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  1. #1
    Player
    Zarzak's Avatar
    Join Date
    Aug 2013
    Posts
    599
    Character
    Zarzak Tigerspirit
    World
    Leviathan
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Gamemako View Post
    Old MMO design was focused around not letting the player progress because the team couldn't produce that much content for players to burn through. If it were easy to level to 99 in the first few years of, say, Ragnarok Online, everyone would have quit early on for having nothing to at all to do.
    Ok going with that logic... How is it different now exactly? You get 1-50 in (being silly) a month... You are full ilvl 90 in what 2 months only playing about 2 hours a week?

    So after 1 month if your really slow you are down to playing 2-3 hours a week then being out of anything productive to do.
    (2)

  2. #2
    Player
    Gamemako's Avatar
    Join Date
    Aug 2013
    Posts
    795
    Character
    Elysia Mazda
    World
    Coeurl
    Main Class
    Armorer Lv 50
    Quote Originally Posted by Zarzak View Post
    Ok going with that logic... How is it different now exactly? You get 1-50 in (being silly) a month... You are full ilvl 90 in what 2 months only playing about 2 hours a week?
    First off, if you played 2 hours a week, you'd still be working on the story. The entire 2-hour-a-week thing requires an initial 500-hour investment, because there ain't a damn player of this game who started out with full i90 and immediately started gutting Twintania. So yeah, total nonsense strawman to begin with. Second, content gets patched in today in a way that old games could never manage. Teams are much larger and the bar for a profitable game is higher. Games like Anarchy Online and Asheron's Call, memorable though may be, peaked at 100k subs or fewer. 500k today is a failure that goes F2P after a few months.
    (0)