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  1. #1
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    Well, Wildstar i think declined mostly through endgame. I mean people will forgive a lot in general for a game, but my understanding of it was the endgame grind was so punishing it killed off players quite a bit.

    Games that start easy and go hard in other genres? Hmm. Probably would go with both fighting games and real time strategy ones as genres. There's a big gap between SF2 and Tekken or Virtua Fighter in terms of mechanics, and recently the most popular games tend to be easier anime fighters like naruto or DBZ games. RTS games wound up being really hard due to player skill selection that they are a bit of a dead genre outside of starcraft. Both tend to attract the hardcore now, and struggle to keep casuals, especially in online play.

    I think the point about skill raising is that usually people think that everyone can improve to the level they are. Like savage players really do assume everyone can do it. The argument that the game needs to be harder assumes everyone will rise to the challenge and succeed, and I think people downplay that not everyone can, or will want to, or will find doing so fun.

    Well...the skills being chopped mostly were dead weight. You don't need to have two dots on a mob per class unless the class is made around dots, but every job had that in HW. It wound up being a mechanic that people failed more than one they found fun. Some stuff made little sense; why need multiple buffs taking up slots when all they do is increase percentage of damage? Just combine them, or fold the damage into the ability.
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    Last edited by RiyahArp; 03-25-2018 at 04:26 PM.

  2. #2
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by RiyahArp View Post
    I think the point about skill raising is that usually people think that everyone can improve to the level they are. Like savage players really do assume everyone can do it. The argument that the game needs to be harder assumes everyone will rise to the challenge and succeed, and I think people downplay that not everyone can, or will want to, or will find doing so fun.
    In most MMO's, every patch cycle obsoletes the previous skill set. FFXIV basically acknowledged this is what normally happens and instead "stacked" the skills that are basically the same, and scales them by level/level-sync. But other MMO's also tend to lock you to one class/job, so if you pick healer in another game, you are basically picking the hard/hardest class to level because you do so much less damage and have much less of DPS toolkit, if any. Where as if you pick a DPS class in other MMO's, you usually end up with no self-healing toolkit at all and have to rely on expensive pots. So if you are really good at getting money in the game, it's easy. If you're not, then it's a grind either way.

    Like for all the flack FFXIV gets for being easy, it doesn't let you faceroll all the content by acquiring the best gear and no skill, which is what many other MMO's do. "Here's new gear, it makes (easy content) so easy that you 1-hit-ko everything, including the boss."

    If they tightened up the ilevel sync to the original release values, it would be more fun when replayed, but it would make gear pointless.
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  3. #3
    Player
    MilanFrozen's Avatar
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    Sep 2017
    Posts
    126
    Character
    Milan Frozen
    World
    Midgardsormr
    Main Class
    Black Mage Lv 70
    Quote Originally Posted by RiyahArp View Post
    Well...the skills being chopped mostly were dead weight. You don't need to have two dots on a mob per class unless the class is made around dots, but every job had that in HW. It wound up being a mechanic that people failed more than one they found fun. Some stuff made little sense; why need multiple buffs taking up slots when all they do is increase percentage of damage? Just combine them, or fold the damage into the ability.
    I think you are missing the point of my contempt. An ability animation/effect/icon are all gone when removed. This is more of an artistic complaint than a game play one. Though it could be argued as game play since the enjoyment of the animation could be perceived in a game play light. Also I'd like to point out that baking one skill into another changes them both. It's entirely possible to lose two skills in the process of trying preserve one. Either way it would be a net loss. And if we're going to remove skills then take the game a step further and allow us to adjust skill animations for skills and readd them as optional animations/effects for some abilities.

    Surely this would be a lot of work and probably not worth it, but I'm free to be upset about the loss of anything. I also don't like it when you get 'ability gaps'. What I mean is like there is a miasma one and I think a miasma two and I think there is a four, but I believe three is gone. So you get miasma one, it changes to miasma two(?) and then you get aoe miasma. I can't remember exactly what the abilities are off the top of my head, I just know that it skips a number in the chain and that's lame. Nit picking for sure, but I just wanted to point it out.

    Quote Originally Posted by Kamatsu View Post
    -snip-
    Can you link the source for this loss? I'm under the impression guild wars 2 is not a subscription based MMO and that sales would be loss relative to the previous expansion, not due to the expansion content (one could not experience without owning the game).
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    Last edited by MilanFrozen; 03-25-2018 at 11:42 PM.