using terrain to keep stealthed, alchemists, cavalry and attack from mounts)
    - More versatile landscapes (Indefined Dreamworld with altered physics, heath and meadow landscape, REAL mountain ranges with REAL snow and small trails, REAL cave systems that can bring you to oblivion or shortcut your way)
    - More exterior impact on players (Rain without equipment gets you the cold, desert actually debuffs non-desert classes)
    - Factions have REAL impact on players (travelling fees, KoS by guards of hostile factions)
    - And finally... the FINAL initiative: STOP DEATH PENALTY AND TIMESINKS, if you cant get people excited with your ideas, dont force them to go through your torture fantasies.

    God, I have millions of ideas that would make the difference, the point is, the industry doesnt WANT to make a difference, We had EQ, its been a success, just do the same thing with a fancy big world and nice polished grafics... yay, ppl gonna play it...
    No, WoW didnt make anything especially innovative, but they did one thing, they kept it exciting, its not the "easy mode" that appeals to people, its the fact that you dont have to wait forever until you get rewarded for something...

    Meridion


  • baphametbaphamet Member RarePosts: 3,311


    Originally posted by goneglockin

    Originally posted by baphamet
    i don't understand why you would play a mmog not to socialize with other people or at the very least play to interact with them.
    the whole point to playing a game with so many people is to interact with them isn't it? and if you don't agree then what do you think is the point?
     
    You more or less said it yourself- interaction is one thing; but socializing is another.  The reason I don't like today's MMO's- most all of them- is because they put more emphasis on socializing than good gameplay.  You will always need to interact with people; you'll need to do business- or you'll be attacked by a killer and have to defend yourself. (not in any of these new consensual PvP games that have been toned down to foster socializing though- remember)  Hell, you could even make roleplayed friends and enemys; be sociable...  But you do not need to be on teamspeak with these people every day shooting the shit.
    The game becomes less of a casual environment where you can drop in, do your thing, and log off- and more of a commitment to other people in a never ending cycle to get everyone pixel crack.
    I think the fact that so many people just chew these games up and spit them out once they level max and get all the "uber gear" is a testament to the quality of gameplay they offer.

    so your okay with interacting with other people as long as it is killing them? LOL i know thats not exactly your point but that is just of it, it seems.

    i don't see what the harm is in making friends in a mmorpg, even in a game where there is open pvp. there is strength in numbers, and the more allies you have in a full blown pvp game the better.

    but don't get me wrong, i do see the points you are making. some people take these games way to seriously and don't take care of things they need to take care of in real life because they need to log in and help their online friends.

    you just gatta be responsible and play the game you play in moderation and take care of what you need to take care of in real life. personally, i don't have alot of fun in games where the only interaction i get from other players is killing them.

    that is just my opinion ::::19::

  • VesaviusVesavius Member RarePosts: 7,908



    Originally posted by Meridion
    The point is, Vanguard adds nothing new to the grindfest ideology...

    New would be:

    - And finally... the FINAL initiative: STOP DEATH PENALTY AND TIMESINKS, if you cant get people excited with your ideas, dont force them to go through your torture fantasies.





    You was being kinda interesting until you got to this point.

    Every game that I have fun playing has a penalty for failiure, from D&D to EQ to Monopoly to football. I havent yet played a game I enjoy without a risk to 'losing'.

    One persons (ie 8 year olds and casual gamers) 'totured fantasy' is another persons challange. Not everyone likes to be spoonfed porridge.

    You know... it's people like you that are crapping all over games. Doing nothing all day except moaning about whats wrong with the current generation (how they don't reflect your own personal ideas etc) and how hard and 'torturous' they are. You are the reason that games are getting shorter, easier, and dumber. You actually think you are the salvation we are all waiting for, while in fact you are the very reason why we will never see any of the things you ask for in the rest of your post.

    btw, games by definition are a timesink... get over it. Not like anyone playing these things is out doing charity work or saving lives.

  • 2222222222 Member Posts: 24
    "I really think that's a perverted vision of what MMORPG was supposed to be... A substitute for a real social life."

     

    So true. If the pvp is good this game is going to be just fine. But if its the same old same old seriously. I dont care much for the arguing because the facts and the hard  truth. plus baphament and his freaking fanboi crap is like fighting the tide.
  • rounnerrounner Member UncommonPosts: 725

     

    Product development 101:

    Seen one cowboy movie, you've seen them all, plot wise at least. They do tend to build on success though, each Clint Eastwood movie is better than the last IMO, but essentially the same. Ever notice how movies are made in gluts based on genere? Thats because its product development works on a 'copy the last successful recipie with a few improvements' model. This isnt because theyre stupid, its just due to the nature of their product and a bunch of other factors.

    In other industries, companies work on creating their own market. This is achieved by taking more risks and identifying niches that can be grown and attracting untapped demographics. When a market place changes, then the industry may change its product development strategy.

    The games industry seems to work like the movie industry, which in my opinion is silly. Movies have been selling around the world for many years, and making a different type of film isnt likely to open up new markets, so they appeal to the largest. In my opinion WOW has demonstrated that this is not the case for games, theres plenty of room for market growth. If just one up and comming mmorpg could do something different and succeed, it could spark a renaissance rather than the current forehanded development model.

  • saycheese92saycheese92 Member Posts: 24

    Originally posted by Meridion
    The point is, Vanguard adds nothing new to the grindfest ideology...

    New would be:

    -
    More interdependand classes (Vampires only playable at night or in
    sun-covered areas unless buffed, ghost beings that are powerful in
    astral travelling and magic but can be banned, scouts that actually ARE
    using terrain to keep stealthed, alchemists, cavalry and attack from
    mounts)
    - More versatile landscapes (Indefined Dreamworld with
    altered physics, heath and meadow landscape, REAL mountain ranges with
    REAL snow and small trails, REAL cave systems that can bring you to
    oblivion or shortcut your way)
    - More exterior impact on players (Rain without equipment gets you the cold, desert actually debuffs non-desert classes)
    - Factions have REAL impact on players (travelling fees, KoS by guards of hostile factions)
    -
    And finally... the FINAL initiative: STOP DEATH PENALTY AND TIMESINKS,
    if you cant get people excited with your ideas, dont force them to go
    through your torture fantasies.

    God, I have millions of ideas
    that would make the difference, the point is, the industry doesnt WANT
    to make a difference, We had EQ, its been a success, just do the same
    thing with a fancy big world and nice polished grafics... yay, ppl
    gonna play it...
    No, WoW didnt make anything especially innovative,
    but they did one thing, they kept it exciting, its not the "easy mode"
    that appeals to people, its the fact that you dont have to wait forever
    until you get rewarded for something...

    Meridion

    i totally agree with everything here except the death penalty, as was stated above

    right now i play WOW and of couse you are limited a bit by what you
    class can do, ie you wont have a warrior healing or a mage tanking, but
    i think that limiting the classes and race of games even more would
    make the game that much more interesting and make it so that, if you
    wanted to try something new, you had to go and start over, i kinda hate
    the fact that in WOW, if your a NE for instance, you can still go into
    the cold mountains of dun morogh and be warm and toasty when dancing
    naked for a few extra silver.  a debuff would make the game much
    more interesting and ass to the skill you would need and the knowledge
    of the areas

    also, even though, as a druid, i love to stealth past people, it has
    become to easy and i think i shoudl have to hide in the shadows and go
    behind rocks and trees and bushed to avoid being seen


  • baphametbaphamet Member RarePosts: 3,311


    Originally posted by 22222
    "I really think that's a perverted vision of what MMORPG was supposed to be... A substitute for a real social life."
     
    So true. If the pvp is good this game is going to be just fine. But if its the same old same old seriously. I dont care much for the arguing because the facts and the hard  truth. plus baphament and his freaking fanboi crap is like fighting the tide.

    wow you really have no clue do you? you really think it will fail if it offers the "same ole same ole"? i wonder why every other game has been successful for doing that?

    i wonder how blizzard struck gold with wow when providing the "same ole same ole"? ::::12:: I'm curious to what "facts" you are referring to?

    the fact is wow was made on mechanics stolen from other games, and yet it is one of the most popular mmorpg's in history.

    pvp will not be the deciding factor with this game, didn't you learn from the thread you posted? its not just pvp that makes these games popular....there is so much more to it that that.

    but go right ahead and insult me all day, clearly you have no real "facts" to back up your argument, just some BS theory about pvp that has already been shot down. have a great day! ::::28::

  • havocthefirshavocthefirs Member Posts: 229



    Originally posted by goneglockin

    I honestly don't think we need anymore of these games where people just play to reach level max and get uber gear.  If it doesn't offer gameplay principles and features built around and improved from pre-trammel UO I'm probably not interested.  Pretty much every MMO game since EverQuest has been just like this.



       Your right guy the problem is most people never played UO in its heyday, WOW was probably their first mmorpg and they thought thats how a mmorpg was supposed to be. There were no quests or missions in UO, no stupid corpse runs with a ghost to get ressed, yet there was always something to do.

       In UO you made friends because you wanted to not because you were forced to group to complete some lame quest or go to an instanced dungeon. You had freedom to go and do whatever you wanted, that was replaced with a level progression where your forced to stay in an area until you level up. Its kinda like watching penguins jump in a hole in the ice, line up and do the same thing the penguin before you did.

       Gear is 3/4s of your chars stats, since you can never lose or trade these items in the newer games your forced to do certain things, so now your back to forced groups/friends. There were items in UO, vanq weps and such but they were lootable so it was personal skill in combat that made the difference.

       Housing in UO was great and house fighting rocked. Decorating a house was also incredible, by just arranging common items you could make some amazing designs. In most games these days there is no housing, if there is its probably instanced, you really lose the feeling of a virtual world, no point in decorating.

       One of the most baffling dynamics is movement speed. Your character moves at a snails pace compared to UO. You would think as computers advanced so would movement speed but this is'nt the case.

       Recently, after 5 years away, I went back to UO on a free server pre-trammel. I figured I'd show them what an old-school pvper could do. After so many years away playing the newer games my slug-like reaction time did'nt seem to impress anyone, I was promptly served up on a noobie platter, lol.

       All I can say is join a free server, I'm on UO gamers hybrid, its pre-trammel and is the most popular of the free servers. It's pretty cool, I keep running into people who ask, are'nt you from atlantic server, then we talk about the good old days. It's kinda like a veterans parade, all the old timers are there.

       I'm with ya brother, still waiting for a replacement to pick up where UO pre-trammel left off. Unfortunately all I see on the horizon are slow paced linear games where gear is your character and skill is best left at the door before you turn your computer on.    

  • AlennaAlenna Member UncommonPosts: 114

    goneglockin has point,have read alot of info about Vanguard think that the game need to be skill based like UO,whit this level crap ,how can your char be "one of its kind" ?

  • AmatheAmathe Member LegendaryPosts: 7,630

    It starts from the proposition that mmos have introduced a new style of gaming where people play a game for many months, and even years. For example, there are people who have been playing EQ for six years. Before mmos, the only games people played for that length of time - as a continuation of the same game, as opposed to repeating one - was pen and paper roleplaying games.

    Within the market for games where players spend many hundreds of hours online, there is a subset of the market who feel strongly that their characters need to be vastly more powerful than other people's characters. Not only does that represent "winning" to them (and some people cannot accept the notion of an unwinnable game), they feel they have earned that distinction through their investment of time.

    So, the attraction of Vanguard to many is that if you play it a lot, you can walk around as a virtual god among your gaming peers. Some people crave that kind of adoration or feel the game isn't any fun if there is no end game recognition of their accomplishments that sets them apart.

    What Sigil is attempting to do is bring back a more draconian stratification system among the players. You will be keenly aware of your weakness versus another player's strength, or vice versa. When you see Brad refer to greater "depth", that is code speak for "don't worry, you can be 1eet while other people are noobs. No more casual players with purple items" Again, there is a subset of players who miss how radical that distinction used to be in the early days of mmo gaming versus more modern titles.

    Two questions arise from this. One is, will the market sustain such a game in a competitive market where players have so many choices? Does a casual player really want to run around in ratty gear in Vanguard killing vermin, being lorded over by those who spend 10 hours a day playing, when they could have more fun and be better equipped in some other game where there is less of a bright line distinction between them and their peers? The second question is, how do you sustain the interest of people who need to be "the best" if you chase off the people they supposedly are better than? A lot of people who think they are going to be "the best" in Vanguard are going to find that in that world, they are the casual players (because the real casual players left or never played at all). Sure, they will tell you that's ok, but their whole mindset indicates it is far from ok, and they will seek their adoration and distinction whereever they can get it.

    It's going to be fun to see how this plays out. *Grabs the popcorn and starts munching.*

    EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests

  • alyndalealyndale Member UncommonPosts: 936
    imageGenerally, the trend today is developing relationships and friendships online.  Many, have met in "real life".  There are those that I have played 2 different MMO's and have actually met them in real life.  Ventrilo also helps to establish long term friendships while in-game.  I truly enjoy playing the game and logging onto vent to see how my "budz" are doing.  Questing, raid, and general grnding is so much more interesting and fun when you have Ventrilo or Teamspeak available.


