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Which MMOPRG does not have mobs that respawn faster than 30 sec.??? I am sick tired of this fact.
If you still don't get it, as long as the MMORPG has mobs respawn at fast rate, it is designed to MAKE YOU mindlessly camping on the same spot slaying 3~5 same mobs over and over. That include ALL the MMORPG I have tired. Some of them such as WOW tried to trick dumb people with "quest", but it doesn't fool me...divide the camping same spot type of grinding with a "delievery" once in a while isn't going to fool me into think it's any better than camping the same spot all the way.
Maybe they didn't try to trick anyone, but seriously many people actually think killing 500 mobs on the same spot at once is boring, but kill 50 at a time for 10 times with 10 delievery of their heads or skins or bones to a npc is actually fun??? Don't make me laugh...same crap seriously.
Well I hope I haven't learned all the games out there yet...
Anyone knows any MMORPG does not have mobs respawn at a fast rate?? Which means does not have the leveling method of CAMP the SAME SPOT slaying the SAME 3~5 mobs over and over?
Comments
well, lets take Lineage 2 and WoW for example. in WoW those quests send you to kill diffrent monsters at diffrent places, where in Lineage 2, your sometimes stuck at the same place for hours, and sometimes even days. while it is technicaly the same grind,WoW sends you to diffrent places, it takes away the feeling of a grind for many. some get the feeling they are doing something diffrent with each new quest because it sends them to kill diffrent mobs, where others get the feeling they are doing the same thing, just diffrent mobs, and they don't really care for that.its something personal. I personally like it when the games encourage me to visit diffrent places killing diffrent mobs. I think its one of the downpoints of Lineage 2. the game more or less forces to kill the same mobs too muchs for too long. I'm not saying to take away the heavy grind of Lineage 2, but I would like it if I could change mobs every now and then. its not something I would quit over,but something could use, imo a little bit of improvement.
That does not change anything.
In L2 you camp on the same spot kill same 3~5 mobs over and over for 500 times.
In WOW you click on a npc and read a short dumb story, and it tells you go to south of the village kill 50 grey wolves and then bring back the skins. Basicly you go to south of the village find a spot with grey wolves and kill the same 3~5 of them over and over until killed 50. After you finish it, the npc then send you to north of the village kill 50 red wolves and then bring back the bones..basicly the same mindless killing on 3~5 red wolves on the SAME spot over and over until 50...and so on...
IS there a real difference here?? South or north, grey wolf or red wolf, SAME old crap that respawn at a rate of every 30 sec. over and over, you kill the same 3~5 mobs on the exactly same spot repeatly until you get the "job" done then go back to the npc only being sent to another spot and camp there to slay the same 3~5 mobs repeatly!
They are all the same to me! Honestly!
Boring crap. There is absolutely no difference in the reaction of the first mob you killed compare to the #10000 mobs you killed. They are basicly exactly the same, and die to the exactly same a few combo of the spam buttons.
There is NO feeling of accomplished anything or making any prograss at all. There is abosultely no difference before/after you started the mindless killing.
When you finished, the mobs you were sent to kill were still there walking around like fools. You were still standing where you started...terrible
Want to quote this for you to see again.
I am fine with killing mobs for leveling up, just not the way that stated above.
I like to actually making prograss. NOT to waste time only to find myself still stand where I started with the SAME a few mobs that I was sent to kill STILL walking around right there like NOTHING happened.
Instead,
I want something
for example
I was sent to kill an evil king, and I started at the outside of his castle, fight my way in. After hours fighting, I went through the castle wall, gate, inner gate, halls, rooms by rooms, until the throne room to meet the king. When I finish this task, I was miles away from where I started. All the enemies were gone, at least were not there before I leave. Hope you got the idea.
double post
This is the point. And the main point!
They are the same. Thus I feel the same!
Anyone doesn't feel the same are the ones don't think they are the same. While the truth is they are the same. Thus those people are either way to easily fooled or way to easily entertained.
You might think you are "exploring" the world in process of being sent to location A, or to location B. Then again you aren't even doing crap on your way. Not to mention the "world" isn't that big at all. I can memorize every specific location with what mobs are there. What is the point of "exploring"??
I think the point is the companies think people are easily entertained, which they are right about the most people. Thus instead of making really huge world that could be enough for all the players, they make huge amount of mobs that are crowd everywhere outside towns walk around like chickens with increditable fast respawn rate.
The problem of not enough mobs for each player obivously can be solved by making the world bigger, a lot bigger. To make people spread out more. And make lots more one way through dungeons, caves, castles etc. So if there are not 100 other people entered the same trip as you at the same time, you won't find 100 people inside taking your mobs.
I know exactly what I want. Just like to know if there is already such games out there. So far all the MMO I tired are the same boring crap as I stated.
So I guess there isn't any...
Skill training is handled differently in the game, you buy a skill and then just start training it, as long as you have any prerequisites covered. Training is done in real time and continues even when you are logged out of the game. This allows you to advance your character (financially and socially) by actually PLAYING the game instead of jumping on some arbitrary treadmill.
It's more of a sandbox game like pre-CU SWG and classic UO, so if you liked either of those games you may like EVE. Best thing to do is grab the trial and try it out for 2 weeks.
Since the whole thing's instanced, once you kill a mob it stays dead until you leave the instance. No annoying respawning, no mobs spawning in the middle of an already pitched battle, no camping.
Only once in both Prophencies and Factions are you required to kill 40 of a mob type... and Wardens can be found practically everywhere on a third of the world map. You can pretty much do that quest by accident.
In a big world, if you could clear a entire zone/castle before it respawned, it'd lead to massive areas that are empty with multiple players. Quests would be extremely hard to implement because if 2 people were doing it seperately it would be extremely tedious.
And even if it was just you, having to constantly run around the world to find mobs for your quest(or just to kill) would be tedium at its finest. I enjoy combat, not the trip between combat.
Auto Assault has a somewhat interesting slant on this behavior in that there is defintely a fast spawn and a sort of standard spot but many vehicles have an extremely large patrol range and are generally quite fast. In other words you know that there are Scav Bikers in a certain area or going up and down a certain road, but since its over miles and things from other spawn points can come from large distances away and ram/shoot you it has a different feel to it. Also vehicles can flee for a rather far distance. Some patrols won't stop their route if you attack them but will drops mines and shoot at you in strafing runs so chasing and your ability to chase (speed/aceel/snares) also comes into play if you don't wanna be harrassed by patrols.
There are also the standard camps as well, especially for foot infantry units.
In the end though you can still camp an area just like any other MMO, this is really crappy xp in AA compared to missions but it is possible to do. More often its done for items or crafting materials since missions give xp like 5 times as fast as camping.
I haven't played the Ryzom trial too much yet, but from what I understand they have a much more organic mob spawning/behavior. I think some mobs even have migration patterns depending on time of year/day etc. After playing it a little I got a more AA feel than a WoW feel in that I wasn't always certain when or where another mob may come from. The difference is that in AA I could say attack a Pike town, which is essentially a camp, but you never quite know when some car is gonna come screaming out of nowhere and ram me into a building. But in Ryzom I knew what was in the area but didn't necessarily know which way some mob was necessarily gonna go, so adds and such were trickier. Also from a larger prospective what may be the camping ground today can dynamically change tomorrow in Ryzom. Wheras AA's doesn't change dynamically, even though its sort of dynamic in the short term. The two games aren't really comparable as AA is a very fast game with much more distance than other MMOs. But as far as feel these are my impressions of their variations from the standard not so dyncamic spawn model
eve-online was mentioned already,
the only grind you have is mining ^_^
And the roids stay dead for a long time, once you mined an entire astroid belt its gone for hours.
though, aswell mentioned pirates "respawn" or better, new pirates will try to rip you appart *g*
and they will not respawn on the same places, instead they will jump into the area you are in and attack you from time to time.
first off, beside a few exceptions, WoW quests do NOT tell you to kill tons of guys, but 5-10 tops.
