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  1. #11
    Player
    karateorangutang's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    779
    Character
    Celest Ru'milan
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Nektulos-Tuor View Post
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    Quote Originally Posted by Sandpark View Post
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    We got pretty far off topic eh?

    Anyway, some of this stuff is pretty good and could be implemented. However, MMO's need to attract more casual players than hardcore players to survive. You need a way to create enough content to make casual players feel at home then you need a smaller set of challenging content to keep them interested beyond the beginning. Now changing dungeon mechanics to include things like harder pulls would be cool, but only really affects the tank class. It's very difficult to make a dynamic that affects all the party members. Especially when roles are so defined in an MMO game.

    Equivalating Dark Souls and GTA to a MMO is... like comparing apples and oranges. They have completely different gameplay types and endgame goals for the player. Plus a MMO game based on twitch response is a recipe for disaster. I would require even smaller instanced areas for the server to handle the load.

    There's a specific reason why MMO content is decidedly simplistic or extremely difficult. It's to make the design to progression ratio easy to deal with. They either have to make it easy to make so that it can be pumped out en masse, or they take their time and make it so difficult that it takes months to be able to clear. It's a massive undertaking to create a new content and there needs to be a way to deal with the sheer amount of customers they need to deal with.

    Additionally, EQ2 has been around since 2004. They've had time to fine tune a formula. FFXIV is still a relatively new MMO. They still need time to make mistakes and correct them.
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    Last edited by karateorangutang; 09-18-2015 at 02:19 AM.