    All I want is the truth
    Just gimme some truth
    John Lennon

  • VesaviusVesavius Member RarePosts: 7,908



  • redavniredavni Member Posts: 72

    Originally posted by goneglockin
    I honestly don't think we need anymore of these games where people just play to reach level max and get uber gear.  If it doesn't offer gameplay principles and features built around and improved from pre-trammel UO I'm probably not interested.  Pretty much every MMO game since EverQuest has been just like this.
    I think we do need more games like that. I actually still like DIKU's heh.



    UO got it's gameplay from MUD's, which got their gameplay from single-player rpgs, which got their gameplay from pen and paper RPG's...


  • VesaviusVesavius Member RarePosts: 7,908



    Originally posted by vesavius


    Originally posted by Amathe

    Within the market for games where players spend many hundreds of hours online, there is a subset of the market who feel strongly that their characters need to be vastly more powerful than other people's characters. Not only does that represent "winning" to them (and some people cannot accept the notion of an unwinnable game), they feel they have earned that distinction through their investment of time.

    While you may be right about a subset of players that need to 'win', we should also discuss the other reasons people like to level, and spend many hours online in virtual worlds.

    I play to level my character, sure, but it isnt a case of 'winning' or feeling more powerful then other players. No more then it is when I play PnP D&D.

    I play these games to socialise a bit, but mainly to  create a character and build a place for him/ her in a persistant world, as well as to experience an ever deeper road into that world. Again, this is true in PnP D&D.

    In these games, you have pretty much always earned the right to see the world, and to do that you have to level and be able to defend yourself against it's more dangerous lands. This isnt anything to do with 'winning', but it has everything to do with building a character, investing a little of yourself into them, and progressing them through a challanging world.

    I guess what I am trying to reinforce is that the majority of  high levels with good gear don't fall into the stereotype you are seemingly trying to force onto Vanguard. In this case in fact, the stereotype is the minority, but a minority used to prove a cliched and worn out perspective again and again.

    So, the attraction of Vanguard to many is that if you play it a lot, you can walk around as a virtual god among your gaming peers. Some people crave that kind of adoration or feel the game isn't any fun if there is no end game recognition of their accomplishments that sets them apart.

    This is the attraction of any and every MMORPG to some people, not just Vanguard...

    I don't see why you level this accusation at a single game within a genre, unless you have some other axe to grind. It's like you are trying to make out that VG is something evil by attaching the worst kind of the attitudes in the hobby to it and it alone.

    What Sigil is attempting to do is bring back a more draconian stratification system among the players. You will be keenly aware of your weakness versus another player's strength, or vice versa. When you see Brad refer to greater "depth", that is code speak for "don't worry, you can be 1eet while other people are noobs. No more casual players with purple items" Again, there is a subset of players who miss how radical that distinction used to be in the early days of mmo gaming versus more modern titles.

    This point depends on what you mean as to whether you actually have a point or not...

    If you mean that the amount of time invested shouldnt have an impact on gear and level, well... I have to boggle a little bit.

    If a 'casual player' spends 200 hours in a game spread over 50 weeks, then he should of course have as much gear of the same quality or the same power level as a 'hardcore player' that spends 200 hours in the game over 4 weeks.

    The important point here is the IN GAME time spent playing. Not the REAL TIME ownership of the game.

    simple ownership will entitle you to nothing in this game. You will actually have to play it to be rewarded. 

     

    When a casual player spends 10 hours in a game, he SHOULD NOT have is the same gear and/ or level as a hardcore player who spends 200 hours in that game. If you think they should, then VG simply isnt the game for you and you should probably move to a Pay-to-advance game like Archlord or something. Not a flame, just a suggestion.

    Of course a casual player should have the same ability to advance, but he shouldnt expect to do it at the same speed in real time as a player who can spend a lot more concentrated time in game. By the time both casual and hardcore reach L60 though they should indeed have the same quality of gear and have seen as much of the world (though maybe different parts).

    In Vanguard, through crafting, non-Raid adventuring, and diplomacy, they will.

    Two questions arise from this. One is, will the market sustain such a game in a competitive market where players have so many choices?

    Of course it will. VG is unique in what it offers in a world where gaming is going to the dogs by following the road of of the big dollar short, dumbed down, spoon fed crap. Sure, it won't get 5+ million subs, but then it dosent need to. 500,000 will be great, and 200,000 will be enough. Anything over this bottom line will be enough to make this game fly and show a healthy profit, while anything above that will be above expectations and just prove the demand for adult, mature games that demand investment, social skills, and knowledge, as well as a desire for out and out fun.

    It is possible to be profitable with integrity in this industry if you value your dream more then beating WoW...

    Does a casual player really want to run around in ratty gear in Vanguard killing vermin, being lorded over by those who spend 10 hours a day playing, when they could have more fun and be better equipped in some other game where there is less of a bright line distinction between them and their peers?

    This is their issue, not VGs. Like I have said above, 10 hours in game will mean the same for either casual or hardcore gamer. they will be able to achieve as much as each other in the same in game play time and play alongside each other on a level field.

    The second question is, how do you sustain the interest of people who need to be "the best" if you chase off the people they supposedly are better than?

    This question is self answering if you have read above and realise the true nature of VG.

    A lot of people who think they are going to be "the best" in Vanguard are going to find that in that world, they are the casual players (because the real casual players left or never played at all). Sure, they will tell you that's ok, but their whole mindset indicates it is far from ok, and they will seek their adoration and distinction whereever they can get it.

    /sigh... not even worth responding to this bit... Just comes across as bitter and disgruntled.

    It's going to be fun to see how this plays out. *Grabs the popcorn and starts munching.*

    It's gonna be even more fun to be involved and start building a long term world where success isnt measured in weeks, but years.

    Enjoy your popcorn.





  • RoinRoin Member RarePosts: 3,444

    Originally posted by Meridion
    The point is, Vanguard adds nothing new to the grindfest ideology...

    New would be:

    - More interdependand classes (Vampires only playable at night or in sun-covered areas unless buffed, ghost beings that are powerful in astral travelling and magic but can be banned, scouts that actually ARE using terrain to keep stealthed, alchemists, cavalry and attack from mounts)
    - More versatile landscapes (Indefined Dreamworld with altered physics, heath and meadow landscape, REAL mountain ranges with REAL snow and small trails, REAL cave systems that can bring you to oblivion or shortcut your way)
    - More exterior impact on players (Rain without equipment gets you the cold, desert actually debuffs non-desert classes)
    - Factions have REAL impact on players (travelling fees, KoS by guards of hostile factions)
    - And finally... the FINAL initiative: STOP DEATH PENALTY AND TIMESINKS, if you cant get people excited with your ideas, dont force them to go through your torture fantasies.

    God, I have millions of ideas that would make the difference, the point is, the industry doesnt WANT to make a difference, We had EQ, its been a success, just do the same thing with a fancy big world and nice polished grafics... yay, ppl gonna play it...
    No, WoW didnt make anything especially innovative, but they did one thing, they kept it exciting, its not the "easy mode" that appeals to people, its the fact that you dont have to wait forever until you get rewarded for something...

    Meridion

    WoW... I think that is by far one of best post i've read in a while.  Those things in a MMO PvP Game done to a certain degree would be very interesting.


    In War - Victory.
    In Peace - Vigilance.
    In Death - Sacrifice.

  • lupisenparislupisenparis Member Posts: 185



    Originally posted by goneglockin




    Originally posted by baphamet

    i don't understand why you would play a mmog not to socialize with other people or at the very least play to interact with them.
    the whole point to playing a game with so many people is to interact with them isn't it? and if you don't agree then what do you think is the point?



     

    You more or less said it yourself- interaction is one thing; but socializing is another.  The reason I don't like today's MMO's- most all of them- is because they put more emphasis on socializing than good gameplay.  You will always need to interact with people; you'll need to do business- or you'll be attacked by a killer and have to defend yourself. (not in any of these new consensual PvP games that have been toned down to foster socializing though- remember)  Hell, you could even make roleplayed friends and enemys; be sociable...  But you do not need to be on teamspeak with these people every day shooting the shit.

    The game becomes less of a casual environment where you can drop in, do your thing, and log off- and more of a commitment to other people in a never ending cycle to get everyone pixel crack.

    I think the fact that so many people just chew these games up and spit them out once they level max and get all the "uber gear" is a testament to the quality of gameplay they offer.



    Seems to me that you need to go play a dwindling game like planetside, the game is dying out but hey, it sounds like just the type of game you would like.
  • VesaviusVesavius Member RarePosts: 7,908



    Originally posted by Roin



    Originally posted by Meridion
    The point is, Vanguard adds nothing new to the grindfest ideology...

