Originally posted by ashleymorrow I do not want it to be hard just to be hard, I do want EQN to take skill.
I believe that making creatures tougher than players encourages players to play with other players, which is something I miss with the current MMORPGs. It doesn't mean some people won't be able to solo but would likely be better if they grouped. There are many that feel the opposite and don't want to feel forced to group, but there are already so many soloable games right now, i'd like to see a game bring back co-operative game play.
I need to jump in here to discuss the difference between 'hard' and 'tedious' because so many of you, including the author of the article, still confuse the two.
There is a reason that games evolved from EQ 1 to include quest markers, and it wasn't about ease versus difficulty, it was to remove unnecessarily and unfun, tedious gameplay.
Developers learned that only a handful of Beta players would read the quest and figure out where to go, then they would post the information on the internet with coordinates and everyone else would just google it, write it down and go there. This is the exact same thing that would happen if they implement it in EQN. This doesn't make it difficult, just a pain in the butt.
Now I have to open a seperate browser, google all the quests, write the coordinates down to play the game and have fun. This is NOT hard, it's tedious and BORING!
Now, lets discuss difficulty. An example of hard gameplay is when it's an iffy proposition to solo most mobs and it's virtually a certainty that if you pull two mobs you're gonna die. Hard is having roaming 'elite' (or whatever you want to call them) mobs patrolling zones, or much higher level mobs in a lower level zone that spawn randomly that will kick your butt. Hard gameplay means maybe you lose some experience when you die, or a random item from your inventory or things like that so that people are discouraged from running around recklessly attacking whatever they want because dying has virtually no consequence.
Do you see the difference between hard gameplay and gameplay that is needlessly tedious and boring?
I'm all for hard gameplay. I welcome it! However, I don't want tedious and boring gameplay.
Originally posted by bubaluba It is so simple--Do not waste money on fantasy mmo because it will fail. WOW gave everything what mmorpg on PC can offer and now is over with golden time of PC mmorpg's
lol WOW gAve everything? xD yeah right in your dreams maybe
stick to your CoD kid still rolling on the floor laughing im bareely aable to writtee with mah toes
I need to jump in here to discuss the difference between 'hard' and 'tedious' because so many of you, including the author of the article, still confuse the two.
There is a reason that games evolved from EQ 1 to include quest markers, and it wasn't about ease versus difficulty, it was to remove unnecessarily and unfun, tedious gameplay.
Developers learned that only a handful of Beta players would read the quest and figure out where to go, then they would post the information on the internet with coordinates and everyone else would just google it, write it down and go there. This is the exact same thing that would happen if they implement it in EQN. This doesn't make it difficult, just a pain in the butt.
Now I have to open a seperate browser, google all the quests, write the coordinates down to play the game and have fun. This is NOT hard, it's tedious and BORING!
Now, lets discuss difficulty. An example of hard gameplay is when it's an iffy proposition to solo most mobs and it's virtually a certainty that if you pull two mobs you're gonna die. Hard is having roaming 'elite' (or whatever you want to call them) mobs patrolling zones, or much higher level mobs in a lower level zone that spawn randomly that will kick your butt. Hard gameplay means maybe you lose some experience when you die, or a random item from your inventory or things like that so that people are discouraged from running around recklessly attacking whatever they want because dying has virtually no consequence.
Do you see the difference between hard gameplay and gameplay that is needlessly tedious and boring?
I'm all for hard gameplay. I welcome it! However, I don't want tedious and boring gameplay.
If your definition is accurate, then EQNext most definitely won't be "hard" !
I'll add one more to my art direction post, exploration. I hope for a wide open sprawling world that rewards exploration. One of my most memorable experiences was taking my 8th level Gnome enchanter from Steamfont to Qeynos to meet up with my guild buddies.
What made this cool? 1) I didn't know how to get there. It was a week after launch, and there was no simple guide on the web.
2) There was no simple "newbie zone" to level up to level 20 so I could have access to travel spells, invisibility, or other nice to haves.
