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Would anyone else like to have at least one harder mmo ?

delete5230delete5230 Member EpicPosts: 7,081

Maybe I stand alone, and it is what it is.

I can't find even one mmo that's not dumbed down easy.  All mmos are this way, even the classics.   From level 1 to max.  The only way to die is if your totally not paying attention or go to the bathroom without putting your character on a hill.

I've played many mmos in the past few years where abilities are pure animation's.  It doesn't matter anymore.   No need for healers or even tanks unless your prepping for a mini game dungeon.  Why craft, why trade ? 

I made another post " What's the attraction of solo ".  It seems like many here like solo, I get it now.  But crazy easy ?


I often complain about not having group content.  But don't you think games should be developed where it can be fun to have two or three players in a group as an option but not really needed.  Why bother when a single player can mow down a mob of eight.  Hack and slash.

Why are mmos made like this ?......Even for solo players.


I guess you do have a few like EVE, Project Gorgon, and Project 1999 EQ1.  But how about something new, or main stream !


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Comments

  • GdemamiGdemami Member EpicPosts: 12,342
    edited July 2016
    You can always "gimp" yourself, options are limitless...
  • NizumzenNizumzen Member UncommonPosts: 81
    You might want to check out Pantheon: Rise of the Fallen. It sounds exactly like what you are after. It is going to be specifically required to group to complete most of it. Soloing won't really be an option with it apart from some small little bits of killing you can do here and there.
  • LumiLumiLumiLumi Member UncommonPosts: 48
    It's not that people don't "want it" but the age of the prime-audience who would pump money into that game are far busier now and maybe don't wish to spent several hours for little reward when they have such little time already.

    Sadly games you can do easily solo until end-game are popular because that's what the larger audience once and, at the end of the day, MMOs are businesses. 

    Lots of people revive old-school MMOs for this purpose but I doubt we'll be seeing new "difficult" and "hardcore" mmos for a long time due to the shift in audience. 
  • delete5230delete5230 Member EpicPosts: 7,081
    Gdemami said:
    You can always "gimp" yourself, options are limitless...


    Guild Wars 2 you can play 5 levels higher, I can't seem to counter production my self like that.

    Something is not right about that.

  • GdemamiGdemami Member EpicPosts: 12,342
    edited July 2016
    delete5230 said:

    Guild Wars 2 you can play 5 levels higher, I can't seem to counter production my self like that.

    Something is not right about that.

    You want challenge, you get challenge. ...what is not right about that?
  • deniterdeniter Member RarePosts: 1,438
    I wish there was even one decent MMO where i could play 8 hours a day and not max my character in 10+ years. All these 3-month-MMOs they tend to release nowadays are not worth my time and money.

    Why even develop games your players complete in less time than it takes to make new content?
  • GdemamiGdemami Member EpicPosts: 12,342
    deniter said:
    I wish there was even one decent MMO where i could play 8 hours a day and not max my character in 10+ years.
    I wish I had 8 hours a day for my hobbies for +10 years onwards. That should also answer your question...
  • SavageHorizonSavageHorizon Member EpicPosts: 3,480
    Age Of Wulin European version will give you something to chew on. Don't play the American version because the script is a mess.


    Then you could play Wurm Online. 




  • DKLondDKLond Member RarePosts: 2,273
    I want a game that's worth investing in - and I do enjoy a challenge. However, challenge for the sake of challenge isn't really my thing - and if the game offers little beyond it, that's not going to cut it.

    Also, I don't understand the mindset that says group content = harder than solo content. I guess some people haven't played challenging singleplayer games?

    While it's true that it's much easier to rely on the lack of coordination between group members as a means of providing challenge - I don't think it's the answer to the lack of challenge.

    I think challenge can be much more than PvE or PvP combat. I think games need to challenge the players in other ways - including puzzles, riddles, secrets, dialogue, and so on.

    Obviously, people can just "look up" that stuff - much like they look up character builds and combat guides - but that's an individual choice.

    So, yeah, I want challenge - but it's not at the top of my list. At the top of my list is evolution and content worth experiencing and investing in.
  • delete5230delete5230 Member EpicPosts: 7,081

    Hack and slash easy........Hate it.


    I would settle for having that 5 LEVEL BELOW axe that makes me a little weak. 

    Then finding an AT LEVEL axe, that is noticeable.


    As it stands now, anything will mow a mob down !.......Why craft ? 

  • fatearsfatears Member UncommonPosts: 86
    I don't want to see the 'Wildstar" version of challenge, i.e. combat that is so dam tediously repetitive, yet requires so much concentration that it feels like a days work after your days work should be over and leaves you exhausted. But I would like to see an extension of the DDO dungeons, where different classes or attributes actually had a function and your character bought a new dimension to the group because it was different, where there were puzzles, traps, secret areas, all those fun things that require a little thought beyond spamming a rotation.  
    You received 25 LOLs. 
    You are posting some laughably bad content, please desist. 
  • KyleranKyleran Member LegendaryPosts: 44,060
    edited July 2016
    Gdemami said:
    delete5230 said:

    Guild Wars 2 you can play 5 levels higher, I can't seem to counter production my self like that.

    Something is not right about that.

    You want challenge, you get challenge. ...what is not right about that?
    I'll agree, MMORPG's for years have relied on players to create their own challenge with the tools at hand.

    In DAOC, you could fight (or had to) green or blue con NPC's for no challenge, yellow con for a decent fight that occasionally you might lose, especially if you picked NPCs with strong resistances to your primary attacks, and had strong attacks against your defenses.  (skeletons were never a good choice for leather wearing Pierce users)

    For more challenge, you'd fight Orange con, and even Reds, but you were sure to lose some fights if they BAF'd or you hit the higher level ones.  (NPC's conned in a 3 level range)

    Purple con was only for certain classes like Necromancers who could let their pet suck up the damage, and even then, a very dicey fight.

    I suppose it still works the same way in more modern titles, I've not taken the time to analyze it as much, but again, challenge is what you make of it.

    As for the EVE reference, I will be the first to say most EVE PVE content is face rolling easy, with few exceptions such as sleeper sights or incursions, but even then, just takes well coordinated group play and knowing your triggers, and nothing like the "dance with the stars" coordination of most modern raids/dungeons.

    The real challenge in EVE comes from the players who may interrupt your activities, and not the activity itself.

    While there is a market for challenging, even punishing games, I don't think the masses are looking for a Dark Souls MMORPG, it woud frustrate progression which I still feel is the defining characteristic of any MMORPG which players are looking for in most cases, not challenging game play.

    "True friends stab you in the front." | Oscar Wilde 

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  • cameltosiscameltosis Member LegendaryPosts: 3,847
    Really depends how you define challenge / difficulty. 


    Personally, I haven't played a hard MMO yet (swg, lotro, war, swtor as main ones), but each approached difficulty slightly differently. 


    SWG - The meta-game. PvE difficulty was all about the meta-game, your template. Build up the correct template and you could do anything. There was no real player skill, combat was always pretty straight forwards and the outcome was just a result of your template. 

    LotRO - Hardest MMO I've played. Gear meant very little, this game was all about tactics and inter-group dependancies. Every fight (at endgame) was a never ending stream of critical decision making. Constant resource management, group awareness, working properly as a team etc. Still, once you'd figured out tactics, most fights became pretty easy. Tactics would vary depending on group makeup. 

    WAR / SW:TOR - Easiest games I've played in terms of difficulty. WAR had more interdependancy than SW:TOR, but both games were primarily gear based. Got the right gear? Content is easy. Got lower gear? Content is impossible. Problem exemplified by one of the worst mechanics - enrage timers. 


    Final note on difficulty in games I've played - most of them at some point have simply reached a point where difficulty is measured in the number of mistakes your raid is able to make. This is relying on inherent problems of working as a team, rather than the content being difficult. As a former raid leader, what would normally happen is it would take a short amount of time to figure out tactics, followed by hours / days / weeks / months of trying a boss, waiting for that one attempt where no1 makes a mistake. That is not difficulty of content. 



    Truthfully, the hardest fights I've seen were in lotro, and the difficulty usually came from RNG. Boss's critting tanks, randomly switching aggro, randomly calling in extra adds, using skills at random times etc. These random events would cause problems for the raid, but the combat system gave you multiple ways to combat them. It meant most fights, regardless of knowing tactics or not, would reach a point where the team had to improvise to overcome a problem. Often referred to as "oh shit" moments, the best players could deal with any "oh shit" moments, whilst lesser players could only follow tactics but would crumble during an "oh shit" moment. 



    Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman

  • GdemamiGdemami Member EpicPosts: 12,342
    edited July 2016
    Jean-Luc_Picard said:
    We once made an "Iron Man" challenge in my guild. Get to max level in GW2 without dying even once. If you die, you delete the character and have to start from scratch. No help allowed, no twinking, only self obtained resources.
    I finally managed to do it after many tries. You have to be utterly cautious. When you usually would charge in, you have to use strategy, pull carefully.
    I invite you to do the same. Then come back and tell me it's easy.
    I may add SWTOR with no companion aid!
  • DKLondDKLond Member RarePosts: 2,273
    We could all just play blindfolded and developers would never have to worry about creating a challenge ever again! :)
  • fatearsfatears Member UncommonPosts: 86
    I can't find even one mmo that's not dumbed down easy.  All mmos are this way, even the classics.   From level 1 to max.  The only way to die is if your totally not paying attention or go to the bathroom without putting your character on a hill.
    We once made an "Iron Man" challenge in my guild. Get to max level in GW2 without dying even once. If you die, you delete the character and have to start from scratch. No help allowed, no twinking, only self obtained resources.
    I finally managed to do it after many tries. You have to be utterly cautious. When you usually would charge in, you have to use strategy, pull carefully.
    I invite you to do the same. Then come back and tell me it's easy.
    You may as well have said "Have you tried playing it with your feet, while balancing a drumstick on your chin? Try playing the game like that, then come back and tell me its easy"
     
    You are just inventing artificial difficulty. He is asking for difficulty to be designed into games. 
    You received 25 LOLs. 
    You are posting some laughably bad content, please desist. 
  • MendelMendel Member LegendaryPosts: 5,609
    I totally agree with your assessment that MMORPGs have become too easy, @delete5230.  But that common point doesn't make us a viable market segment.  Games need to cater to a wide customer base (least common denominator) to be profitable, and there's just no readily available data that suggests 'complexity' and 'difficulty' are key factors for a game's success.  Too many subjective opinions to quantify with any meaningful distinctions.

    Logic, my dear, merely enables one to be wrong with great authority.

  • VestigeGamerVestigeGamer Member UncommonPosts: 518
    Really depends how you define challenge / difficulty.
    So much this.  What you find challenging may not be for another player.  And vice versa.  Also, what do you want challenging?  Just combat?

    I echo DKLond's thought: "However, challenge for the sake of challenge isn't really my thing - and if the game offers little beyond it, that's not going to cut it."

    VG

  • Saxx0nSaxx0n PR/Brand Manager BitBox Ltd.Member UncommonPosts: 999
    edited July 2016
    shameless plug - http://lifeisfeudal.com/Key-features

    edit - We have started beta testing now for the mmo.
  • filmoretfilmoret Member EpicPosts: 4,906
    I think you are just confused or too picky.  GW2 dungeons are challenging,  wvw is challenging, game is overall challenging so long as you aren't lvl 21 running around in a lvl 15 zone.
    Are you onto something or just on something?
  • QuizzicalQuizzical Member LegendaryPosts: 25,499
    What do you mean by "harder"?  Do you mean stupid amounts of grinding that is so easy you don't even have to pay attention but it takes a long time?  Or do you mean you're probably going to die a bunch of times on the way to the level cap?
  • SevalaSevala Member UncommonPosts: 220
    Try DDO, you can solo depending on build strength, but its not always easy since every section is designed for up to 6 people. Plus quests come in normal, hard, elite.

    ~I am Many~

  • ReizlaReizla Member RarePosts: 4,092
    Currently playing The Secret World (again) and I think it's quite challenging at times. Regular mobs are so-so, but when you pick up 'hard' (or even harder) missions, the mobs you come across are equally difficult (and harder than the regular ones). Also the Illuminati missions require a lot of thinking (or walk troughs) to complete.

    Not sure how this all will be at 'higher levels', but for now I'm in the 2nd map and enjoy the challenges thrown at me a lot!
  • GdemamiGdemami Member EpicPosts: 12,342
    edited July 2016
    fatears said:
    You are just inventing artificial difficulty. He is asking for difficulty to be designed into games.
    It is not an artificial difficulty. "Difficulty" was always a matter of choice, you could always grind lower or higher lvl mobs.

    The only problem today are rewards that do not scale well with "difficulty" because people do not like to grind mobs all that much.
  • delete5230delete5230 Member EpicPosts: 7,081
    Gdemami said:
    fatears said:
    You are just inventing artificial difficulty. He is asking for difficulty to be designed into games.
    It is not an artificial difficulty. "Difficulty" was always a matter of choice, you could always grind lower or higher lvl mobs.

    The only problem today are rewards that do not scale well with "difficulty" because people do not like to grind mobs all that much.


    Come on.....No one likes to play like that.

    Add that how often do you see someone playing naked with a small dagger unless their a pervert.

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