Page 12 of 20 FirstFirst ... 2 10 11 12 13 14 ... LastLast
Results 111 to 120 of 197
  1. #111
    Player
    Worm's Avatar
    Join Date
    Dec 2013
    Location
    Ul'dah
    Posts
    491
    Character
    Gulvak Garamonde
    World
    Coeurl
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Susanoh View Post
    Similar ideas to what I'm suggesting have already been done by other games, and they didn't crash and burn because players didn't get to bump their iLVLs up every six months to a year.
    Would you list some? I'm kind of interested in what you define as a crash and burn.

    Also don't you think a game with really good content which is gated and has power creep would be reasonably successful? I feel like you're making too much of an equivalency between the lack of two things you don't like and a game being good. You still need really good content and game management, which more often than not is the problem with these games.
    (0)

  2. #112
    Player
    ApolloGenX's Avatar
    Join Date
    Aug 2013
    Posts
    1,396
    Character
    Galen Amaranthe
    World
    Leviathan
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Worm View Post
    Would you list some? I'm kind of interested in what you define as a crash and burn.

    Also don't you think a game with really good content which is gated and has power creep would be reasonably successful? I feel like you're making too much of an equivalency between the lack of two things you don't like and a game being good. You still need really good content and game management, which more often than not is the problem with these games.
    There is a substantial difference between the amount of power scaling between "tiers" in a game like Everquest and in a game that follows the formal WoW tier structure like this game. In EQ, there was a blend. The expansions were very broad and deep, with gear quality overlapping well up into the expansion, with the high end raid gear pulling ahead. In many cases this was with additional effects, clickable effects, or later with new types of stats that were relevant to the raids in that expansion.

    Why does this matter? Because core power could remain steadily increasing, without a huge leap... but effects could change in relevancy from expansion to expansion, without characters becoming massively overpowered on the whole.

    Example: Luclin brought gear with Flowing Thought (that was originally VERY rare)... but it introduced negative stats to pay for it, except for the most exclusive Vex Thal gear. PoP brought armor sets with spell enhancement, while GoD introduced DoT shielding. PoP gear was still useful in GoD. DoT shielding was just a nice stat relevant to those raids. Luclin gear became obsolete for most people in late PoP, but that was because the level was raised.

    That is how gear should work. It should stay relevant in the level range, and become obsolete when levels are raised, not because new content makes the prior content in-tier pointless. You can have a whole array of effects, clickables, divergent stats, whatever for a level range of gear- offering a huge variety of options for a max level character.

    Why would you not have thematic gear for your raid releases? They could all be comparable but follow different themes... all sets could be viable, but if you have three high end raids, you could have one set that is optimal (the effect provided) for tanks, one for healers, one for dps... it's not difficult to think beyond the Ilevel rush oversimplified system we have in place.

    I still remember getting my (ethereal mist?) armor on my EQ cleric. Multiple planes had similar gear, but I wanted EM for the look- it was purple. Loved it.
    (3)
    Last edited by ApolloGenX; 02-01-2014 at 01:24 AM.

  3. #113
    Player
    itscoreylol's Avatar
    Join Date
    Nov 2012
    Posts
    21
    Character
    Katy Perry
    World
    Adamantoise
    Main Class
    Gladiator Lv 50
    Yawn, another blah blah blah I want FFXI 2.0 horizontal progression thread.

    An MMO of that nature wouldn't survive in todays market. I also want more difficult content because I'm all for content inaccessibility so I can lord my purples over the plebians in mor dhona though.
    (2)

  4. #114
    Player
    Fendred's Avatar
    Join Date
    Jun 2011
    Posts
    956
    Character
    Valentyne Laska
    World
    Balmung
    Main Class
    Dancer Lv 100
    Without going into specific MMOs, it is difficult to talk about why certain MMORPGs crash. The biggest problem of the last decade was developers copying WoW's system down to the letter and trying to put a new coat of paint on it. SWTOR was a monumental project with a lot of hope behind it that turned into the colloquially named "Tortanic" due to every aspect of its gameplay being a direct WoW rip off. The real issue though, came after the release, where the developers blamed the quickly bleeding player base on a lack of end game content, when clearly many of the players were leaving before they even reached end game.

    Because we have all played the same system for so long, people who regularly play contemporary MMORPGs know at some level the problems with these kinds of systems, probably even moreso than the people designing the games. One of those is the upwards progression associated with WoW. The thing is, you can make a game's content have lasting value, since every other genre of game does that. Someone who beats Skyrim will get the same satisfaction now that people who beat it back in 2011 did. Certainly they have fixed a ton of bugs and problems since then, but the experience is just polished, not permanently altered or changed. Not to mention they also add new stuff without irreversibly changing the old.

