It looks like you're new here. If you want to get involved, click one of these buttons!
I think one of the things that makes mmo's less immersive is when you have a bunch of numbers, it becomes very technical.
In a sci-fi game it may fit well on some things, but in medieval settings, especially if the game have a mystical atmosphere, it doesn't fit at all.
What I would like to see is, i.e. in combat, you see an enemies health and usually represented with numbers, like 200/200.
that could be replaced with a description saying "Healthy". 100/200 would be "Wounded", 10/200 "Exhausted" or "Near death"
But in addition I think it might be possible to get rid of the numbers totally, - instead of doing say 30 points of damage, you would do an attack causing "slight damage".
if that could be used in the actual combat system, you would have a system where numbers wouldn't be needed.
Comments
Would make for annoying game mechanics, alot of people like to see figures such as DPS, and MMORPG's come from pen and paper rpg's which were full of numbers. Think the numbers thing is your opinion alone tbh.
I'm pretty sure I saw a post here about someone being fed up with the "elite" culture in certain endgame raiding mmo, maybe not focusig on numbers would make that experience more relaxed, at least between groupmembers.
Hmm it's something you would really only see in SP games, too many people would complain if numbers were replaced. I'm kind of sitting on the fence, for an MMO to just use description the rest of the game would have to damn well conform around it to make it acceptable. I suppose it does add an element of 'unknown' into the game, particularly for PvP.
Either way I wouldn't really care.
O_o o_O
WoW Cat, nuff said.
A dumbed down game for the masses, getting even more dumbed down. What very little numbers they do have, at least ones with significance, are getting the axe. Everything will be based on basic stats.
So........ even though it's going to have numbers, you're going to have your wish:
"ohhh here is item. Me equip now. Orc SMASH! Ooo gem, make orc stronger. Me equip. Now me raid. Me press 1 2 3. Oops. Me press 1 3 3, Me get called bad player."
Like Trading Card Games? Click Here.
Numbers exist to let you know exactly how well you're doing, and how much stronger your character is becoming.
You can create a game without numbers, but either gameplay would have to revolve less around scaling damage numbers or you'd need some equivalent metric for measuring how effective your attacks are (if you see a health bar, you see how much damage you're doing.)
All of these are possible, but character progression is extremely popular, and displaying numbers is the strongest, clearest UI presentation for games where damage/health/etc scales. So that's why you mainly see numbers. Numbers let you instantly compare 15 damage with 20.
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
HAHA i acknowledge your opinion,but mine is one of total opposite.I want MORE numbers and more complexity.I do not want more complexity in button mashing,that seems to be something some dumb developers think is better.
This is why FFXI had the best combat system going,the formulas used were that of mathematician wizards,witch created a flawless system.I don't want to get into a long descriptive view as to why it was so good,it just was.Besides you would have to had fully played FFXI and understand the combat system for me to explain it.
Basically what it comes down ,is the more a game complicates numbers,the more it allows thinking ,the user has to use his/her brain.This is something i WANT to do,i do not want to mindlessly/blindly click hotbars,hoping for 2 second kills so i can mindlessly rinse and repeat.
squalllloire.tripod.com/id10.htm
Sad that over time almost all the Renkai chart web pages have moved are are deleted.This one does however show how complex the combat system is and this is just a tip of the iceberg.Each Weapon skill is elemental based,numbers do change according to what type of day it is,and what type of elemental weakness the enemy has.
The problem in the end was that players found ways to ignore a great system,but the design was a great start,one witch other games have not come close to.
Never forget 3 mile Island and never trust a government official or company spokesman.
Of course, in real life combat success is measured on one thing, does the target die before you do?
I tihnk a game where it was a bit more veiled might be fun, and would add an element of risk to it, rather than be as calculated as they've become.
But as others have said, for some folks it just wouldn't be a game if they didn't have access to all this information, so I'm going to assume they'll be part of most games.
"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
Games offer solo and "easy mode" difficulty options for that sort of player.
If you have a game that combines grouping, challenging difficulty, and persistance, people are going to be elitist and there's no way around it.
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver