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  1. #1
    Player
    Abriael's Avatar
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    Mar 2011
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    Ul'Dah
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    Abriael Rosen
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    Goblin
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    Gladiator Lv 100
    Quote Originally Posted by Soukyuu View Post
    Basically, you are saying they have to dumb the game down so it isn't too hard. They might have to adjust the difficulty of each factor, but it doesn't mean action games have to become less complex because of that. If you have 3 factors@1/3 each and add a fourth, setting each@1/4, you still get the 1.0
    It means exactly that. and your equation demonstrates it. If you have to lower 1/3 to 1/4, that factor is indeed lowered.

    The point where we disagree is that you are saying there are no tactics involved in action combat, which is frankly pretty silly. You can't just stand there and spam punches in a well implemented system. If you can, then the system is flawed and needs adjustment.
    Sorry, but clear cut strawman arguments don't really help your case. No one here said that there are no tactics involved in action combat. Fact is that action combat-based MMORPGs have to be less tactics/group synergies-based, to avoid overwhelming players making them less accessible and to avoid overwhelming the servers.

    Big difference in the bolded parts.

    The sun rising in the east is a fact. Some guy on the net claiming something is impossible is an opinion. For some reason you seem to be thinking your opinion is a fact. I'm sorry, you are mistaken.
    Some guy talks with MMO developers between a weekly and a daily base, when he doesn't inverview them. TERA's devs included. He's quite aware of the compromises they had to do in order to make the server structure what it is.

    I'm quite sure they know what they're saying for a fact.

    What is your opinion based on again?

    Obviously, WoW, being The Holy Grail of MMOs, is successful. Or so people say. It doesn't change the fact nearly every game that tried the same system didn't last long.
    Like Final Fantasy XI? Or like every long lasting MMORPG we have on the market?

    Initial hype wearing off, normal phenomenon. The question is, how far this is going to continue? Will the servers become empty? How many will have to close? When? Only time will tell.
    One thing is for sure. It's no revolution, and it won't generate any massive audience looking at the results we had so far.

    To be completely honest most of its appeal on its current userbase is based on the art style, not on its combat.

    I didn't say targeting is the only factor defining a MMO. It's one of major defining ones though.
    But it's really not. The difference is in a single keypress, and considering that hitboxes in action-based mmorpg are overly large, there really isn't much difference besides a mere functional one that influences the fun factor very relatively.

    If you don't want to see them as genres, see them as sub-genres, as they're both MMOs, just with different battle systems. You're starting to nitpick at this point though.
    Just pointing out just how weak and incredibly subjective your arguments are.

    You missed the point of the thread then. The "norm" the thread is referring to is not the norm in handling an unsuccessful MMO, but the norm of features in a MMO. Basically, the OP wants the SE to do something original again. Whether it's a good idea or not, considering what their last attempt at originality brought us, is another thing altogether.
    Fact is that the definition the OP uses of "the norm" is fallacious to begin with, and shows that he has no idea of what he's talking about, but his contribution to the whole thread pretty much demonstrates that in itself.

    His idea of "the norm" is limited to very few factors he cares about (he basically uses "the norm" as a derogatory definition to paint what he doesn't like in a negative light, regardless of it being the norm or not), while there are a crapton of factors that define and distingush a MMORPG from "The norm", including ARR.

    You could actually easily define action-based MMOs as "the norm", for instance, as action games are a lot more widespread nowadays than games that require more reasoning and have a slower pace.

    There has to be some progress for it to be called progress, originality and new ideas are part of it when done right. Yes, being original for it's own sake is a bad idea, that doesn't mean everyone should just hold unto safe ideas and recycle them over and over again.
    There are plenty areas where smaller innovations can bring a much larger contribution to the fun factor than radical innovations that attempt to fix what isn't wrong. A good example are TSW's investigative quests.

    Often going back to past standards pushed away by "innovation" is actually a much better choice than innovating.

    Good game design isn't based on time, past, future, innovation or regression, but simply on what is fun and what isn't.

    An argument based on not doing "The norm" because someone thinks that an absolutely flawed statistical pool (the commenters on a forum) represents in any way what MMORPG players want is ridiculous. If "the norm" is fun, welcome to "the norm".
    (1)
    Last edited by Abriael; 10-22-2012 at 06:21 AM.

  2. #2
    Player Jynx's Avatar
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    Mar 2011
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    Gridania
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    4,964
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    Jynx Masamune
    World
    Diabolos
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    Thaumaturge Lv 100
    Quote Originally Posted by Abriael View Post
    If "the norm" is fun, welcome to "the norm".
    The only real issue is that games that have tried to use the normal formula for a hit MMORPG these days (Mainly WoWs base) have yet to recapture the lightning in a bottle that WoW was.

    Hell as WoW bleeds subscribers it's hard to say that Blizzard can even recreate it. They got lucky and everyone else developement wise is trying to do the same. If anything recent MMOs that have come out strong and languished shortly after release give a bold statement that the WoW type MMO is on it's way out.

    Hell it may be impossible for MMOs to ever reach the same numbers as WoW did, in the MMO space it really is a statistically anomally of the market. You need to find your playerbase and focus on it, trying too hard to please everyone leads to dissapointment on all ends of the market. When/If a MMO tries to use WoWs base and manages to hit a large subscriber base for a long time then it's a different story.

    But after WoW, we just haven't seen the numbers in more recent MMOs to suggest it's a repeatable formula.

    Also fun is highly subjective to alot of demographics you can't just say "If it's fun it's the norm" Like I said with the WoW style base, it's unproven to actually be "Fun" outside of WoW itself as many games have failed to capitalize on it. You could say it's like anything popular, you can't just do it again and expect the same results.

    The market for all products not just games, look at movies and books Vampires and Zombies are "In" but how often does the Vampire or Zombie "Hook" actually translate into the rehashed products being as good or better than the thing they are trying to imitate?

    Eventually the novelty wears off seeing something you like outside of the thing you actually enjoyed it for.

    Fun is highly subjective and can't be contained to a single factor or style.

    Oh I almost forgot.
    Quote Originally Posted by Firon View Post
    If you want me too...
    Group content

    BATTLE!
    But seriously much of that content was either able to be done Solo as well, aside from the synergy crafts of course.

    Again it was all condensed under (Battle) as you felt needed for my list to be condensed. It's content for sure but it didn't make up 97% of the game. I'd say it was a 70/30 split to be honest it was a highly group based game but as per my original arugment it wasn't the only thing to do.

    If you couldn't find something to do by yourself you were just being lazy.
    (3)
    Last edited by Jynx; 10-22-2012 at 06:42 AM.

  3. #3
    Player
    Soukyuu's Avatar
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    Crim Soukyuu
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    Ragnarok
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    Pugilist Lv 50
    Quote Originally Posted by Abriael View Post
    Sorry, but clear cut strawman arguments don't really help your case. No one here said that there are no tactics involved in action combat. Fact is that action combat-based MMORPGs have to be less tactics/group synergies-based, to avoid overwhelming players making them less accessible and to avoid overwhelming the servers.
    Quoting you here:
    Quote Originally Posted by Abriael View Post
    Action based mmos rely on correct positioning/tactics/synergy a LOT less than other MMOS, for a physical matter of netcode and for a simple reason of balancing.
    Changing that from "a LOT less" to simply "less" makes a world of difference, since "a LOT" implies there is next to none left.

    Some guy talks with MMO developers between a weekly and a daily base, when he doesn't inverview them. TERA's devs included. He's quite aware of the compromises they had to do in order to make the server structure what it is.
    Or so some guy says...

    What is your opinion based on again?
    We're making progress, you admit what you posted is your opinion. My opinion is based on my opinion. I'm not claiming it to be universally correct, unlike you.

    Like Final Fantasy XI? Or like every long lasting MMORPG we have on the market?
    What do those have to do with failed copycats again?

    But it's really not. The difference is in a single keypress, and considering that hitboxes in action-based mmorpg are overly large, there really isn't much difference besides a mere functional one that influences the fun factor very relatively.
    I'd like to see you dodge, block and chain combos with only one keypress.

    Just pointing out just how weak and incredibly subjective your arguments are.
    Says someone claiming the difference between action and non-action based combat is one keypress.
    (0)

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