3) Fear of death. If I died, I was left unclothed, having to corpse recover in an area that may have been well over my level, and no one around to help
4) Cooperation from random strangers. Alone and on the road my small gnome got help, and helped others along the way. We were like any people in a dangerous land, wanting to lend a helping hand to each other.
5) It took the better part of a Saturday afternoon. Just the length of the journey in real time made me feel like I was a world away from my character's starting point.
6) Feeling like I truly made an epic journey. Got to Qeynos, met friends, grouped up, it was something emotionally satisfying.
EQN may never be able to recreate that feeling, it was the first graphical MMO I played for any length (UO left me unsatisfied quickly), and just the newness was something that cant be recaptured. Also, I was a lot younger.
That said maybe there are some things that could help: 1) Geographic richness a la Skyrim. Let me walk to the top of the mountain in the distance, see the giants wandering on the horizon - are they friendly?
2) Cultural Distinctness. I want one town to look different from the next. Istanbul looks different from Tokyo, that looks different than Boise, that looks different from Paris. Not just the architecture, but the clothes, the sense of the people, the food (will there be food?)
3) Not another fire zone, ice zone, evil zone. I mean sure, I know that those familiar places probably will exist, but I hope that isn't the backbone of diversity that the devs use to give a big-wide-world feeling.
If the game is hard, make it fun. If the game is easy, make it fun. Either way, make it compelling over the long haul - I suspect that's easier with a more complex (hence harder) game. I agree with someone who said, make it hard but not tedious.
I need to jump in here to discuss the difference between 'hard' and 'tedious' because so many of you, including the author of the article, still confuse the two.
So do you, as well.
There is a reason that games evolved from EQ 1 to include quest markers, and it wasn't about ease versus difficulty, it was to remove unnecessarily and unfun, tedious gameplay.
There's really nothing tedious about directionless quests, that makes no sense at all. It's more about world sense/immersion. If someone asks you to find someone, they are not going to tell you where exactly they are, that makes no sense. If someone tells you to kill gazelles, you're expected to know the terrain enough to know where they are. It had nothing to do with tedium, and everything with encouraging exploration and paying attention to the world. I personally find quests a lot more fun when I have to spend some time to figure out what I have to do or where or how. Otherwise, I don't really see the point of quests, I can grind mobs on my own if I want to...
If you want everything spelled out for you that's your choice, but you have it available to you and asking devs to add to your exploits is silly. You already are looking for the easy way out and you found it, nobody should help you with that.
Favorite MMO: Vanilla WoW Currently playing: GW2, EVE Excited for: Wildstar, maybe?
I need to jump in here to discuss the difference between 'hard' and 'tedious' because so many of you, including the author of the article, still confuse the two.
There is a reason that games evolved from EQ 1 to include quest markers, and it wasn't about ease versus difficulty, it was to remove unnecessarily and unfun, tedious gameplay.
I find grinding and tediousness fun. It builds community.
I'm not going to lie. I want SWG 2.0 in an EQ skin. Just without all the bugs, exploits, balancing and performance issues. More than anything, I want the SWG style profession trees and large, non-instanced areas to explore. Though I'm doubtful that's what we'll get.
1: Re-introduce openworld PvP back into the MMO genre again.
2: Re-introduce the feeling of true exploration and discovery back into the MMO genre again.
3: Don't introduce too many "shortcuts"(i.e flying mounts, teleportation, and other taxi-services). Make mounts have some sort of importance again. (Goes under the title of: Make MMO's hard again.)
If you need to decide between openworld PvP and BG/Arenas. Pick one and stick with it, don't try to have it all. That's no good for either sides as both with be lackluster in some regard.
I need to jump in here to discuss the difference between 'hard' and 'tedious' because so many of you, including the author of the article, still confuse the two.
There is a reason that games evolved from EQ 1 to include quest markers, and it wasn't about ease versus difficulty, it was to remove unnecessarily and unfun, tedious gameplay.
I find grinding and tediousness fun. It builds community.
"suck it up buttercup"
The problem is you're suffering from nostalgia. The paradigm has shifted dramatically since those days and the MMO community is vastly different. People didn't mind it back then because that's all there was. Very few will find that entertaining these days. Even some of those claiming to "miss the grind" will walk away. That "community" you speak of no longer exists.
The problem is you're suffering from nostalgia. The paradigm has shifted dramatically since those days and the MMO community is vastly different. People didn't mind it back then because that's all there was. Very few will find that entertaining these days. Even some of those claiming to "miss the grind" will walk away. That "community" you speak of no longer exists.
If it was just nostalgia I would be playing instant gratification MMO that aren't tedious, like Tera / GW2 / WoW, but I don't. They're boring, they have no community, they're forgettable.
You have 100000 games to choose from that are instant gratification.
Not a bad list, but I think you need to expand on #1 a bit to include "live events run by live GMs."
Having world bosses that only spawn once is super lame.
But having a big event that culminates in a boss fight that only happens once is super cool.
GW2 did that in beta and then as far as I can tell the whole idea of live events dropped off the map in favor of "living story" which were pretty much just tiny, frequent quest updates. Super lame.
Create events, tons of them, enough to run a new one each week.
Have them change the map, advance the story, hell do JUST that and don't have any static quests.
But unless you have the most impressive scripting engine/tech anyone has ever seen, allow for GM interaction into live events to keep things balanced and fun and changing for players.
Originally posted by achesoma I'm not going to lie. I want SWG 2.0 in an EQ skin. Just without all the bugs, exploits, balancing and performance issues. More than anything, I want the SWG style profession trees and large, non-instanced areas to explore. Though I'm doubtful that's what we'll get.
I would love to see a "SWG in an EQNext skin", lol.
But even though I dearly loved pre-NGE SWG, I wasn't blind to its shortcomings. If it wasn't for the infamous "Holo-grind", SWG would probably not even have made it to the NGE.
Before you start screaming in outrage, just pause for a moment and recall what the average SWG player was doing every day... grinding out profession after profession in the hopes of unlocking that elusive force sensitivty....
SWG at launch was almost entirely a sandbox. It was absolutely amazing if you enjoyed RP'ing and/or had an active imagination and the ability to immerse yourself in the world. Many of us did, but most of us didn't.
For a sand box this a good wish list. Sometimes it's important to elaborate why make certain things challenging in a sand box mmo.
Well, a challenge in a sand box mmo is really horizontal progression. It is more important in a traditional no lvling system to have a great system with a learning curve but is basically all end game content once the 'tutorial' is done.
Write bad things that are done to you in sand, but write the good things that happen to you on a piece of marble
Its a nice list but i think a lot of people are living in the past. Whether we like it or not, this genre has moved forward. We can write posts, complain out loud or start up that old game, but it wont matter. I think some of us need to look in the mirror and realize that we wont get old school games like this anymore. Was vanilla WoW amazing? Yes it was, but it was also 9 years ago. I bet a lot of us are in our thirties now, with families and real jobs. Who has time to grind for a skill for months. I know I don't. If I spent as much time on the comp as I used to do when i was in my twenties I would be castrated then divorced.
Lets all wake up and realize where this genre has gone and where it will likely go. We either suck it up and play or we bemoan the good old days and turn bitter with each mmo release.
This reads like a guy playing checkers and comparing it to chess, and calling it a move forward.
Every new design feature is not an improvement on an existing one. Most of the more experienced MMORPG players have come to understand this. New is new, not necessarily better.
Just because you don't have time to play MMO's 30 hours a week anymore doesn't mean that other people shouldn't get games that support that level of engagement. You are typical of your generation, though, in that you don't think about anyone else. You do realize that the world population is growing and there are more people in their 20's than there were 10 years ago, right? By your own logic, they should not make any casual friendly games.
I want EQ1 expansion progression structure again. They didn't raise the level cap with every expansion so it kept a lot more content relevant. In kunark we still raided planes, in velious we still did 1.0 epics and killed kunark dragons, in luclin we were still doing armor sets and ntov/DN. In PoP i was doing elemental planes, some NToV, and SSRA/vexthal at the same time.I remember one point at 70 where we were raiding tacvi(GoD) anguish/2.0's (OOW) vish/yar/kess (DoN) and working on DoD's new content.
Make things hard enough that not everyone sees it before the next content cycle. Add flags and gates. Even WoW did that extremely well in the first few years.
Oh look another fantasy MMO, that's a rehash of the same MMO with the same elements of the other 2,329,982,000 MMOs on the market. Well except Firefall and The Secret World. They're actually unique.
[mod edit]
So incredibly over, swords, dragons and kids stuff..
As long as we are clear on what difficult means. I am personally past the point where difficult means camping a VT key spawn for 24 hours in a row. That isnt difficult, its aggravating and tiresome. - I would love difficult combat, and tiered end game raid zones. I would like competitive pve, meaning more than gearscore, but non instanced raids with spawn competition and punishing failure. I am fine with death penalty, infact I encourage it. I absolutely want to feel that there are consequences for playing poorly, wether solo or in a team.
At the same time, I absolutely do NOT want to spend my life in game camping some crap mob for ages and ages. - I dont want to have to devote every single free moment in order to be competitive with those who do have the freedom to play that way. - I want the difficulty to be surmountable by skillfull play, not high gearscore. I would prefer the game be inclusive so that if you play your class greater than average, you can go raiding and grouping with the people who can play for hours and hours and hours. - The barrier of gear is a pathetic stagnation of the genre.
On the other hand, I dont want people who care little about their class play, or about their enviroment, who have little awareness of combat situations and fight mechanics, to be able to get around that by being carried by other people or by their gear.- The difficulty of the game should be punishing if you make mistakes, use the wrong spells for the wrong things, or stand in the wrong spot for the wrong melee ability. - It should absolutely feel like the game had a gatekeeper - and that the gatekeeper was your own ability. if the game requires you to do certaain things to maintain buffs, or similar, and you fail to do so, you should feel the consequences, and either learn from them, try a new class, or be content with the parts of the game that are within your ability to play, without needing the entire game to be brought down to your level of lazy. - Also there are so many mmo's who have done this that the palette is full. Those who would like difficult game play have nothing to chose from. And I do mean nothing. There might be a raid in a score in a game out of a score, where the fight is significantly harder than the rest, but that does not a challenging game make.
I would love to see solo quests every 5-10 level or for every important raid where new mechanics were introduced, demanding that the person meet a scaled environment, that they would need to handle on their own, before being let loose on the next part of the social map. - It would just be insanely wonderful. - Rather than camping keys, you'd need to learn your class really well, learn situational awareness, perhaps how to interact and move a certain way during some part of the fight, all on your own. - Without a lockout, or cooldown, I see no reason why gearscore, or camping key shards, should be a superior way to gate content. - Having bosses get more and more hp as a way of scaling to the fact players get better dps due to better gear, is just mindbogglingly lazy development.
As long as we are clear on what difficult means. I am personally past the point where difficult means camping a VT key spawn for 24 hours in a row. That isnt difficult, its aggravating and tiresome. - I would love difficult combat, and tiered end game raid zones. I would like competitive pve, meaning more than gearscore, but non instanced raids with spawn competition and punishing failure. I am fine with death penalty, infact I encourage it. I absolutely want to feel that there are consequences for playing poorly, wether solo or in a team.
At the same time, I absolutely do NOT want to spend my life in game camping some crap mob for ages and ages. - I dont want to have to devote every single free moment in order to be competitive with those who do have the freedom to play that way. - I want the difficulty to be surmountable by skillfull play, not high gearscore. I would prefer the game be inclusive so that if you play your class greater than average, you can go raiding and grouping with the people who can play for hours and hours and hours. - The barrier of gear is a pathetic stagnation of the genre.
On the other hand, I dont want people who care little about their class play, or about their enviroment, who have little awareness of combat situations and fight mechanics, to be able to get around that by being carried by other people or by their gear.- The difficulty of the game should be punishing if you make mistakes, use the wrong spells for the wrong things, or stand in the wrong spot for the wrong melee ability. - It should absolutely feel like the game had a gatekeeper - and that the gatekeeper was your own ability. if the game requires you to do certaain things to maintain buffs, or similar, and you fail to do so, you should feel the consequences, and either learn from them, try a new class, or be content with the parts of the game that are within your ability to play, without needing the entire game to be brought down to your level of lazy. - Also there are so many mmo's who have done this that the palette is full. Those who would like difficult game play have nothing to chose from. And I do mean nothing. There might be a raid in a score in a game out of a score, where the fight is significantly harder than the rest, but that does not a challenging game make.
I would love to see solo quests every 5-10 level or for every important raid where new mechanics were introduced, demanding that the person meet a scaled environment, that they would need to handle on their own, before being let loose on the next part of the social map. - It would just be insanely wonderful. - Rather than camping keys, you'd need to learn your class really well, learn situational awareness, perhaps how to interact and move a certain way during some part of the fight, all on your own. - Without a lockout, or cooldown, I see no reason why gearscore, or camping key shards, should be a superior way to gate content. - Having bosses get more and more hp as a way of scaling to the fact players get better dps due to better gear, is just mindbogglingly lazy development.
Comments
Hunter Nullail Destruction - 85 Ranger. Bristlebane (Solusek Ro) - EQ
Knight-Captain Nullail - 60 Hunter. C'Thun - Pre TBC - WoW
Nullail - 80 BE Hunter.Kor'Gall - WoW
Hunter Nullail - 55 Ranger. Telon - VG
Nullail Destruction - Archer/Bard - Cerberus. FFXIV
EQN will be "easy", for mass appeal.
I can only hope for EQOA with in-game tools to do things oneself. Not dev tools, but actual in game mechanics to get just about everything done.
I believe that making creatures tougher than players encourages players to play with other players, which is something I miss with the current MMORPGs. It doesn't mean some people won't be able to solo but would likely be better if they grouped. There are many that feel the opposite and don't want to feel forced to group, but there are already so many soloable games right now, i'd like to see a game bring back co-operative game play.
I need to jump in here to discuss the difference between 'hard' and 'tedious' because so many of you, including the author of the article, still confuse the two.
There is a reason that games evolved from EQ 1 to include quest markers, and it wasn't about ease versus difficulty, it was to remove unnecessarily and unfun, tedious gameplay.
Developers learned that only a handful of Beta players would read the quest and figure out where to go, then they would post the information on the internet with coordinates and everyone else would just google it, write it down and go there. This is the exact same thing that would happen if they implement it in EQN. This doesn't make it difficult, just a pain in the butt.
Now I have to open a seperate browser, google all the quests, write the coordinates down to play the game and have fun. This is NOT hard, it's tedious and BORING!
Now, lets discuss difficulty. An example of hard gameplay is when it's an iffy proposition to solo most mobs and it's virtually a certainty that if you pull two mobs you're gonna die. Hard is having roaming 'elite' (or whatever you want to call them) mobs patrolling zones, or much higher level mobs in a lower level zone that spawn randomly that will kick your butt. Hard gameplay means maybe you lose some experience when you die, or a random item from your inventory or things like that so that people are discouraged from running around recklessly attacking whatever they want because dying has virtually no consequence.
Do you see the difference between hard gameplay and gameplay that is needlessly tedious and boring?
I'm all for hard gameplay. I welcome it! However, I don't want tedious and boring gameplay.
lol WOW gAve everything? xD yeah right in your dreams maybe
stick to your CoD kid still rolling on the floor laughing im bareely aable to writtee with mah toes
If your definition is accurate, then EQNext most definitely won't be "hard" !
I'll add one more to my art direction post, exploration. I hope for a wide open sprawling world that rewards exploration. One of my most memorable experiences was taking my 8th level Gnome enchanter from Steamfont to Qeynos to meet up with my guild buddies.
What made this cool?
1) I didn't know how to get there. It was a week after launch, and there was no simple guide on the web.