    It also hurts the RPG elements of the game to constantly expand upwards. If a sword is supposed to be a relic of great power, why would it suddenly become irrelevant statistically in the story the second Leviathan is encountered? Must we ascend an endless ladder of supposedly priceless holy relics apparently each more powerful than the last for no explicable lore reason just to down a boss? MMORPGs already have enough story telling problems as is.
    (5)

  5. #115
    Player
    NefGP's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    632
    Character
    Dante Goldenpaws
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    FFXI lasted for a solid 9 years (abyssea launch) until it started to really lose most of its base (WoW took a sizeable bite out of it but it still maintained a steady 500k subs while other MMOs came and went, barely lasting a year or 2)

    The current market be damned, all it shows is it's a volatile, fickle group of people who either don't know what they want or got burned by the failings of traditional MMOs. This is why I still love XI and feel like it was a model that just needed improving, not discarding. Can check my other threads for more detailed posts as I'm not about to rehash the pages and pages of examples I've given, but suffice to say if it ain't broke don't fix i, which is exactly what's happened both post 1.23 XIV and post-abyssea XI;


    For all the improvements ARR's made (and it has fixed just about every gripe I had with XI) it's thrown away what made XI such a good, lasting and (IMO) revolutionary game.
    (2)

  6. #116
    Player
    Ketra's Avatar
    Join Date
    Oct 2013
    Posts
    27
    Character
    Ketra Astor
    World
    Tonberry
    Main Class
    Gladiator Lv 80
    Instead of patching in more and more HM dungeons... And no one plays them. It is very very obvious, I don't see anyone looking dungeon party in FC, LS, PF, shouts, etc.

    Why bother making content when no one wants to do them. Not even casuals are doing them. Casuals are mostly doing EMs and Coil 1-4.
    In 2.2 HM halati will be obsolete the next day after it's release.

    I suggest SE look into FFXIV's itemization. Or even make HM dungeons more exciting and challenging than wasting time making them a cake walk that no one ever walks to walk through again.
    (1)

  7. #117
    Player Virgil's Avatar
    Join Date
    Mar 2011
    Posts
    75
    Character
    Virgil Cesius
    World
    Ultros
    Main Class
    Marauder Lv 51
    XIV is fucked. I hope I'm wrong, but with the way things seem to be going it seems much more likely than not.

    MMO's since WoW have been disappointment after disappointment and I'm honestly losing my faith in the genre as a whole.
    (6)

  8. #118
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
    Posts
    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Ketra View Post
    Why bother making content when no one wants to do them. Not even casuals are doing them. Casuals are mostly doing EMs and Coil 1-4.
    In 2.2 HM halati will be obsolete the next day after it's release.
    There's a lot wrong with that I don't know where to begin.

    Considering that Yoshi's own internal data directly goes opposite of what you're saying...you're not only wrong, you're proven wrong. Roulette has been a boon for the "casuals" and not so casuals. Most dungeons are still played.
    (2)

  9. #119
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Fendred View Post
    Without going into specific MMOs, it is difficult to talk about why certain MMORPGs crash. The biggest problem of the last decade was developers copying WoW's system down to the letter and trying to put a new coat of paint on it. SWTOR was a monumental project with a lot of hope behind it that turned into the colloquially named "Tortanic" due to every aspect of its gameplay being a direct WoW rip off. The real issue though, came after the release, where the developers blamed the quickly bleeding player base on a lack of end game content, when clearly many of the players were leaving before they even reached end game.
    I'm not debating on the topic of "throw away content." However, the reasons for SWTOR's faults at launch were not as you say. I played on day one as a Bounty Hunter from 1-50 and while the leveling experience was a blast and a wonderfully written story, when you got to end game, there was almost little to nothing to do. Barely any content to keep a PvE player the least bit satisfied till the next major patch, and any dungeons we spammed led to conflict with the story within the dungeon we still had to endure each time and fighting over with others to take the dark or light route because people needed to get their Dark Side or Light Side leveled up. Having no Duty Finder system itself was unappealing to players who have been spoiled by other MMO's with it. PvP was horrifically unbalanced to the point that the opposing sides were literally helping each other stack up points through an exploit.

    It wasn't because it was "a WoW clone," SWTOR simply did not offer the quality it promised and was plagued with issues to the point that people didn't care to stay on it and moved to the next MMO. Actually, the battle system and UI were probably the best mechanics of SWTOR's system. It was smooth, fast paced, fun and utilizing simple tasks were great with a UI that worked well. Even then, SWTOR is not a failure game, they are still pushing content out and still have a fairly sized fanbase to keep it up and running.
    (1)

  10. #120
    Player
    ZoroRoro's Avatar
    Join Date
    Nov 2013
    Posts
    22
    Character
    Zoro Roro
    World
    Exodus
    Main Class
    Marauder Lv 50
    GW (1st one) remains my favorite. The dual class system with builds was great. Expansion packs had fun stories. All the toons' /dance moves were hilarious. And Ritualists were the best.
    (0)
    Zoro Roro WAR 50 PLD 50 MNK 50 DRG 50 SCH 50
    FC: WTF
    Exodus

Page 12 of 20 FirstFirst ... 2 10 11 12 13 14 ... LastLast