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There is a new concept for MMORPG's.
I'm going to leave the name of the game out, since I fear naming the game will case interruption to a conversation about the topic.
Here's the concept, when your character fights a monster, he/she gets tried after a period of time you'r character will need to take a rest of several hours to recover and keep fighting.
The advantages of this is are:
Force people to do something besides "grind"
Force people to engage in other activities like PvP
Force people to socialize during the down time.
Force people to to play another character.
It will seemly equalize the perceived inequity between people with varying amounts of time to play. (the average MMORPG player plays 17 hours a week)
The down side:
Why did do people want to pay to not play?
Maybe during the down time they might play another game without down time, after a few "down times" away they may never come back.
What do you think of such an idea?
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"We're a game that's focused on grouping and on solo play, you know, more group oriented, more solo play..."
John Blakely Senior lead for EQ2. Link
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Comments
People dont like to be forced to do anything. They should be able to play at the pace they want to, not the pace the game wants them to.
I can understand the concept behind this idea, but it just wouldnt work. At least not for me. Especially the fact that i may want to play for a couple hours, leave for 1/2 hour or so, then come back and play again.
Um, we all know that WoW is implementing this system in beta. . .
"And by the way, did anyone ever tell you that you look exactly like Garfield but run over and skinned and then someone threw an ugly Ferragamo sweater over you before they rushed you to the vet ?. . ."
- Brett Easton Ellis, American Psycho
EQII
Requiiem, Templar
Neriak
really? I never heard anything like this about WoW.
Unless im reading those concepts wrong, hes saying that you can play for a certain amount of hours, then the game forces you to rest for several hours before you can go back to killing mobs...How is that good in any way?
Going without name(s) , it appears to be a "forced" concept which may raise similar backlash such as that from "forced" pvp.
I am not sure if this would be very popular concept amoungst the general gaming population.
- Malkavian
"When you find yourself falling into madness... Dive." - Malkavian Proverb
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Malkavian@mmorpg.com
"When you find yourself sinking into Madness, dive"
"No one can draw a clear line between sane and insane. You move that line as you see fit for yourself. No one else can. You'll understand soon... that the one that's insane is this world." - Vincent
Currently:
Playing: WOW & GW
no, that would not be good.
obviously most every mmorpg makes you spend some time 'resting' between fights to recover, but several hours (really anything more then a few minutes) that would not be good.
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Killer 80%|Achiever 53%|Socializer 46%|Explorer 20%
It's not even about time since the system currently causes you to get 'tired' from the XP you gain. If you're in a solid group that's really racking in the XP you'll actually get tired much faster and be really limited on the time you can spend gaining XP. There are just so many problems that will come out of this such as people wanting a drop a group simply because their character is tired which also hurts the others players of that group. Now instead of just asking, when forming a group, how long do they plan on playing they'll also have to ask how tired their character is.
Now some of you may say that they can still do other activities if thier character gets too tired but they are severly limited and can't actually get thier character rested again if they're still playing. Quests in WoW for instance are a source of good XP and are not effected by being tired but you also gain a lot of XP as well from the mobs that are killed during those quests, who is going to want to waste a good quest if thier XP is still going to be greatly cut back.
I'm just happy they're looking at it early so they can dump it sooner rather than later.
so what are we really talking about here? Is it something that builds up over several hours time, that you then have to rest some other number of hours? if that's the case, it could be very cool depending on how it's implemented (and as long as hours you are logged off count as resting).
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Killer 80%|Achiever 53%|Socializer 46%|Explorer 20%
Interesting. Basically, you're forcing people to get a life.
I like it for some other reasons:
However, I tend to come back to the idea that if I paid $50 for the code and continue to pay $15/month for the privilege of playing, then I want the ability to play when I want for as long as I want. If I have a day off of work/school and I want to spend it building my character, I would hate to have to bow to an imposed deadline.
Here's another downside. Let's say you log on and join a group. The group dynamic is solid and you are working together well and making progress when, suddenly, your MT and Bard have to quit because they're "too tired". Even worse, imagine a raid on a high level area. I would hate to be deep inside the equivalent of Chardok or Sobekite Eternal and have half my raid party bug out because their daily time was up.
Still, it is an interesting concept. With a few changes, it could be solid, because Lord knows MMORPGs need something to prevent people from wasting away in cyberspace.
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Old timer.
If this is WoW, I'm turned off. Sounds like they are going to use the same old EQ format and are just trying to find ways to fix things that people complain about instead of coming up with something new and original. I believe that sometimes you really do have to reinvent the wheel instead of trying to improve on it.
One of the things you learn about level design in games is "flow" (the pacing of the game). It's fine with levels but it's not fine forcing it on people's playing habits in a persistent world. I guess all the new games coming out that are going to be more dynamically focused are going to be the games to look forward too. WoW doesn't look like it's going to one of them.
(1) Perhaps they could pay me to do that but I wouldn't pay and have then make me do that. If you don't want to 'grind', go craft or explore. Nobody is holding a gun to your head.
(2) PvP should be a choice. If the game is pure PvP, you have the choice of wether or not you want to play the game.
(3) Again why force people to socialize? If they have limited time to play, I think that they should be able to play any way they so choose.
(4) Why force people to play another character? Is there something wrong with getting very good at one?
Why are so many people taking a totalitarian approach to gameplay? Why does everyone want to force people to play THEIR type of game and then MAKE them pay for it?
This quote that Aluaden got from the WoW message boards worries me
Is this true? If it is it has to be the most exceptionally stupid idea ever. People say you can do quests and do trade skills if you are too tired to fight, but this quote seems to contradict that.
i would not play said unnamed game, if this were part of it.
not a chance
Nolf - Master Asshat
Someone's gotta do it!
