It's seem like MMORPG designer obsess with damage progression aka one hit everything
IMO , MMORPG designer and developer need to stop this kind of obsess , because it's a dangeous type of progression that will kill the game with power gap .
Ability to kill thing too fast before it able to do anything pretty much ruined every strategy in both PVE and PVP , it's a worst . Though i understand that people enjoy killing everything fast but it kind of anti cinematic , specially in multiplayer game
For me , i prefer defense progression instead of damage progression
For example , in old games
you start with 1 hearts and 1 damage then though the progress you earn 9 hearts , totally 10 hearts , but your damage still 1 , it give you more room for error but still make the boss (with 100 hearts) challenge since you need to hit it 100 time while avoid making mistake
same with this design if you replace the hearts with damage then it only need 10 hit to finish the boss
Some of you may say , wa , it's harder with only 1 heart and 10 damage ... yeah , maybe . But image it's a multiplayers game with 10 players vs 100 hearts boss . Well it is a matter of seconds.
it's suck
Comments
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
My mind went to the math, and all the combination possibilities, but in the end his point of defensive growth vs. time is what it is.
Once upon a time....
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
That's why I called it "ingenious." It's obvious these days to think about these things.
Edit to add:
I think the good iixviiiix, who's always been a bit of a stirrer-upper, was trying to do is make us think of the full range of possibilities. What with all this recent talk of things like "Skill Hunting."
I could be wrong, but why else would he post such an overly simplistic thing from the distant past?
Once upon a time....
Logic, my dear, merely enables one to be wrong with great authority.
And you get item which do 13,462% more damage...
Vault-Tec analysts have concluded that the odds of worldwide nuclear armaggeddon this decade are 17,143,762... to 1.
What I'd like to see is a game that's challenging for a small group, larger groups draw more MOBs, and Solo-ers are able to play a much more challenging game that includes tactics not fit for group battle, i.e. stealth, separation, and assassin tactics.
I'd also like to see stealth and invisibility to be playable in scouting or exploring the depths of a Dungeon or Ruins, but with the greatest risk of all.
Add in Mage Familiars, such as cats, rats, and bats as Scouts with a mind link, under control of the Mage.
Add also Scrying Crystal Balls and Seeing Eye Spells, things like that, as a more limited version of Scouting. But also with defensive spells against them.
Once upon a time....
Nothing wrong with a challenge, that is what gives you a real sense of achievement, just going from location to location, hearing ding after ding, that is banal.
I think group play should be more rewarding though, it does require a bit more effort. That doesn’t mean the best gear should be locked behind group content but increased xp rates or more crafting mats/reagents could and should be a great incentive, not a requirement, to group up.
/Cheers,
Lahnmir
Kyleran on yours sincerely
'But there are many. You can play them entirely solo, and even offline. Also, you are wrong by default.'
Ikcin in response to yours sincerely debating whether or not single-player offline MMOs exist...
'This does not apply just to ED but SC or any other game. What they will get is Rebirth/X4, likely prettier but equally underwhelming and pointless.
It is incredibly difficult to design some meaningfull leg content that would fit a space ship game - simply because it is not a leg game.
It is just huge resource waste....'
Gdemami absolutely not being an armchair developer
Developer don't want people to start their game and immediately kill the last boss. So developer make sure player need to keep farming higher tier of gear to kill harder boss.
Your method dont' work because some player with 1 heart can immediately kill the last boss in the game and skip everything.
Look at single player games. The difficulty mode alone is just fudging damage/health meters. Are opponents in the hardest mode using better AI or "smarter?" Not in the least. They hit harder and you hit weaker or there are more of them.
The other part I got from iixviiix is the length of battles becoming shorter and shorter. The only MMO I've played lately that has any length of battle to it like EQ did is Wizard101, where each round has a 30 second timer on it.
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
How about getting sponsored by a heart foundation? At least then the reviews would go on about how gaming needed to talk about this issue, good intentions, a game worth making, an important issue for us all. Even if the game was itself crap.
Vault-Tec analysts have concluded that the odds of worldwide nuclear armaggeddon this decade are 17,143,762... to 1.
It's all about the TTK in most games with the "epicness" of a fight usually being differentiated only by how much longer than normal the fight lasts.
Some games do spice things up a bit using cover mechanics and numbers of enemies you have to deal with all at once or they add special moves to elite mobs. That's actually a bit better but still canned. What we really need is adaptive AI to make combat more interesting but that's a ways off.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED