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In your experience, what MMO has the fewest kill 10 rats quests, a shallower/faster XP curve for leveling, max gear that is relatively easy to obtain, crafting that is more than just repetitive harvesting and creating, etc.
In other words, what is the most casual-friendly MMO that you know of?
(Don't say Guild Wars, I exhausted myself of that game a long time ago. Plus, it's not a true MMO and I would prefer something with a proper open world while I wait for GW2.)
Comments
Probably DDO....although I will never play it again.
In Planetside, 10 minutes after starting a new character you were on equal footing with the longest-playing players in the game (provided you were as skilled as them.) You weren't as flexible as them, but many a new character I made in that game would square off against and defeat some of the better-known veterans of the game.
It's PVP only though. And also old at this point.
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
WOW I would say, dont need to quest, dont need to craft. Just run dungeons, you get at least a level per dungeon up to 40 so far.
Puzzle Pirates has levels, but they basically don't do anything. It doesn't get any less grindy than that. It's not quite true that the levels don't do anything, but they certainly don't make you stronger.
this is a hard question if you are refering to mmos in general or specifically mmorpgs. Its its mmorpgs then i would say mortal online out of the rpgs i have played, an experienced palyer can max a character in 2 weeks or less and be pvp ready. If you mean just mmos in general then possibly Planetside altthough it was a lnog tiem sicne i palyed it.
there are 2 types of mmo, imitators and innovaters.
For me, it was EQ and DAoC. Not because they had fast leveling (I don't feel that is the best judge of "grind"), but because they were more immersive for me. Not that there wasn't repetitive stuff there, but it just didn't feel as grindy as WoW. Here are a few of the things that I saw that helps those games from a grind perspective:
-Huge amounts of XP required for next level (seriously, just bare with me peeps): In EQ especially, you weren't getting to the next level any time soon, so you may as well sit back and enjoy the ride. Also, by level 30, even the densest players knew their class forwards and backwards, so the odds were good that everyone knew their roles and how to fulfill them.
-Huge Death Penalties: Kind of goes hand in hand with above. Also, people had some motivation to listen and pay attention to what was going on, as failure wasn't really an option when grouping in a dungeon.
-Forced Grouping: This was more of a bonus for me and others that think like me. I love being in groups, and the challenge of the dungeons in those games kept the boredom at bay. Plus, because we did know our classes well, and were well motivated to succeed, I just remember there being all kinds of teamwork in those games (especially in DAoC) that you just don't see as much anymore.
-Expansion pac's for all: When either game released expansions, they covered all levels for the most part. This was one of the things WoW screwed IMO. When you create an expansion for just the max level, endgame peeps, you are encouraging players to burn through (or grind through) all the game content to reach "the good stuff". I'm not saying eliminate the endgame portion of MMO's, or that it shouldn't be more "epic" than the content of lower levels, it should be, just don't forget about the rest of the game when creating new content.
SWTOR was developed on the idea to remove all grinds from MMOs and replace them with story.
How well they managed that ... we'll see.
DC Universe Online, hands down.
this - you can reach max in two days. The longest I have heard to took someone to reach max was I think two weeks - that was VERY casual play...