If they want to create an immersive and logical game world -- it is. It gives you a reason for killing the goblins.
My question is, If we are leveling up using the storyline, how will we level our second time around? Doubt the Storyline quests are going to be repeatable.
Exactly, which is why I think there's more to it than "Leveling up through storyline" After your first playthrough its like.. okay How do I get exp now? If there's no monsters to kill, How? Quests? Okay How about after those Quests? what then? There will be Open World Monsters to kill.... :/.
Are you sure it is not a combination of the card system (extra stats to the gear) and upgrade system (risk to lost all) from ragnarok online? And it is older than WoW
And who knows, maybe ragnarok copied it from FF VII?
I'm very much OK with leveling with the story.
You'll do it once and get your 1st job to cap and then if you want to get any more jobs up you have to work for it.
Don't worry, since he wants this to be a generic standard MMO, there will be at least 70 copies of the first quest you do at level 1 higher up.
Removing Grinding kind of removes a large portion of what an RPG is, though..The way I see it, grinding the same mobs over and over for exp is a system that belongs in the past. I remember when I tried to get people to play FFXI, almost all of them found exp parties to be a huge turn off. So if their aim is to get as many people as possible to play this game, then they need to replace it with something more exciting. Not to mention something that makes more sense.
Killing the same mobs over and over for no reason makes you wonder exactly who is the monster...
I actually adored grind parties in FF11..
Imagine a final fantasy game, like Final Fantasy 7, where as you progressed through the story, your materia auto upgrades and by the end everything was maxed.
That would be dumb ;v
It would have turned out a little more manageable if it had, IMO. Materia sadly turned out to be Lineage II's enchanting system but with more available stats and you getting nothing back if the enchant/meld fails. At least in Lineage II you got crystals for botched enchants.
This. It's not that hard to see potential to giving the world some actual meaning with quests. Sure, you get the bozos that skip all the text because they're too lazy to read anyway, but still.quests bring meaning to the game if you want them to do so (by reading them). grinding mobs actually has 0 purpose other than to increase your level, which is a meta-game concept more than anything to a player. there's no attachment to killing random mob X 1000 times to level up. consider that "blah" if you like, but people prefer having direction and immersion while leveling up rather than sitting in town shouting endlessly to get 7 other people to join you on trek to slay 500 coblyns in their home for no in-game reason whatsoever.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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