2) There was no simple "newbie zone" to level up to level 20 so I could have access to travel spells, invisibility, or other nice to haves.
3) Fear of death. If I died, I was left unclothed, having to corpse recover in an area that may have been well over my level, and no one around to help
4) Cooperation from random strangers. Alone and on the road my small gnome got help, and helped others along the way. We were like any people in a dangerous land, wanting to lend a helping hand to each other.
5) It took the better part of a Saturday afternoon. Just the length of the journey in real time made me feel like I was a world away from my character's starting point.
6) Feeling like I truly made an epic journey. Got to Qeynos, met friends, grouped up, it was something emotionally satisfying.
EQN may never be able to recreate that feeling, it was the first graphical MMO I played for any length (UO left me unsatisfied quickly), and just the newness was something that cant be recaptured. Also, I was a lot younger.
That said maybe there are some things that could help:
1) Geographic richness a la Skyrim. Let me walk to the top of the mountain in the distance, see the giants wandering on the horizon - are they friendly?
2) Cultural Distinctness. I want one town to look different from the next. Istanbul looks different from Tokyo, that looks different than Boise, that looks different from Paris. Not just the architecture, but the clothes, the sense of the people, the food (will there be food?)
3) Not another fire zone, ice zone, evil zone. I mean sure, I know that those familiar places probably will exist, but I hope that isn't the backbone of diversity that the devs use to give a big-wide-world feeling.
Ok enough of my text wall. Sorry I rambled.
Favorite MMO: Vanilla WoW
Currently playing: GW2, EVE
Excited for: Wildstar, maybe?
I find grinding and tediousness fun. It builds community.
"suck it up buttercup"
My wish list:
1: Re-introduce openworld PvP back into the MMO genre again.
2: Re-introduce the feeling of true exploration and discovery back into the MMO genre again.
3: Don't introduce too many "shortcuts"(i.e flying mounts, teleportation, and other taxi-services). Make mounts have some sort of importance again. (Goes under the title of: Make MMO's hard again.)
If you need to decide between openworld PvP and BG/Arenas. Pick one and stick with it, don't try to have it all. That's no good for either sides as both with be lackluster in some regard.
Tweet at me - Visit my website
The problem is you're suffering from nostalgia. The paradigm has shifted dramatically since those days and the MMO community is vastly different. People didn't mind it back then because that's all there was. Very few will find that entertaining these days. Even some of those claiming to "miss the grind" will walk away. That "community" you speak of no longer exists.
If it was just nostalgia I would be playing instant gratification MMO that aren't tedious, like Tera / GW2 / WoW, but I don't. They're boring, they have no community, they're forgettable.
You have 100000 games to choose from that are instant gratification.
Not a bad list, but I think you need to expand on #1 a bit to include "live events run by live GMs."
Having world bosses that only spawn once is super lame.
But having a big event that culminates in a boss fight that only happens once is super cool.
GW2 did that in beta and then as far as I can tell the whole idea of live events dropped off the map in favor of "living story" which were pretty much just tiny, frequent quest updates. Super lame.
Create events, tons of them, enough to run a new one each week.
Have them change the map, advance the story, hell do JUST that and don't have any static quests.
But unless you have the most impressive scripting engine/tech anyone has ever seen, allow for GM interaction into live events to keep things balanced and fun and changing for players.
I would love to see a "SWG in an EQNext skin", lol.
But even though I dearly loved pre-NGE SWG, I wasn't blind to its shortcomings. If it wasn't for the infamous "Holo-grind", SWG would probably not even have made it to the NGE.
Before you start screaming in outrage, just pause for a moment and recall what the average SWG player was doing every day... grinding out profession after profession in the hopes of unlocking that elusive force sensitivty....
SWG at launch was almost entirely a sandbox. It was absolutely amazing if you enjoyed RP'ing and/or had an active imagination and the ability to immerse yourself in the world. Many of us did, but most of us didn't.
Well, a challenge in a sand box mmo is really horizontal progression. It is more important in a traditional no lvling system to have a great system with a learning curve but is basically all end game content once the 'tutorial' is done.