Second off, i turn the question to you: what is best? stay put in the same spot for hours killing the same exact monster, OR going around the world killing 12 different monsters, with different abilities situated in different places, getting different items AND getting extra xp on top of that?
In addition, WoW quests tends to be thematic. Take Redridge mountain for example, there is a big stronghold captured by the orks in the middle filled with all kind of strange things, warlocks, seers, warriors etc.
The quests you get from the region make you explore to the end the keep, kill the orks, recover the three orbs, activate this thing on the tower and finally find and defeat the commander of the keep and his entourage (him, a sorcerer and his dragon pet plus couple elite orks).
When you come out and return to the village you have the feeling of an ADVENTURE, not mindless grinding. Once you are done, the quests XP plus what you got as loot and xp from the monster killing will prolly be enough for you to never have to go back to the keep anymore if you do not wish for. You "completed" that area and can move on to another place where there ain't any ork keeps, there is instead a undead ridden forest.
Might be it is only me but without those quests, you MIGHT have done the same, but prolly you would have just killed the goons in the courtyards for hours until you were bored to death. No additional sure loot, so the commander could drop the sweet weapon or not, no additional XP so it takes 3 times as much to do the same place.
It is true, when you go away the place is as alive as before, but that is a consequences of this kind of world for all kind of games, it is not possible to have personalized keeps for your own that do not return alive without instances.
Truely, level 1-59, wow is mostly Grindless and i do not get why you, Jazia, has some kind of personal hatred for that, yep this is not the only thread that you made about it, everytime you take this subject and say the same thing, over and over, even when it is definitly not true and i can tell you the grind of Lineage 2 and WoW (or EQ2) are totally at the extreme of the spectrum. Lineage 2 on the "boring mindless" part and wow on the "fun, fast and varied" part.
Have a nice day.
"If you give a man a fish, you feed him for a day, if you teach him how to fish, you feed him for a lifetime"
Hmm do you actually know how many people play on a WoW server to give that as a reason ?
Well i can tell you now its not 6m per server doh.each WoW server is like 2k server loads which is less numbers per server then many games.
So unless on your server you have 6m people jumping on a spawn i doubt you even have a valid statement in your statement.
However while not been able to articulate his point properly he grazed the reason.People got fed of camping spawn and the devs reacted to this by making fast spawns.
Jazia.
Some big replys in here,I didnt read them so im not sure if they solved your problem,.But I can help direct you the right way to get away from it a bit.
Games that are heavy loot based will have this problem,if the player dont loose there items in a loot based game then the problem is ten times worse.If there not to much to do besides kill mobs then its mindless.
You need a game where its not loot based,players still loose items when dieing, and theres other professions like crafting and more things to do.This will divide the players into there own grinds.If the game fails to offer lots of other things to grind or do then it will be a Mob camp game for items/xp/cash.and everyone will be whoring spawns.
to be honest most game devs think this is the way to do it,thus you got washed up level restricted no item loss loot based games with no profestions besides combat.Ill list a few that try to get away from this.
Ultima,.way to old
SWG,. not the same game anymore,and allways lacked pvp.
Shadowbane,. lacks players,.crap controlls.
Saga of rayzom,. dont loose items,and it lacks pvp.loose xp on dieing.
Guildwars,.. no crafting proffestions,intance worlds.
Eve-online,.large time sink,.and sometimes it feels empty.
the top 3 games are dieing,And I dont recomend them,.the others you should try, there good games.
I would like to talk about EQ2 or Daoc but I only had a month in them,So I know nothing about them,EQ2 looks good tho and I may go back and take a stab at it.
But WoW is a very static, very predictable world and the only time you see a mob going very far from its spawn points are extremely special mobs (Son of Arugal in silverpine, Ally patrol in Barrens, etc) or certain patrols in some instances. And almost everything in the game is predicated upon killing the mobs.
WoW is fun 1-59 but it really is just a re-hash of the EQ model. They just made the granularity of quest requirements smaller for quicker rewards and made sure you could switch things up easier so you don't get bored that is all. Its nothing against the game its just the truth.