I really hope that *insert game name here* will be the first game to ever live up to all of its pre-release promises, maintain a manageable hype level and have a clean release. Just don't expect me to hold my breath.
This is from the official battle.net forum
Just that this rest state feature is implented in this patch does not mean that it will still be there when WoW goes gold.
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Gioz Level 105 Omni Bureaucrat (Manager)
ninjas r0xx0r
Flych - 70 Blood Elf Retribution Paladin - Tarren Mill (EU)
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Just that this rest state feature is implented in this patch does not mean that it will still be there when WoW goes gold.
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Gioz Level 105 Omni Bureaucrat (Manager)
ninjas r0xx0r
Very good point.
Alot of people get the impression a Beta is the final Product. This is of course not true an in this case a fine example of many reasons why there is a Beta to begin with. I would not start writing off WoW because of this "test".
- Malkavian
"When you find yourself falling into madness... Dive." - Malkavian Proverb
- MMORPG.COM Staff -
Forum Stalker
Malkavian@mmorpg.com
"When you find yourself sinking into Madness, dive"
Why was Rest State added:
1) Increase some sense of realism and role playing in the game by incorporating the concept of Inns and characters sleeping
2) To try to balance the speed at which various play styles level in the game. Even though WOW has a faster level curve than many games, we found that casual players were still feeling the "grind" in later levels. We didn't want to make the level curve even easier, since many other players would zoom through the game too fast.
3) Rest State, Inns and Hearthstones do all go together. We wanted to give people some limited teleportation around the world to elevate some of the long travel complaints, we wanted to encourage people to go to towns and cities through Inns, and we wanted to balance the level curve.
4) It does give people an in-game alarm clock where each time you change a rest state, you can decide whether you want to log, continue or do other activities (trade skill, pvp, etc).
5) It reduces the pressure for every area to be perfectly balanced experiece/balance wise. For example in EQ, it was common during any level range to go to the "perfect" grinding spot. With rest states and questing, the world should stay more evenly distributed.
Reasons why it was NOT added
1) To prevent players from getting to the "end game" in X time.
We KNOW that power gamers are going to get to max level in a fraction of the time of everyone else. We KNOW that we need plenty of end game options available. We INTEND to provide these when we release the game, not buy ourselves an extra month or two to get them done.
2) To force people to sit in Inns.
We intend just for people to log out at Inns naturally at the end of their play session. You can only rest online at Inns so that you don't accidentally log a character on that isn't rested and then lose your "rested" time. Also, for some people it does give them the change to chat and roleplay while "resting". We have also given some thought to let you "rest" while in cities.
Another point:
Yes, we did increase the underlying experience curve with the rest state change. However, while in the early levels it is doubled, this is NOT the case in the later levels (10+). We felt that levels 1-10 already felt really good, so we just changed the experience curve to match what was in the previous beta push.
Here is what we intend if you level to 30.
Casual Gamer (2-3 hours a night) - will level faster than last push.
Core Gamer (4-5 hours a night) - will level about the same as last push.
Power Gamer (6+ hours) - will level somewhat slower, but it should be noted they will STILL be much higher level than all other players.
-Eno
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My guess is the system will be adjusted to try to and find some middle ground and compromise. The people who are screaming the loudest are the power gamers and binge gamers who grind more than quest.
I believe Blizzard will watch and see the results and not base their decision on changes and implementation after a few days of testing.
They also have Heathstones to teleport you back to your Inn. I have faith that Blizzard is smart enough to find a balance to meet their objectives and gamers desires.
- - "What if the hokey pokey really is what it's all about?" - -
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There are some good ideas and some bad ideas associated with this. The concept itself is kind of a good idea.
But I think any time spent away from combat should be counted as resting. If you have been out of combat for 5 minutes or so, your resting time should start to click down.
Forcing people to actually be in Inns is a bad idea. Let people stop combat and go crafting or exploring. If they provide enough activities besides combat, then this will work. But if there is nothing to do but chat when your resting period is forced upon you, then you are forcing people to log out...
But, if they have something else to do, I can imagine a world where tired adventurers meet at Taverns or proving grounds and they play games of skill or chance. They tell of their adventures and have fun outside of combat.
But the idea of hampering XP when your tired and not hampering the abilities of the player is also the right thing to do. That way the character is still effective, he just deosn't gain XP. So, if you are on a quest to gain some important item, you can still go for the item, you just gain less XP...
If they are going to do this, it seems that they can make the level crawl (XP gain) faster, so it could balance itself out. You gain XP faster while in your 3 hour combat window, but then you get a 3 hour window of other things to do...
Hmmm.. it is an interesting idea, one that needs to be thought through very thoroughly...
the more I think about this the more I like it.
now it seems that they are implementing it a little too harshly here at first, but beta is for working stuff like this out so hopefully they can work it out a little.
maybe make it time based instead of exp gain based
maybe make it so you can rest anywhere in the city
maybe increase the time a little before you're tired a little.
but all in all I think it's a concept with some potential.
lol, the people getting mad about this sure blows away the whole "only socializers spend more then 15-17 hours a week playing
When people are complaining about how they need 10+ hours a day, and how 7 hours straight playing before a rest was not enough time, it sure don't support the idea that they are only playing 15 hours a week.
lmao
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Killer 80%|Achiever 53%|Socializer 46%|Explorer 20%
lol, yes exactly!
plus if it's true that the average player plays for only 15-17 hours a week they will never be effected by this, so what's to complain about?
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Killer 80%|Achiever 53%|Socializer 46%|Explorer 20%