    New would be:

    - More interdependand classes (Vampires only playable at night or in sun-covered areas unless buffed, ghost beings that are powerful in astral travelling and magic but can be banned, scouts that actually ARE using terrain to keep stealthed, alchemists, cavalry and attack from mounts)
    - More versatile landscapes (Indefined Dreamworld with altered physics, heath and meadow landscape, REAL mountain ranges with REAL snow and small trails, REAL cave systems that can bring you to oblivion or shortcut your way)
    - More exterior impact on players (Rain without equipment gets you the cold, desert actually debuffs non-desert classes)
    - Factions have REAL impact on players (travelling fees, KoS by guards of hostile factions)
    - And finally... the FINAL initiative: STOP DEATH PENALTY AND TIMESINKS, if you cant get people excited with your ideas, dont force them to go through your torture fantasies.

    God, I have millions of ideas that would make the difference, the point is, the industry doesnt WANT to make a difference, We had EQ, its been a success, just do the same thing with a fancy big world and nice polished grafics... yay, ppl gonna play it...
    No, WoW didnt make anything especially innovative, but they did one thing, they kept it exciting, its not the "easy mode" that appeals to people, its the fact that you dont have to wait forever until you get rewarded for something...

    Meridion


    WoW... I think that is by far one of best post i've read in a while.  Those things in a MMO PvP Game done to a certain degree would be very interesting.


    The fact that you start off with 'WoW' speaks volumes to me...

     

    - And finally... the FINAL initiative: STOP DEATH PENALTY AND TIMESINKS, if you cant get people excited with your ideas, dont force them to go through your torture fantasies.

    No, WoW didnt make anything especially innovative, but they did one thing, they kept it exciting, its not the "easy mode" that appeals to people, its the fact that you dont have to wait forever until you get rewarded for something...

    But nonetheless, WoW is indeed 'easy mode'.

    The thing I find troubling, aside from the whinging about 'torturous' challenges and any penalties for failiure  image , are the blanket statements made here. Who are you to say what 'people' found good or appealing about WoW? At best, you are entitled to say what YOU found good about the game, and thats about it. I know 3 people playing that game who are bored stupid by it, but play still because theres simply nothing else out there right now worth spit. One is dumping it to build a NWN2 server, another waiting for VG, the third loves his guild. None of the three cite easy/ fast rewards as a reason they still play. I only say this as an example btw... I wouldnt suggest 3 people represent a fair sample of the player base. My point is we just don't know.

    If EZ mode/ instant gratification gaming is your thing then BC will keep you going there for a fair while yet I guess... I would rather play games that demand something off me.

  • havocthefirshavocthefirs Member Posts: 229



    Originally posted by Meridion
    The point is, Vanguard adds nothing new to the grindfest ideology...

    New would be:

    - More interdependand classes (Vampires only playable at night or in sun-covered areas unless buffed, ghost beings that are powerful in astral travelling and magic but can be banned, scouts that actually ARE using terrain to keep stealthed, alchemists, cavalry and attack from mounts)
    - More versatile landscapes (Indefined Dreamworld with altered physics, heath and meadow landscape, REAL mountain ranges with REAL snow and small trails, REAL cave systems that can bring you to oblivion or shortcut your way)
    - More exterior impact on players (Rain without equipment gets you the cold, desert actually debuffs non-desert classes)
    - Factions have REAL impact on players (travelling fees, KoS by guards of hostile factions)
    - And finally... the FINAL initiative: STOP DEATH PENALTY AND TIMESINKS, if you cant get people excited with your ideas, dont force them to go through your torture fantasies.

    God, I have millions of ideas that would make the difference, the point is, the industry doesnt WANT to make a difference, We had EQ, its been a success, just do the same thing with a fancy big world and nice polished grafics... yay, ppl gonna play it...
    No, WoW didnt make anything especially innovative, but they did one thing, they kept it exciting, its not the "easy mode" that appeals to people, its the fact that you dont have to wait forever until you get rewarded for something...

    Meridion



       The reason WOW sucks so bad is the LACK of excitement. WOW must be your first mmorpg. How could there be any excitement when the entire game is 100% predictible. Spawns are static there always in the same spot, instances are static. Gear is soulbound, if you get ganked you lose nothing. The entire game is based in instant graftification.
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