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Do MMORPGs really need consumables, and if not, should they rid themselves of consumables altogether? In this week's One Good Roll Steven weighs in on his feelings about consumables.
Comments
Maybe I'm "doing it wrong" but most of the time consumables just waste my bag space.
I can't imagine you've done cutting-edge raiding then (running the highest raids as soon as they come out). In any competitive raiding guild I've been in, consumables were always a requirement and if the raid leader checked and you didn't have them you'd be kicked from raids or at least given a warning if someone else could spot you. This was mostly for WoW/WildStar, and FF14 was a little more relaxed when I raided there but if you died and didn't use a healing potion people would still get annoyed.
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2024: 47 years on the Net.
I don't like medium term benefits like 15-30 minute periods, not at all.
If anything beyond immediate-seconds, it just gets problematic.
I do like the idea of long lasting consumables, say 24 RL hours. Especially for specially prepared foods created by players who like the economic game play.
And for the love of the gods, STOP SELLING THESE THINGS IN CSs, that just removes player game play on the production and economic end of it.
Once upon a time....
Long answer, yes. Get rid of them. They suck.
I've actually never thought enough about consumables to get this "issue" anywhere near the top of my MMORPG features hit list.
Good consumables crafting systems give you a lot of variety with effects that can modify duration and potency significantly based on crafting expertise and ingredient quality.
Food, potions and poisons crafting are quite often the most interesting crafting systems in MMORPGs.
So no, pick on something else.
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― CD PROJEKT RED
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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
I try to squeeze out any advantage I can to get me an edge in end game. I also like having items that separate the rift raft from the more focused player.
Give me more consumables actually, just make sure the UI has an easy way to use them, and for goodness sake allow us plenty of extra inventory to hold them all.
Alchemy for potion buffs, custom dps increases, defense, resistances, health, mana customizables are some of the best crafting professions for me. Also add things like sharpening stones, weapon enchants, poison etc.. yeah I love all this stuff. Food/drink buffs yum yum. Bring it.
What we need more then anything is increased interactivity in our game worlds, not trimmed-down barren wastelands of nothing but art assets servicing no real purpose.
Imagine having this type of conversation with Witcher III players...
Fishing on Gilgamesh since 2013
Fishing on Bronzebeard since 2005
Fishing in RL since 1992
Born with a fishing rod in my hand in 1979
Consumables can bog down a MMO or validate a crafting skill, if they are not done well they either add nothing or become a gameplay time sink which detracts from good gameplay. Just like any other aspect of MMOs it is down to implementation, if it is done well we don't even think about them.
What has changed is the way MMOs use consumables these days, with old school your reply would have been spot on. Now with survival "MMOs" and many mobile "MMOs" making consumables a life or death situation it is becoming far more relevant. Even in MMORPGs like NW Stephen has suggested this has crept in. When you are investing as much time collecting and crafting consumables as you are questing or doing PvP, the balance has gone wrong.
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I recall those days spent grinding mats needed to support raiding and like you came to the conclusion it was all too much effort, well, along with having to learn the dance moves beforehand as well.
I'm convinced modern raiding is enjoyed by the same folks who as children spent a lot of time on Guitar Hero and Dance Dance Revolution on consoles.
I grew up in an era when we built snow forts, held snowball wars, fought dirtbomb fights against other neighborhoods and chased each other around the neighborhood as blood thirsty "savages" intent on scalping the Cowboys.
Still hate Dallas to this day...
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED