It looks like you're new here. If you want to get involved, click one of these buttons!
(This has nothing to do with the gold seller issue; they just brought about this though.)
I was reading a post about gold sellers when it hit me. MMORPGs at their current state are pathetic. Gold sellers have become so predominate in our MMORPG community to ensue lawsuits, massive hatred, and an all around feeling that they are destroying something important to many of our gamers.
But when I look at it, what is so important that gold farmers are taking away from our game. (Everyone knows the arguments for and against gold selling so I won't go over it.)
What I see gold sellers taking away from the people off the MMORPG community is the feeling that they have suffered through the time and hours put into getting all of these items in the game, and then some noob who knows nothing can just buy it all.
Because of this it has lead me to believe that all that matters in MMORPGs is the end, the end of the endless game. Everyone wants to just have their character be badass standing there looking cool, and when someone just buys a badass character and stands there looking cool then it makes anyone that went through all that crap, look and feel like an idiot.
Which leads me to believe that MMORPGs are pathetic because when you've done all the crap and gotten all the good gear and some noob who just bought his badass char is just as good as you. It hits you hard that all that crap you just did wasn't special or good; it was just a huge waste of time.
It wasn't fun, it wasn't enjoyable most of the time I spent playing mmorpgs was just thinking how awesome I will be once I get that next whatever. I have reached a point where if I begin thinking how cool it will be 4 hours later after I level or the raid is over, Instead of how cool it will be here and now I will quit on the spot.
-------------------------------------------------
Achiever 20.00%, Explorer 86.67%, Killer 60.00%, Socializer 33.33%
EKSA
-------------------------------------------------
Comments
I don’t think you realize that I am saying that because gold sellers are present in such high numbers shows that the major content of MMORPGs is simply retarded.
Are gold sellers a problem in current MMORPG? Maybe, do I care, no because the games play into it and they are all a waste of time that tries to get you hooked after the first few fun times.
Who cares about gold sellers and blizzard's actions against them? The problem is the grind sucks, end game is retarded, quests get dull PvP tends to always be less than enjoyable.
So what keeps us here, I know for me it was those few precious gems when we truly had a memorable, exciting and fun experience playing,
But I’m not will to put up with all that crap for those few moments any more.
-------------------------------------------------
Achiever 20.00%, Explorer 86.67%, Killer 60.00%, Socializer 33.33%
EKSA
-------------------------------------------------
The present dominating MMORPG design isn't good enough. (simply put, that's the problem)
Are gold-selling/buying, item-selling/buying, and account-selling/buying an issue for MMO? Yes, no doubt about it. But the act itself is not the main issue. The issue should be WHY they are this common in the MMORPGs? I believe that it is the design of the game that allows these things exist.
So in order to solve the issue, we should get to the bottom of the issue, which is the system's issue: The time-sink. The design around time-sinks at the present basically gets bored way too fast, and some players would be affected by this. How to solve it? Re-making the time-sink to be interactive and that everything changes each time (whether it be quest/mission or just random encounter of mobs). It shouldn't be predictable. And most of what I'm talking about is a higher level of A.I. which will make the encounter random.
As for the "end" of a supposely endless game, I started one topic (http://www.mmorpg.com/discussion2.cfm/thread/131889) which tries to collect what people thinks the "end-game" of the MMOs should be. We see raid, PvP, and many other ideas (most games when using the end-games, uses the loot-based system, which supports the long grind for items, and such.)
In the end, when trying to change any system in MMO, you will have to re-think the whole game system in general. This will be what the future MMO developers should be focusing on - how to modify/change the existing system, or creating a new system all together.
Current MMO: FFXIV:ARR
Past MMO: Way too many (P2P and F2P)
ABSOLUTELY!
The gold-selling is out-of-control! I am appalled by it.
I made a lot of money selling accounts and items in Everquest. However, the gold-selling is so audacious, egregious, and over-the-top today.
The Gold-Sellers are Winning
People Need to Buy Gold to Play & Enjoy the Game
The Gold Sellers are so prevalent and have such a wide-ranging impact on the economy that gamers are FORCED to buy gold online to remain competitive, acquire items, acquire resources, and to just experience the game!
Who is to Blame?
Shame on You, Gold Buyers! Shame on You!