Write bad things that are done to you in sand, but write the good things that happen to you on a piece of marble
Any mmo worth its salt should be like a good prostitute when it comes to its game world- One hell of a faker, and a damn good shaker!
Do us a favor and Google Everquest Kerafyrm, then come back and correct your post.
This reads like a guy playing checkers and comparing it to chess, and calling it a move forward.
Every new design feature is not an improvement on an existing one. Most of the more experienced MMORPG players have come to understand this. New is new, not necessarily better.
Just because you don't have time to play MMO's 30 hours a week anymore doesn't mean that other people shouldn't get games that support that level of engagement. You are typical of your generation, though, in that you don't think about anyone else. You do realize that the world population is growing and there are more people in their 20's than there were 10 years ago, right? By your own logic, they should not make any casual friendly games.
I want EQ1 expansion progression structure again. They didn't raise the level cap with every expansion so it kept a lot more content relevant. In kunark we still raided planes, in velious we still did 1.0 epics and killed kunark dragons, in luclin we were still doing armor sets and ntov/DN. In PoP i was doing elemental planes, some NToV, and SSRA/vexthal at the same time.I remember one point at 70 where we were raiding tacvi(GoD) anguish/2.0's (OOW) vish/yar/kess (DoN) and working on DoD's new content.
Make things hard enough that not everyone sees it before the next content cycle. Add flags and gates. Even WoW did that extremely well in the first few years.
Oh look another fantasy MMO, that's a rehash of the same MMO with the same elements of the other 2,329,982,000 MMOs on the market. Well except Firefall and The Secret World. They're actually unique.
[mod edit]
So incredibly over, swords, dragons and kids stuff..
As long as we are clear on what difficult means. I am personally past the point where difficult means camping a VT key spawn for 24 hours in a row. That isnt difficult, its aggravating and tiresome. - I would love difficult combat, and tiered end game raid zones. I would like competitive pve, meaning more than gearscore, but non instanced raids with spawn competition and punishing failure. I am fine with death penalty, infact I encourage it. I absolutely want to feel that there are consequences for playing poorly, wether solo or in a team.
At the same time, I absolutely do NOT want to spend my life in game camping some crap mob for ages and ages. - I dont want to have to devote every single free moment in order to be competitive with those who do have the freedom to play that way. - I want the difficulty to be surmountable by skillfull play, not high gearscore. I would prefer the game be inclusive so that if you play your class greater than average, you can go raiding and grouping with the people who can play for hours and hours and hours. - The barrier of gear is a pathetic stagnation of the genre.
On the other hand, I dont want people who care little about their class play, or about their enviroment, who have little awareness of combat situations and fight mechanics, to be able to get around that by being carried by other people or by their gear.- The difficulty of the game should be punishing if you make mistakes, use the wrong spells for the wrong things, or stand in the wrong spot for the wrong melee ability. - It should absolutely feel like the game had a gatekeeper - and that the gatekeeper was your own ability. if the game requires you to do certaain things to maintain buffs, or similar, and you fail to do so, you should feel the consequences, and either learn from them, try a new class, or be content with the parts of the game that are within your ability to play, without needing the entire game to be brought down to your level of lazy. - Also there are so many mmo's who have done this that the palette is full. Those who would like difficult game play have nothing to chose from. And I do mean nothing. There might be a raid in a score in a game out of a score, where the fight is significantly harder than the rest, but that does not a challenging game make.
I would love to see solo quests every 5-10 level or for every important raid where new mechanics were introduced, demanding that the person meet a scaled environment, that they would need to handle on their own, before being let loose on the next part of the social map. - It would just be insanely wonderful. - Rather than camping keys, you'd need to learn your class really well, learn situational awareness, perhaps how to interact and move a certain way during some part of the fight, all on your own. - Without a lockout, or cooldown, I see no reason why gearscore, or camping key shards, should be a superior way to gate content. - Having bosses get more and more hp as a way of scaling to the fact players get better dps due to better gear, is just mindbogglingly lazy development.
I'll help
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