I actually agree. I prefer skill/ability selection and improvement through usage over classes. However, I do appreciate some restrictions, like D&D's old "no metal armor to cast arcane spells" rule.
So i click on a dummy 1000 times to up my sword skill, or a rock 1000 times to up my mining skill? That is boring-easy-mode. I would much rather level up by fun combat.
You act as if a freeform skill tree game, by definition, has boring combat. That's a fallacy. I can think of a metric shit ton of class-based systems with boring combat.
Originally posted by deniter Nothing really comes up my mind..
Same
Agreed.
Ditto In fact,most of the positives some folks are listing I consider to be the scourge of the MMORPG genre.
Yeah i'm kind of with you on this. Started playing back in 99/2000. Graphic's are better for sure. What i hate is the console features in new mmo's that i dislike along with quest hub to hub crap.
Originally posted by deniter Nothing really comes up my mind..
Same
Agreed.
Ditto In fact,most of the positives some folks are listing I consider to be the scourge of the MMORPG genre.
Well, it only means that devs are catering to those other folks, and not you, and I don't think your preference is superior (nor theirs). But it is a free market, devs can cater to anyone they like.
GW1 @ 2 removal of endless gear power ups + shared resource nodes + rewards for rezzing peeps, no trinity (latter had positives and minus - but above all it's different)
agree with the original guildwars
optional Level scaling
- first implemented in COH w sidekicks, another variant is in EQ2, called mentoring
appearance gear
- first seen in EQ2 in 2007 and now seen in many games
I actually agree. I prefer skill/ability selection and improvement through usage over classes. However, I do appreciate some restrictions, like D&D's old "no metal armor to cast arcane spells" rule.
So i click on a dummy 1000 times to up my sword skill, or a rock 1000 times to up my mining skill? That is boring-easy-mode. I would much rather level up by fun combat.
Then do just that. If you don't like leveling off a dummy, level off a mob. That's freedom of choice, and the value of sandbox. I guess you're just used to games giving you only one option nowadays, hm?
I actually agree. I prefer skill/ability selection and improvement through usage over classes. However, I do appreciate some restrictions, like D&D's old "no metal armor to cast arcane spells" rule.
So i click on a dummy 1000 times to up my sword skill, or a rock 1000 times to up my mining skill? That is boring-easy-mode. I would much rather level up by fun combat.
Then do just that. If you don't like leveling off a dummy, level off a mob. That's freedom of choice, and the value of sandbox. I guess you're just used to games giving you only one option nowadays, hm?
I agree. I don't see the option of being able to level a skill off a dummy or a sparring partner as a bad thing. Horses for courses.
Sometimes you simply can't/ don't want to get deeply involved in a game and these sort of options enable an alternative playstyle.
I actually agree. I prefer skill/ability selection and improvement through usage over classes. However, I do appreciate some restrictions, like D&D's old "no metal armor to cast arcane spells" rule.
So i click on a dummy 1000 times to up my sword skill, or a rock 1000 times to up my mining skill? That is boring-easy-mode. I would much rather level up by fun combat.
Then do just that. If you don't like leveling off a dummy, level off a mob. That's freedom of choice, and the value of sandbox. I guess you're just used to games giving you only one option nowadays, hm?
Adding boring choices like clicking on a stone 1000 times is just a waste of resources. And combat is far slower "usage" then clicking on a dummy.
Having bad choices 0.00001% of the players use .. what is the point?
Comments
So i click on a dummy 1000 times to up my sword skill, or a rock 1000 times to up my mining skill? That is boring-easy-mode. I would much rather level up by fun combat.
Yeah i'm kind of with you on this. Started playing back in 99/2000. Graphic's are better for sure. What i hate is the console features in new mmo's that i dislike along with quest hub to hub crap.
Well, it only means that devs are catering to those other folks, and not you, and I don't think your preference is superior (nor theirs). But it is a free market, devs can cater to anyone they like.
agree with the original guildwars
optional Level scaling
- first implemented in COH w sidekicks, another variant is in EQ2, called mentoring
appearance gear
- first seen in EQ2 in 2007 and now seen in many games
Public Quests
- first seen in warhammer in 2008
EQ2 fan sites
Then do just that. If you don't like leveling off a dummy, level off a mob. That's freedom of choice, and the value of sandbox. I guess you're just used to games giving you only one option nowadays, hm?
I agree. I don't see the option of being able to level a skill off a dummy or a sparring partner as a bad thing. Horses for courses.
Sometimes you simply can't/ don't want to get deeply involved in a game and these sort of options enable an alternative playstyle.
Adding boring choices like clicking on a stone 1000 times is just a waste of resources. And combat is far slower "usage" then clicking on a dummy.
Having bad choices 0.00001% of the players use .. what is the point?