The other problem is that many players nowadays who play mmorpg's do not like the mmorpg game concept. The OP is just one example of such a player. They do not like the road, but only like the fame and glory and/or the end-game. They only want to get there. It is a valid way of game play, but it does not need the game content that is being created for that type mmo player. Such players only need the end-game and the fastest way of getting started with it. For such gamers different kinds of games should be created (actually are being created) that should perhaps not be called mmorpg's at all. A new name tag for such mmo's would be nice, but I don't think that will happen.
Present mmorpg's offer end-game content that is of interest for some type of mmo players that don't like rpg at all. Gold farmers and power levelers are the natural result. This can be solved by not offering end-game content, but that leaves players with nothing to do but role-play or create a new character. Problem probably is that the mmorpg market for true rpg players is only a fraction of the present market for mmorpg games and companies want to make money, just like the gold farmers they are inviting in with this kind of game design.
--
Delanor
noobsfarmershackerstrollsandalts
it's all that's left nowadays
Because yeah, PvE in MMORPGs is boring. You are fighting Monsters that are designed to be killed by you, they lack even the basic sense of AI, they are weak and easy to beat. It's based on numbers, so to speak. If your DPS is > than the enemies DPS, while your Life also > enemies Life, it's a Default win, no skill involved. Through Gear, you get that DPS and Life, no skill involved. So someone who buys an Acc with a maxed out Char on it, he will naturally own in PvE (and Item-based PvP).
HOWEVER, if someone buys an Acc with a maxed out Guild Wars char (all Green Weapons, all Skills including all Elite Skills etc.), he will suck, badly, at first.
Because PvP needs skill, and you can't buy Skill.
Which is, btw, the reason why I won't play PvE Focussed MMORPGs anymore, just boring.
As for the idea of "skill" difference between PvE and PvP, (both systems are based on numbers). And the "skill" you are talking about are needed for both PvE and PvP: the critical thinking of the player (to plan the attack, the sequence of the skill needed) are such that it is needed for both.
The only difference between PvE and PvP is you have a harder time to predict PvP (human behavior changes, while A.I. programming for now doesn't do that).
If MMORPG are truly a RPG in a virtual world, then PvE and PvP aspect should not be separated. They need to be configure in a way that they help each other...
Overall, it's the present game design that I would want to see get changed. As technology grow, hopefully the design would grow also...
(getting too complex in my head now.. so I'll just stop here..)
Current MMO: FFXIV:ARR
Past MMO: Way too many (P2P and F2P)
- no level, make it skill based, less interrest to buy an already upped character.
- no gold or currency excepted may be only usefull to buy some beer in the tavern.
- possibility to loose items upon death = less value on item.
If a game only has the goal of aquiring loot and power, then you too can have this for ginding for a year, or for the low cost of $200.
This is why many players seek out sandboxes and in game communities. If the goldbuyer has every skill and power, armor that can prevent 99% of all damage, and 50 tons of gold in his pocket, it's meaningless. A real player can gather a community they helped shape, and lay siege to another community somewhere else in the sandbox. The goldbuyer is just one person, and can't stop an army. The goldbuyer can't buy friends, they get frustrated and post on game review forums about how much that game sucks.
--
Delanor
They have become parodies of themselves. Every new game that comes out just follows the exact same formula of whichever predecessor was most successful. They use the same loot/level game mechanics and slap a different graphical skin on top and sell it to the next batch of suckers who for whatever reason think this game is going to hold their attention longer than the carbon copy that they just cancelled from.
The sandbox is the only salvation from this vicious cycle.
Critical thinking is a desire to seek, patience to doubt, fondness to meditate, slowness to assert, readiness to consider, carefulness to dispose and set in order; and hatred for every kind of imposture.
--
Delanor
From what I have seen in most sandbox MMOGs there is way to much grinding of some form or another.
-------------------------------------------------
Achiever 20.00%, Explorer 86.67%, Killer 60.00%, Socializer 33.33%
EKSA
-------------------------------------------------
Then again, it was designed as a virtual world - Not as a game.
As well, there's the matter as to whether or not you consider it good, or more accurately - What period in time, you considered it to be good. I'm in the camp that holds adamantly to the thought that the game was at its peak in about '98, '99, before the Trammel/Felucca split, before the strange Diablo-esque item stats, and all the other crap that has since been introduced.