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What ever happend to camping for xp?

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  • Nightbringe1Nightbringe1 Member UncommonPosts: 1,335
    Originally posted by Antiquated
    Originally posted by Robsolf

    I dunno if Fistorm is serious.  Either way, it's funny that people agree with him.

    But seriously, love of camping for XP for the sake of social interaction is like praising the DMV "for its ability to bring a community together".

    It's just associative. We see it on this board aaaallllllll the time.

    "When I was younger, I played [x] with a lot of good friends and had a great time. Game [x] had feature [y]!

    Therefore, the great time I had must have been due to [y]." (glaring logical flaw, hidden under warm fuzzies).

    Great time probably came from those friends, yas? And any other game feature [z] [w] [q] [t] would also be similar great fun in the presence of those friends?

    "But feature [y] is the only way I could make friends!" would be a completely inaccurate statement.

    "But feature [y] built communities!" is probably (at best) a partially accurate statement.

    When I was younger, all the friends I made in game were made while participating in [x] activities.

    I have not been able to find the same types of friends or communities in games without [x] activities

    I have gone back to progression servers in my original game, when they start new ones, and still have the same experience with [x] activities.

    I just wish EQ had better graphics and the tradeskill system from EQ2.

    Any fool can criticize, condemn and complain and most fools do.
    Benjamin Franklin

  • BadSpockBadSpock Member UncommonPosts: 7,979
    Originally posted by Dullahan
    Originally posted by BadSpock

    Doing both solo and group forced and having them be "equal" would probably make the people who only group to get something only play solo, that is true.

    But people who actually enjoy playing with friends and/or guild mates etc. will continue to do so. 

    It's not about difficulty. You can make difficult solo content, and easy group content, and vice versa.

    The added "difficulty" inherent in group play is either artificially created by manipulating the numbers to make enemies hit harder, so you then need a tank + healer etc. or it is a natural barrier based on communication and coordination - you are reliant upon others. When they fail, you fail.

    But when you play with friends / guild mates you know and are comfortable with and mesh well together - you completely remove the natural barrier.

    The difficulty in any game is artificial.  You give more dmg or hp to a mob.  Even if you increase the AI and give them a wider variety of abilities, its artificial (hence AI).

    The point is, if its viable to solo it trivializes the game.  It removes the feeling of a dangerous world.  I don't care if games with soloing exist, but I don't want it as a viable means of progression in the game I play.  Especially if people are capable of achieving the same goals regardless of whether they group or solo.

    At least Pantheon gets it.  Yes, you will be able to do some soloing, but eventually you will need better gear, and better gear requires a group.  Then every 10 levels you have class trials that generally require a group.  Until they are completed, you wont even be able to continue leveling up.  Point is, we need both types of games.  Sure you can group out in the world in WoW, but people don't do it for a reason.  I can't tell you how many hundreds of times I've messaged people in games in the last decade to group and they've simply ignored it because they were too busy soloing.

    I certainly appreciate the discussion and value your viewpoint.

    However I must disagree. As you say, "if its viable to solo it trivializes the game." This, in many ways, has been true for the last 10 years worth of more solo-friendly MMORPGs.

    But it doesn't have to be.

    Soloing content meant for a group is often a more challenging, and competitive task. There is an entire sub-culture in WoW, for example, competing and swapping strategies etc. on clearing content solo that is supposed to be done in a group. 

    Are these people "earning" high-end raid gear, the best in slot items to push the newest tier of content? Nope! Not even close. But the reward is often not a series of colored pixels that grant your character slightly higher stats.

    There is an entire subset of MMO players whose idea of "progression" is leveling and releveling toons over and over... like having one of every class.. or 10 of every class! 

    Others who view "progression" as hunting for rare achievements or pets, or even cosmetic items and titles etc.

    I think the average MMO player who is focused on traditional gear progression and the elitism of raiding is far, far too concerned with what other people are doing - as if other's success or failure somehow invalidates their own.

    I used to be one of these types - hardcore raider, competing for "best geared X on server" and "first guild to clear Y" and yes, I did look down on players who didn't raid, or guilds who couldn't breeze through the content we were farming.

    In some ways, I still feel that way sometimes... like in Destiny, I see people who don't have three level 32 characters with fully maxed out 331 legendaries and exotics etc. and I think - man, I'm so much better than them.

    And I am pretty darn good at the game, this week in Iron Banner is proving that! 

    But at the same time, I stop and realize - yeah, I'm pretty good... but I probably just play a LOT more than they do.

    TL;DR

    It'd be hard for someone like to me to sign off on a game where a solo player could achieve the same level of success as I could in a group... but if the solo player had a tougher time getting there, or a comparably challenging route etc. then I think I'd get over it.

    I'll always prefer to play with others vs. solo. Not the biggest fan of PUGs, as I am kind of an elitist and don't have the patience for players who don't give it their all. But playing with friends and guild mates is what makes these games so special and unique in the gaming market. 

    Doesn't mean everyone else feels that way too.

  • AxehiltAxehilt Member RarePosts: 10,504
    Originally posted by Flyte27

    It's really not all that different in the end since the task will just require a few clicks at x point where you are told exactly what to do at y.  There is little difference between clicks to do a trivial task and clicks to kill a mob.  They are all fairly mindless tasks that string you along from the beginning of the game until the end of the game.  There isn't any choice you have to follow whatever the developers set before you.  Choice means you are dropped in the game and you go and do whatever you want to do.

    All things equal, a variety of tasks will always require more thinking than an endlessly repetitive task.  So if you rate quest-based games "fairly mindless" then we'd have to agree that mob-grind games are "entirely mindless".

    If you want to criticize the difficulty of questing, then that's entirely justified since it would clearly be better with some form of difficulty slider where players have more control over the challenges they face (and are rewarded with a superior rate of progress for tackling harder challenges.)  That seems to be your actual criticism, and questing actually demands more thinking than an endless grind (and if challenge is what you seek, then presumably you'd want more thinking to be involved, not less.)

    Choice still exists in quest games.  Even in the tightest linear paths of WOW (WoD's one-zone-per-level zones) there is choice in what quest hubs you hop between.  When done more non-linearly, there's even more choice.

    "What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver

  • theglenn3theglenn3 Member UncommonPosts: 26
    Once someone told their kid they were so special and could do no wrong, then gave them a participation trophy.  Then he put on his knit cap in summertime and decided MMO's were to hard.   Blizz said your parents give you everything so thats money for us, we will cater the game to you.  That brings us here.

    Optimizing PC games for consoles is kinda like outfitting your car for a bike trail.

  • AxehiltAxehilt Member RarePosts: 10,504
    Originally posted by Dullahan

    The difficulty in any game is artificial.  You give more dmg or hp to a mob.  Even if you increase the AI and give them a wider variety of abilities, its artificial (hence AI).

    The point is, if its viable to solo it trivializes the game.  It removes the feeling of a dangerous world.  I don't care if games with soloing exist, but I don't want it as a viable means of progression in the game I play.  Especially if people are capable of achieving the same goals regardless of whether they group or solo.

    At least Pantheon gets it.  Yes, you will be able to do some soloing, but eventually you will need better gear, and better gear requires a group.  Then every 10 levels you have class trials that generally require a group.  Until they are completed, you wont even be able to continue leveling up.  Point is, we need both types of games.  Sure you can group out in the world in WoW, but people don't do it for a reason.  I can't tell you how many hundreds of times I've messaged people in games in the last decade to group and they've simply ignored it because they were too busy soloing.

    The mob is artificial, and the rules he's playing by are artificial, but the difficulty is real.  Difficulty measures the amount of skill required to beat an encounter, and that difficulty obviously increases if the mob's HP/DMG increase.  Acceptable mistakes decrease, and if you don't play skillfully you'll lose against a mob whose HP/DMG is high enough.

    Solo viability doesn't trivialize the game, and doesn't even speak to whether group challenges actually require more skill.  A solo mob can require the player performs their rotation with 90% perfection, and that requires more skill individually than the group mob balanced to be beatable if the DPSers each perform their rotation at 60%.

    It's fine for a game to offer tightly-tuned solo challenges.  It's desirable even.

    It's suicidal for a game to only offer tightly-tuned solo challenges.  This makes the game impossible for less skilled players to play.

    It's even more suicidal to only offer tightly-tuned group challenges.  Not only is it too difficult for the average player, but it clearly conflicts with the way players want to have fun in games.  It's fine for group challenges to be offered alongside solo ones, and even fine for the group rewards to be somewhat better (especially relative to the amount of difficulty beaten) but game design has been around for enough decades as a discipline for us to understand that forcing players into the wrong challenges and the wrong types of gameplay is not how you create a successful game.  Unless Pantheon is going to make it incredibly easy to queue up and teleport into a group, 

    "What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver

  • Flyte27Flyte27 Member RarePosts: 4,574
    Originally posted by Axehilt
    Originally posted by Flyte27

    It's really not all that different in the end since the task will just require a few clicks at x point where you are told exactly what to do at y.  There is little difference between clicks to do a trivial task and clicks to kill a mob.  They are all fairly mindless tasks that string you along from the beginning of the game until the end of the game.  There isn't any choice you have to follow whatever the developers set before you.  Choice means you are dropped in the game and you go and do whatever you want to do.

    All things equal, a variety of tasks will always require more thinking than an endlessly repetitive task.  So if you rate quest-based games "fairly mindless" then we'd have to agree that mob-grind games are "entirely mindless".

    If you want to criticize the difficulty of questing, then that's entirely justified since it would clearly be better with some form of difficulty slider where players have more control over the challenges they face (and are rewarded with a superior rate of progress for tackling harder challenges.)  That seems to be your actual criticism, and questing actually demands more thinking than an endless grind (and if challenge is what you seek, then presumably you'd want more thinking to be involved, not less.)

    Choice still exists in quest games.  Even in the tightest linear paths of WOW (WoD's one-zone-per-level zones) there is choice in what quest hubs you hop between.  When done more non-linearly, there's even more choice.

    I wouldn't say that mob grind is mindless.  Especially in an open world.

    The mob grinding itself may be a bit mindless.  Of course it's not entirely so if the difficulty of the mob is high and the risk of death is high.

    The other thing you have to take into account is even though you might have variety in quests you can have the same variety in a non quest/GPS game without the restrictions of following a specific path.  You could easily go off and hunt deer for their skins.  Then you could bring them back to town and find an NPC who has tools and possible recipes for tanning the skin and making leather armor.  You might go out and mine some ore from some rocks and bring them back to town.  As you mentioned you could go farming somewhere in some random place that looks good for doing so.  The big difference is you are not following a GPS around.  You are discovering things for yourself and making choices for yourself.

    Perhaps it is a bit unfair to compare only grinding mobs in these games as there was much more to do then that.  Most of it was based on community.  There was faction mob grind, grinding mobs for crafting, grinding mobs for keys, grinding mobs for specific items, etc.  You would grind in a different way depending on the makeup of your group.  You might grind as the trinity.  You might grind solo for which each class that could had a unique way of doing it.  You might combine a few unique class abilities to take down mobs.  Grinding was a big part of old games, but it had a purpose and not all old games were about grinding mobs.  Some were about grinding to build a house or grinding to chop wood from trees.  It is not so cut and paste like everyone goes out and grinds the same way and on the same things. 

    On the flip side everyone grinds the same way on quests because quests follow a specific path in most games these days.  In the old days quests did not follow a specific path or order in games that had them.  You might go talk find the local gossip by talking to various people in town or at a pub.  You would receive various tips on troubles happening at different locations.  You would then proceed to go out and try to locate said places.  That is not really how questing works now.

  • DullahanDullahan Member EpicPosts: 4,536
    Originally posted by Vesavius
    Originally posted by Antiquated
    Originally posted by Robsolf

    love of camping for XP for the sake of social interaction is like praising the DMV "for its ability to bring a community together".

    It's just associative. 

     

    No, it is not. Game community is fundamentally effected by the design philosophies and the core game systems in place.

    People that are pro static camps are really just pro slower tactical based co-operative play systems.

     

    "But feature [y] is the only way I could make friends!" would be a completely inaccurate statement.

    "But feature [y] built communities!" is probably (at best) a partially accurate statement.

     

    I would agree, apart from the '(at best) partially' part anyhow. Many of of the systems in a game like classic EQ were responsible for creating community, not just static camps, but static camps certainly played a considerable part.

    They were never the only way to make friends, but, yes, they were definitely a key building block in what encouraged and enabled community in that game.

    Originally posted by Nightbringe1
    Originally posted by Tibernicuspa

    And a huge part of the appeal of mob grinding (not camping, that's a whole different issue that it seems only EQ1 people fondly remember), is how social it was. Sharing dungeons and spawns and forming groups so you can kill faster and harder... that's not possible in LotRO because it's almost entirely a solo game through and through. The quests actively discourage grouping, and other than quests, there's nothing else to really do in LotRO, or most other modern MMOs.

    In EQ, getting a group together, traveling to the dungeon, fighting your way down to the named, and staying until everyone had the item they were looking for was the quest.

    The difference was, the quest did not come from an NPC, it came from the players.

    Well said, both of you.

    The games with camping and group-centric content were just fundamentally different.  A casual solo MMO isn't compatible with the group heavy and mob camp type of gameplay because it all hinges on the game providing an adequate challenge in general.  If everywhere you go you need other players, then you will get used to slowing down and being more sociable because your ability to progress in the game depends on it.  Camping isn't the x factor, its the challenge that yields the social aspects and need for players to come together in an activity like camping.


  • LoktofeitLoktofeit Member RarePosts: 14,247
    Originally posted by Tamanous
    Originally posted by fistorm

    What I miss the most in mmorpg's is the ability to sit for hours with three other people and camp xp mobs.   Where is the new games with this in it? 

     

    Is this a thing of the past and never to be found again?

    This is called hunting. For those clueless to it's appeal: it is something humans have been doing for tens of thousands of years. 

    I've gone hunting in MMOs and in real life. Neither is anything like camping, which  is sitting on a hill and fighting the same three or four magically re-appearing mobs over and over again. Id real life hunting was anything like MMO hunting, I would have switched from 223s to grenades long ago. 

    There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
    "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre

  • RobsolfRobsolf Member RarePosts: 4,607
    Originally posted by Antiquated
    Originally posted by Robsolf

    I dunno if Fistorm is serious.  Either way, it's funny that people agree with him.

    But seriously, love of camping for XP for the sake of social interaction is like praising the DMV "for its ability to bring a community together".

    It's just associative. We see it on this board aaaallllllll the time.

    Yep.  I call it "slowing down and taking some time to smell the rose colored glasses".

    "When I was younger, I played [x] with a lot of good friends and had a great time. Game [x] had feature [y]!

    Therefore, the great time I had must have been due to [y]." (glaring logical flaw, hidden under warm fuzzies).

    Great time probably came from those friends, yas? And any other game feature [z] [w] [q] [t] would also be similar great fun in the presence of those friends?

    "But feature [y] is the only way I could make friends!" would be a completely inaccurate statement.

    "But feature [y] built communities!" is probably (at best) a partially accurate statement.

    Yep!  And in this case, Y=boredom/misery from bad gameplay, and there is some truth there.  Just as it can be said that 2 people stuck alone on a desert island for years will probably be better friends with each other than a couple people who met at a party.  But I don't think you'd hear much argument over which circumstances they'd prefer.

    That's why I bring up the DMV, though you could probably also use a laundromat, or waiting in line at the grocery store as other good examples.  The longer I have to wait, the more likely I am to strike up a conversation with someone.  The more dull the activity, the more likely I am to find some kind of amusement in chatting it up with the nearest stranger that doesn't look like a serial killer.  If you make it dull enough, the serial killer would eventually become an option. 

    And that's what XP camping was, to me, and I'm pretty certain I wasn't alone in thinking so.  Eventually, devs rethought the (lack of)logic behind getting the biggest rewards/fastest advancement though excruciatingly dull forms of gameplay.  And so now, while most of the best rewards of most MMOs are still gated behind group content, they try to make that content as interesting as they know how.  Whether they succeeded or failed depends on the game, but I have yet to find a group instance or activity that was so mind bogglingly excruciating as XP camping.  Not by a mile.

     

  • RobsolfRobsolf Member RarePosts: 4,607
    Originally posted by Loktofeit
    Originally posted by Tamanous
    Originally posted by fistorm

    What I miss the most in mmorpg's is the ability to sit for hours with three other people and camp xp mobs.   Where is the new games with this in it? 

     

    Is this a thing of the past and never to be found again?

    This is called hunting. For those clueless to it's appeal: it is something humans have been doing for tens of thousands of years. 

    I've gone hunting in MMOs and in real life. Neither is anything like camping, which  is sitting on a hill and fighting the same three or four magically re-appearing mobs over and over again. Id real life hunting was anything like MMO hunting, I would have switched from 223s to grenades long ago. 

    Amen.  Hunting in an MMO means going out to kill wolves for hides so you can make leather armor, or sell them for money.  This is alive and well in LotRO, where you could possibly be working on a slayer deed, to boot.

    Sitting next to a spawn point with auto tab-attack queued is something else entirely.

  • AxehiltAxehilt Member RarePosts: 10,504
    Originally posted by Flyte27

    I wouldn't say that mob grind is mindless.  Especially in an open world.

    The mob grinding itself may be a bit mindless.  Of course it's not entirely so if the difficulty of the mob is high and the risk of death is high.

    The other thing you have to take into account is even though you might have variety in quests you can have the same variety in a non quest/GPS game without the restrictions of following a specific path.  You could easily go off and hunt deer for their skins.  Then you could bring them back to town and find an NPC who has tools and possible recipes for tanning the skin and making leather armor.  You might go out and mine some ore from some rocks and bring them back to town.  As you mentioned you could go farming somewhere in some random place that looks good for doing so.  The big difference is you are not following a GPS around.  You are discovering things for yourself and making choices for yourself.

    Perhaps it is a bit unfair to compare only grinding mobs in these games as there was much more to do then that.  Most of it was based on community.  There was faction mob grind, grinding mobs for crafting, grinding mobs for keys, grinding mobs for specific items, etc.  You would grind in a different way depending on the makeup of your group.  You might grind as the trinity.  You might grind solo for which each class that could had a unique way of doing it.  You might combine a few unique class abilities to take down mobs.  Grinding was a big part of old games, but it had a purpose and not all old games were about grinding mobs.  Some were about grinding to build a house or grinding to chop wood from trees.  It is not so cut and paste like everyone goes out and grinds the same way and on the same things. 

    On the flip side everyone grinds the same way on quests because quests follow a specific path in most games these days.  In the old days quests did not follow a specific path or order in games that had them.  You might go talk find the local gossip by talking to various people in town or at a pub.  You would receive various tips on troubles happening at different locations.  You would then proceed to go out and try to locate said places.  That is not really how questing works now.

    The overall difficulty is always driven more by the tuning of the challenges in the world.  But all things equal, endless-grind games are more mindless than questing games because they require less variety.

    Requiring a certain amount of variety doesn't prevent a player in WOW from doing nearly all the things you mention.  You can skin, you can mine, you can craft, you can group.  My fastest leveled characters in WOW grouped from the moment LFD was enabled to the moment they capped out (except for a brief bit around level 60 where new DK tanks caused my queue to not be instant, so I stepped out into outlands a little in between queues, until around ~63 when the queue normalized again.)

    So again, if your concern is difficulty or balance then focus on those elements.  Just don't try to pretend the amount of variety in a game where you can literally sit in one spot grinding forever is anything close to what you experience in a quest-based game where the game demands variety.  Only in the worst quest-based games do they fail to offer variety (and honestly I'm surprised there aren't more games failing to implement quests with good variety, since we've seen several games fail to implement varied mob abilities (TOR, WAR, etc) and it's kind of a similarly easy failure to make.)

    "What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver

  • Flyte27Flyte27 Member RarePosts: 4,574
    Originally posted by Axehilt
    Originally posted by Flyte27

    I wouldn't say that mob grind is mindless.  Especially in an open world.

    The mob grinding itself may be a bit mindless.  Of course it's not entirely so if the difficulty of the mob is high and the risk of death is high.

    The other thing you have to take into account is even though you might have variety in quests you can have the same variety in a non quest/GPS game without the restrictions of following a specific path.  You could easily go off and hunt deer for their skins.  Then you could bring them back to town and find an NPC who has tools and possible recipes for tanning the skin and making leather armor.  You might go out and mine some ore from some rocks and bring them back to town.  As you mentioned you could go farming somewhere in some random place that looks good for doing so.  The big difference is you are not following a GPS around.  You are discovering things for yourself and making choices for yourself.

    Perhaps it is a bit unfair to compare only grinding mobs in these games as there was much more to do then that.  Most of it was based on community.  There was faction mob grind, grinding mobs for crafting, grinding mobs for keys, grinding mobs for specific items, etc.  You would grind in a different way depending on the makeup of your group.  You might grind as the trinity.  You might grind solo for which each class that could had a unique way of doing it.  You might combine a few unique class abilities to take down mobs.  Grinding was a big part of old games, but it had a purpose and not all old games were about grinding mobs.  Some were about grinding to build a house or grinding to chop wood from trees.  It is not so cut and paste like everyone goes out and grinds the same way and on the same things. 

    On the flip side everyone grinds the same way on quests because quests follow a specific path in most games these days.  In the old days quests did not follow a specific path or order in games that had them.  You might go talk find the local gossip by talking to various people in town or at a pub.  You would receive various tips on troubles happening at different locations.  You would then proceed to go out and try to locate said places.  That is not really how questing works now.

    The overall difficulty is always driven more by the tuning of the challenges in the world.  But all things equal, endless-grind games are more mindless than questing games because they require less variety.

    Requiring a certain amount of variety doesn't prevent a player in WOW from doing nearly all the things you mention.  You can skin, you can mine, you can craft, you can group.  My fastest leveled characters in WOW grouped from the moment LFD was enabled to the moment they capped out (except for a brief bit around level 60 where new DK tanks caused my queue to not be instant, so I stepped out into outlands a little in between queues, until around ~63 when the queue normalized again.)

    So again, if your concern is difficulty or balance then focus on those elements.  Just don't try to pretend the amount of variety in a game where you can literally sit in one spot grinding forever is anything close to what you experience in a quest-based game where the game demands variety.  Only in the worst quest-based games do they fail to offer variety (and honestly I'm surprised there aren't more games failing to implement quests with good variety, since we've seen several games fail to implement varied mob abilities (TOR, WAR, etc) and it's kind of a similarly easy failure to make.)

    I still think you don't understand that there is no variety for questing in MMOs.  I don't want to keep repeating myself, but it's basically just following a string around until the game is done.  I've played through WoW recently and the game took me quickly from zone to zone.  Most of the quests were the same, but even if they were a little different you could see through the game mechanics easily.  The only way for true variety is to take the game off it's set path and allow players to go out and do what they want.

    In terms of being able to sit in one spot that is a choice you have.  It's variety.  You can sit in one spot or your can continuously be on the move.  It's up to you.   Variety is about choice.  Linear quests are more about forcing you along a set path of easy events.  Even if the events were not easy they would still be forcing everyone into to doing almost exactly the same thing in the quest portion of the game.

  • DauntisDauntis Member UncommonPosts: 600

    So many people that have commented on this sound like old folks trying to convince kids how much fun it is to use a manual lawn mower instead of a riding lawnmower because it is "fun" and builds character.

    I think MMOs are just as social or more so than they have ever been, but now it is on the player to be social and not forced. I didn't find spawn camping with random groups that much more social than fill ins on randoms. Well that is, when you actually bother to take time to converse.

    It is true though, with less downtimes there is certainly less chat time, unless you make the time to chat.

    Help support an artist and gamer who has lost his tools to create and play: http://www.gofundme.com/u63nzcgk

  • Ender4Ender4 Member UncommonPosts: 2,247


    Originally posted by Dauntis
    So many people that have commented on this sound like old folks trying to convince kids how much fun it is to use a manual lawn mower instead of a riding lawnmower because it is "fun" and builds character.I think MMOs are just as social or more so than they have ever been, but now it is on the player to be social and not forced. I didn't find spawn camping with random groups that much more social than fill ins on randoms. Well that is, when you actually bother to take time to converse.It is true though, with less downtimes there is certainly less chat time, unless you make the time to chat.

    They simply aren't as social as they used to be, don't know how anyone can say they are~. I prefer using a manual mower though so what do I know, it is more relaxing and you don't have to worry about running things over. Only reason to use a riding mower is if you have a lawn so big that a manual mower just doesn't make sense.

  • RobsolfRobsolf Member RarePosts: 4,607
    Originally posted by Ender4

     


    Originally posted by Dauntis
    So many people that have commented on this sound like old folks trying to convince kids how much fun it is to use a manual lawn mower instead of a riding lawnmower because it is "fun" and builds character.

     

    I think MMOs are just as social or more so than they have ever been, but now it is on the player to be social and not forced. I didn't find spawn camping with random groups that much more social than fill ins on randoms. Well that is, when you actually bother to take time to converse.

    It is true though, with less downtimes there is certainly less chat time, unless you make the time to chat.


     

    They simply aren't as social as they used to be, don't know how anyone can say they are~. I prefer using a manual mower though so what do I know, it is more relaxing and you don't have to worry about running things over. Only reason to use a riding mower is if you have a lawn so big that a manual mower just doesn't make sense.

    They might've meant the real manual mowers... the wheel driven ones without engines.

  • MalaboogaMalabooga Member UncommonPosts: 2,977
    Originally posted by Robsolf
    Originally posted by Ender4

     


    Originally posted by Dauntis
    So many people that have commented on this sound like old folks trying to convince kids how much fun it is to use a manual lawn mower instead of a riding lawnmower because it is "fun" and builds character.

     

    I think MMOs are just as social or more so than they have ever been, but now it is on the player to be social and not forced. I didn't find spawn camping with random groups that much more social than fill ins on randoms. Well that is, when you actually bother to take time to converse.

    It is true though, with less downtimes there is certainly less chat time, unless you make the time to chat.


     

    They simply aren't as social as they used to be, don't know how anyone can say they are~. I prefer using a manual mower though so what do I know, it is more relaxing and you don't have to worry about running things over. Only reason to use a riding mower is if you have a lawn so big that a manual mower just doesn't make sense.

    They might've meant the real manual mowers... the wheel driven ones without engines.

    more like this:

    http://en.wikipedia.org/wiki/Sickle

    or this

    http://en.wikipedia.org/wiki/Scythe

    ;)

  • DauntisDauntis Member UncommonPosts: 600
    Originally posted by Robsolf
    Originally posted by Ender4

     


    Originally posted by Dauntis
    So many people that have commented on this sound like old folks trying to convince kids how much fun it is to use a manual lawn mower instead of a riding lawnmower because it is "fun" and builds character.

     

    I think MMOs are just as social or more so than they have ever been, but now it is on the player to be social and not forced. I didn't find spawn camping with random groups that much more social than fill ins on randoms. Well that is, when you actually bother to take time to converse.

    It is true though, with less downtimes there is certainly less chat time, unless you make the time to chat.


     

    They simply aren't as social as they used to be, don't know how anyone can say they are~. I prefer using a manual mower though so what do I know, it is more relaxing and you don't have to worry about running things over. Only reason to use a riding mower is if you have a lawn so big that a manual mower just doesn't make sense.

    They might've meant the real manual mowers... the wheel driven ones without engines.

    Yep, I should have said manual mower over a power mower. I meant the old grindy, horrible ones.

     

    Help support an artist and gamer who has lost his tools to create and play: http://www.gofundme.com/u63nzcgk

  • Nightbringe1Nightbringe1 Member UncommonPosts: 1,335
    Originally posted by Dauntis

    So many people that have commented on this sound like old folks trying to convince kids how much fun it is to use a manual lawn mower instead of a riding lawnmower because it is "fun" and builds character.

    As a teenager I earned my spending money mowing yards with a push mower. One with an engine. It was fun and helped me build a strong work ethic. I EARNED my spending money.

    As an adult, I purchased a push mower, one without an engine. Yard work is something I enjoy, it gets me outdoors doing something more constructive than killing pixels.

    Any fool can criticize, condemn and complain and most fools do.
    Benjamin Franklin

  • RobsolfRobsolf Member RarePosts: 4,607
    Originally posted by Malabooga
    Originally posted by Robsolf
     

    They might've meant the real manual mowers... the wheel driven ones without engines.

    more like this:

    http://en.wikipedia.org/wiki/Sickle

    or this

    http://en.wikipedia.org/wiki/Scythe

    ;)

    And the ultimate in automatic lawn mowers?  The horse.  image

  • vandal5627vandal5627 Member UncommonPosts: 788
    Originally posted by Nightbringe1
    Originally posted by Dauntis

    So many people that have commented on this sound like old folks trying to convince kids how much fun it is to use a manual lawn mower instead of a riding lawnmower because it is "fun" and builds character.

    As a teenager I earned my spending money mowing yards with a push mower. One with an engine. It was fun and helped me build a strong work ethic. I EARNED my spending money.

    As an adult, I purchased a push mower, one without an engine. Yard work is something I enjoy, it gets me outdoors doing something more constructive than killing pixels.

    I also earned my spending money mowing yards but I did it with a riding lawn mower.  It was quite fun and I EARNED every bit of that spending money.  The work ethic is still very strong in me.  :)

  • olepiolepi Member EpicPosts: 3,062

    We're still doing the camping thing in PoTBS. Groups of us form up to "fleet" an area, either to build up unrest to create a PvP zone, or to get drops, or just to help lower level players level up. We're still asking if low-level players want to join our "camp".

    It is still a lot of fun, even after all these years.

    ------------
    2024: 47 years on the Net.


  • DarkswormDarksworm Member RarePosts: 1,081
    Originally posted by Iselin

    Odd thing to miss lol.

     

    Did that for hours in DAoC for that final push to 50 when the game first launched... I used to have nightmares about those damn big ass trees that always came in pairs... root one, kill the other...rinse and repeat.

     

    All the best spots were taken and people in the group kept lists of those waiting to get into the group when someone left.

     

    Can't say I'd like to see a return to those "good ole days."

    There's nothing wrong with that, IMO.  People did it in High Hold Keep back in the day in EQ, Nagafen's Lair, etc.  There is limited space.  I mean, how else are you supposed to accommodate many players XPing in non-instanced zones that won't completely kill the immersion and force people to ignore each other, for the most part.  It's not like you were limited to the best spots - there were other GOOD spots available.  Other people did go to other spots and group up, and level at decent paces.

    Nowadays you camp in your own instance, with no other people but your group and it's done in 20 minutes or less.  You barely got to know anyone, while you chatted in global channels (if the instances aren't run on a different server that makes it impossible for you to even communicate in those channels while you're in them).  Even then, it's not camping.  Look at GW2,  you basically skip as much content as possible to get to the objective an get the end reward.

