Oh I don't like current mmos either just saying that is the way they are. I wish they weren't and am by no means saying the way they do things is the best way. Id much prefer an MMO like everquest where leveling up was 90% of the game. Getting to level 50 took 6 months of play instead of 2 days.Lets not assume things or call people out of name. I've been playing MMOS since EverQuest. I don't much care what other CURRENT GEN MMOs are doing.....
If I wanted to play the same ol same ol Id just stick with WoW. This excuse "well all current MMOs do it so its ok" is getting old.
LOTS of us are looking for something NEW not the same song and dance. If you enjoy clones then great good for you, but dont go calling people newbs because their opinion and views are different than yours.
I'll gladly pay my $9.99 a month to tackle both the hard stuff when it comes out as well as revisit older content with people who need it. I have a solid FC and multiple LSes from 1.0 to play with and also enjoy meeting and playing with new people every day. I also find some repetitive tasks relaxing so running and rerunning the same content while chatting in mumble is fun for me.
I'm for the softening of old content when new content comes out. It lets those who weren't able to previously experience everything eventually.
Sure you can solo DF queue up for much of the game right now but it's not nearly as much fun or as efficient as finding some people you work well with and doing it together. You will probably never be able to tackle the newest/hardest 10% of the game without a solid group, or at least that is my hope.
I really don't see a problem. If you haven't been able to complete existing endgame content 4-6 months after its out, why not make it easier so you can progress to current end game content at that time? What benefit is there to blocking people from progressing to current endgame content? Who does it benefit other than people who have already completed it and can look down on people who haven't?
There is plently to do other than "end game" crafting, achievements, social aspect, pvp, lots of stuff. if you wanna do older content once every other months. then to each his own. alot of people play the game to stay currect on the game, so when you start your sub back up and you wanna do a raid that a patch or 2 behind..GL finding a decent group for said raid. most of us have been through it a bajillion times.
but again to each his own, do whatever makes the game the most fun for you...as it is a game....and i must play it as much as possible....
As long as it doesn't turn into WoW's Dragonsoul LFR mode, I will be happy. Being able to have a large chunk of the raid AFK and still breeze through content was dumb.
I'm lvl 40 atm and enjoying crafting a lot. I guess I'm forced to level up and finish the endgame ASAP before it gets nerfed? OTL
Nerfing old content when new content comes out is a HUGE mistake.
Blizzard tried that model and they haven't posted a single net-positive quarter for sub growth/retention ever since. Not one. They can't keep up with the demand for content, and they have a LOT more money to dump into their MMO than SE does for theirs.
Do what XI and vanilla/TBC did for years: Build on your content. Don't make it obsolete every patch.
Sarcastic/trolly, but I agree. This is what most people do with WOW now, they sub for the expansion release, play for 1-2 months, quit, come back again and resub for the next content update, repeat until forever. Doesn't really make much sense why MMO dev's design games like this and make monthly sub games easily "beatable", you're relying on the player constantly subbing but your hardcore playerbase won't. So why bother?
Exactly, there's literally statistical revenue evidence showing that copying this, and many other things from WOW is a surefire way to LOSE subs, not gain them. Thus less money.Nerfing old content when new content comes out is a HUGE mistake.
Blizzard tried that model and they haven't posted a single net-positive quarter for sub growth/retention ever since. Not one. They can't keep up with the demand for content, and they have a LOT more money to dump into their MMO than SE does for theirs.
Do what XI and vanilla/TBC did for years: Build on your content. Don't make it obsolete every patch.
You need to define what is "do the whole game", which is pretty much the definition of playing. What is playing a MMO for you?
One does not play a MMO like he/she plays a regular singleplayer game or a game with a multiplayer option. When I start playing a single player game, I play to "beat" the game. In other words, I play until I reach the inevitable ending, which are usually marked by the end credits. Multiplayer options can sometime bring life to the game a while longer, but it has no real end goal, you play until you get tired and stop to move on another game.
A MMO is not about beating the game as you can only beat content that is currently available since the game is expected to take years before reaching a conclusion (and often, there is no such thing as an ending). Honestly, if all you can think of a MMO is to clear content with other players, your vision is flawed. Your money would actually be better invested in seeking multiplayer titles and their sequels. It's cheaper to spend about $60 every year for the next Call of Duty sequel and play it with your friends and other like minded individuals. Each game brings novelties (or differences), better graphics and new goals.
A MMO is a journey. It's essentially a job of its own (it's just that instead of awarding money, it awards entertainment time). You are meant to keep subscribing and to essentially spend time living in the virtual world, meeting people, making friends and facing challenges. In my opinion, the reason MMOs really begins at max level is because while you are levelling, you are spending most of your time building your character. At max level, you are meant to spent most of your time socializing and playing with others. Key differences between a Call of Duty's session and a MMO's session is that while in Call of Duty, you will always be playing on a map to defeat the opponents, sometime you may log into the MMO and just spend some time talking or doing pointless things with your friends. Other times, you may log in and attempt to get an better/new item. On both games, tasks will eventually become monotonous and it's the other people that will bring the spark of novelty here and there (or annoyance), yet the MMO has virtually a never ending content because players are encouraged to do content as they please, while in Call of Duty for instance, you are encouraged to get better and better and seek the number 1 spot of each matches.
It all comes down to what do you want. If you play to clear content as fast as possible and wait for more challenges after your done, your money could be better spent elsewhere. For $15/month, every 4 months of MMO subscription time, you could afford a brand new $60 title. It all comes down to if you prefer spending $180 on a subscription for a single MMO (knowing that new content is not guaranteed each month) or spend the same $180 on at least 3 brand new titles, which you know for sure, will be different games.
MMOs have always been about experiencing a journey in a virtual world full of other players. Trying to play solo only is just misplaced money.
My opinion,
Lloyd Shade
Note: I never played any Call of Duty titles. It's just that if you check Wikipedia, they have a solid history of releasing a new game each year.
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