    Vanguard was kind of similar to EQ in that respect, but we know how that turned out.  Always sucks when a great idea is ruined by shoddy development... :-(

     

  • DarkswormDarksworm Member RarePosts: 1,081
    Originally posted by Coman
    Originally posted by Nightbringe1
    Originally posted by Quirhid
    Some of the worst gameplay you could find in an MMORPG.

    Yes, why would anyone want community building activities in an MMO.

    You can still do it, it just is not forced anymore. 

    When Grinding MOBs levels your character at 1/25th the rate of Quests.  It's the only way to level at any rage considered decent even to a very casual player in most modern MMORPG games.  The disparity in leveling speed is too great to even consider yourself having a choice.

    Also, the XP MOBs get in overland zones are largely balanced for solo players in most of these games, and even then, it would take you something like 40 minutes, for example, to grind the amount of XP you could get from one solo quest in WoW.  There is just no comparison.

    Those games give XP for MOB kills only for the reason that it would make literally no sense to not at least give *something*.

    EQ2 still allows camping for XP, however its quests still give big XP and by the time you're camping anything you're only doing it for AA (assuming you didn't grind Chelsith or some other zone at a lower level, or didn't PL them in record time with an SK or something - not sure what places they nerfed in latter expansions/updates) and drops, not XP for levels, because you're max level by the time anyone would bother taking you there.

  • AxehiltAxehilt Member RarePosts: 10,504
    Originally posted by Flyte27

    I still think you don't understand that there is no variety for questing in MMOs.  I don't want to keep repeating myself, but it's basically just following a string around until the game is done.  I've played through WoW recently and the game took me quickly from zone to zone.  Most of the quests were the same, but even if they were a little different you could see through the game mechanics easily.  The only way for true variety is to take the game off it's set path and allow players to go out and do what they want.

    In terms of being able to sit in one spot that is a choice you have.  It's variety.  You can sit in one spot or your can continuously be on the move.  It's up to you.   Variety is about choice.  Linear quests are more about forcing you along a set path of easy events.  Even if the events were not easy they would still be forcing everyone into to doing almost exactly the same thing in the quest portion of the game.

    We established, rather conclusively, how questing provides more variety in the most meaningful way (what you're doing.)

    I've described the details that cause quest-based games to be more varied.  You appear to be deliberately zooming out as far as you can, so you can no longer see the details, and summing things up as "following a string".  You're deliberately trying to view things from far enough away that those inconveniently real details are blurry.  Except that when players play games, they're playing them up close: moment-to-moment players notice these differences.  It actually is varied gameplay.

    To make matters worse, even at that zoom level grind-based games don't fare any better since we can sum things up as "grinding mobs" (we don't even have to be abstract about it by using some string analogy, since you're literally only doing one thing, so even when you zoom out the lack of variety is still apparent.)

    So the variety angle is utterly hopeless.  Quests provide lots of variety.  Mob-grind doesn't.  In fact mob-grind passively encourages players not to seek variety.  And the only variety that exists in mob-grind is the least meaningful form of variety (what you see), and that bit of variety is also present in quest-based games.

    So drop the variety angle and pursue some actual criticism instead.

    "What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver

  • DarkswormDarksworm Member RarePosts: 1,081
    Originally posted by lunatiquez

    Black Desert have it, you mainly level up by mob grinding for exp, very limited quests involved.

    Sadly, people hate Korean games.

    Because, while grinding is a fun way to play socially the Korean games take it way too far.  Look at Lineage II.  Seriously, months to get through half the levels.  I don't want instant max level characters.  I don't mind leveling for 4-5 months...  But with the increasing level caps, ridiculous inflated XP tables at certain breakpoints (2billion XP for a level when MOBs in solo zones were giving us like 13k XP - you do the math) just makes it unbearable.

    You gain a level, and suddenly level 79 is 5x as much XP required at level 78, etc. but you're still killing MOBs that give XP comparable to (in some cases lower than) MOBs in level 50's zones (except you can't XP there due to the XP penalty for them being too low level).

    Now the MOBs give more XP, but the XP tables are set up in such a way that it's still absolutely ridiculous...

    Except if you load up on tons of XP Runes and Potions/Vitality Replenish or Maintenance from their L2Store, at which point the game has a monthly cost comparable to 3-4 WoW subscriptions, if not significantly more.

    Yes, Grinding is fun, but the Korean companies take it way too far because the internet culture there just isn't the same as it is here (Internet Cafe's where people pay for PlayTime, etc. are more common there than in the US, so there is incentive to lengthen the grinding to amazingly dumb levels - economically speaking).

This discussion has been closed.