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I sadly cant stand animore mmorpg´s, i have looked around tried to many, but all the content is dumb, like farm, with no meaning or do repeetitive boring quests/tasks like go speak to x or go kill 10 mobs.
This games are laking in emerciveness, the only game i found that add somme good content(good quests) with ridles,traps, good story... was DDO.
Today i am plaing Oblivion and KotOR.
The only good thing i found in MMOs is comunity, other way no one wold play it (imagine any mmo on sigle player mode)
Any one feals the same?
Comments
I do agree with you, MMOs used to be community > All.. Now it's just convert exsisting MMOs/make a single player game (essencilly a console game) but for lots of players instead.. But sadly thats what sellis these days the 'L33T 14 year olds' control the MMO market now
Bring on the WARRRRGGHH!
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Note: PlayNC will refuse to allow you access to your account if you forget your password and can't provide a scanned image of the product key for the first product you purchased..... LOL
I don't agree..and am not sure what you are looking for. Any good MMORPG that has come out in the last 10 years is still available to play... so if something used to have substance, its still out there to play if you like.
New MMO's bring lots of great features to the tables, but it is true, like the OP said..they are designed to be GrindFests... they are supposed to be... its how they keep us playing for 2 plus years... they don't have an end... only more grind...
And thats what most people expect.
I'm curious...exactly what should these games give us?
"True friends stab you in the front." | Oscar Wilde
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
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"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
I don't agree..and am not sure what you are looking for. Any good MMORPG that has come out in the last 10 years is still available to play... so if something used to have substance, its still out there to play if you like.
New MMO's bring lots of great features to the tables, but it is true, like the OP said..they are designed to be GrindFests... they are supposed to be... its how they keep us playing for 2 plus years... they don't have an end... only more grind...
And thats what most people expect.
I'm curious...exactly what should these games give us?
Yes, but they have been ruined by carebears eg UO, AC1 and even SWG and don't offer the community (or to a lesser extent graphics) that they once had.
New MMO's bring a lot of great features to the table? Like what exactly? The only thing they bring is better graphics, and variations on the old EQ [grind] system.
These games should give us fun! I do not find PVE grinding fun, nor do i find 3 hour raids run. What i do find fun is new content, choices and player freedom. AC for example had monthly updates including new content, dungeons, equipment and live events. It also offered player freedom - there were no boundaries - you could walk off in one direction and keep walking for hours, just exploring new areas, finding new dungeons, scenery and mobs.
Also, another big factor is the PVP. Current MMO's have nerfed PVP into oblivion (no pun intended). There is no longer any risks or rewards, if i die i don't really care, i just respawn and jump right back in - yet another form of grinding.
Todays MMORG's seem to have removed all feeling from the genre. Everything has just been dumbed down and turned into a linear or set path that you follow until you reach max level. Pretty much everyday in the game is the same crap over and over - BORING!
I'm curious...exactly what should these games give us?
It's a damned if you do, damned if you don't.
The main difference between online gameplay and SP games is the interactivity with other players. This can be either cooperative or competitive.
Some games have a lot of cooperative play, feature a lot of group content, instances and even raids. Or have crafting systems that require cooperation. Many players then complain: (1) OMG I can't solo, this sux, (2) forced grouping suxx0rz, (3) I hate raiding, (4) crafting sux when I rely on others, WTF devs?!?.
Some games have a lot of competitive play, feature consequence laden PvP and end-game PvP raids and wars. Many players then complain "OMG I don't want to PvP, don't MAKE me PvP", etc.
The third option is to have games that have a lot of SP content but are multiplayer in environment. "Playing alone together" is the descriptor here. Ultimately, these have been the most popular because (1) most people find forced grouping inconvenient and annoying, (2) most people do not want to be responsible to other players or dependent on other players for fun and (3) most people don't like consequence laden PvP. So you have games that allow people to play in multiplayer environments while dealing with SP content.
Gametypes (1) and (2) exist, but are not as popular as gametype (3). Gametype (3) is currently the most popular design. Why, many ask, do people prefer this? If they want to play SP content, why not just play an SP game?
The answer is the social aspect, and the multiplayer environment. The gameworld feels more alive when there are other players running around in it ... much moreso than when you just have NPCs. That's the main attraction for many people. Most people occasionally group, and many others only group with people they know (ie, in guild or in real life). Some people PvP all the time, but most people are happy with relatively little PvP. So what we have as the market preferred model is "playing alone together", and that's what the devs are serving up to a large degree, with a few exceptional games that nevertheless have relatively small subscriber bases compared to the "playing alone together" type of games.
What bothers me most is bots and farmers.
I dont really mind PVP or no PVP. I dont mind grind. I solo, I group, I craft. It doesn't matter to me.
However getting tell from character "KJDNE" or "GHGHGHG" to buy money really ruins a game for me.
I see advertisements for power leveling services, items and so forth. Has the general player population sunk so low that they are too lazy to play a game and earn these thing ?? It seems so.
I have heard arguments that it is the fault of game designers for making the game a grind fest that make people buy gold. That is a big cop out.
Anyway what may stop me from playing online games is bots and farmers not how the games are made.
Support Bacteria, its the only culture some people have.
Strange why developers dont try to bring that good content from single player games to multiplayer, atention this could be for solo players or groups.
Something like a good story, and well made quests with concequences, and you feal you are acomplishing something that is not a new equipment, your avatar grow old becase an wizard cast him a spel, become a vampire or werwolf like on elder skrols, quests in readles you have to solve doing the quest,traps.Sequence of quests that goes to your last level and ends in a final epik batle(or not and the story continues in live updates)
Imagine you ware kiling some mobs that drop a lore obect, wen you came back to your city one npc come to you and says"i have heard you have a gereat object" he tels you his lord wants it, wen you get to his lord, you seel him that item, but at night that item get robed, the servent come back to you and asks you for assistance(for you or party), now you have to go to strange lands, and find it on deep dungeons.(wen you get there you discover something else that leeds you on a difrent demand....)
This makes a leaving world, with a soul, imercive
I think, however, that this isn't a basis to distninguish between MMOs and SP games. As soon as an SP game is released, the internet sites are full of the cheat codes, the console codes that the developers hardwire into the game, and obviously many SP gamers use them to make their SP experience easier. The currency buying thing for MMOs is the same thing in a different context.
Yoru problem is caused by generalization. MMOs tend toward generalization and thus has bare bones questing that leave people with a hollow feeling because they turn into nothing but errands.
If you look at Oblivions quest system, they have the ability to turn a quest into a whole adventure with a plot and multiple errands and things happening in the world taht are actually part of the quest. Like some of the quests where you need to follow people around and see what they are doign or where they live.
MMOs have a generalized world that is forced to be independent of you, unless they make use of instancing like Guild Wars. But then you run into all the people who hate instancing.
MMOs are impersonal and abstracted and therefore have bad stroytelling. They also tend to be mediocre because of all the comprosmises they make and catering to the lowest common denominator.
MMORPGs are generally inferior to good single player games and mostly just make up for things in size and scope and social interaction.
Sadly its a matter of risk vs reward... among mmorpg developers that is, their thinking seems to be along the lines of "Why take the risk when we can do exactly what they are doing, and get the reward?"
All Mmorpgs have borrowed from other games and im fine with that but the "wowcronisation" of most mmorpgs on the market are starting to make these types of games very boring.
Look at wow, its a good game but then i should be playing right now in a molten core raid , but i seriously cant be bothered playing through molten bore for the 100th time hoping that some item with a 2% dropchance will drop this time.
The game is somewhat like a Dell in an alienware tower, it looks awesome it feels awesome but when you've used it for a while you see that "its not sold in stores because its a piece of s**t".
The games now lack depth, they are so easy to play that you cant fail at playing, i remember playing mmo's and actually having to press more than 3 buttons in a raid, i miss finetuning my character instead of lining him up with a cookie cutter build, cookie cutter gear and the same look as 50 other players on my server.
Im an old patch 3 SWG veteran and i miss that game the way it was and how it was a challenge, and i know alot of players will fuss at this because to alot of players it was so easy, full of the same builds, same looking composite clones etc.
And yes it was, but it also had a system that alowed me to say "f**k swordsman/pistoleer, im going weaponsmith" or "i dont feel like combat tonight i think il play my dancer/musician".
Most games today and purely about combat and lack things like good solid crafting systems, social proffessions, and they are retardedly level based every single one, of course people get tired of mmorpgs they are all based around the same turn based combat (which is very good), levels and classes.
Sure the classes may be different like a paladin in Final fantasy 11 is a tank, while a paladin in wow should be called a bard but its pretty much the same.
Crafting has no role in any of these games apart from the odd item here and there which happens to be good, i mean why would you be a blacksmith in world of warcraft when you can actually make money with herbalism or have fun with engineering?
The mmorpg market is becoming rapidly boring due to all companies thinking the same and saying they are different, the game comes out and its identical almost down to the icons, most seem to be based on some conflict, but yet the only thing i can do to a member of the oposite faction is /wave.
Where is the actual risk vs reward? what happened to having a learning curve? why does everything have to be instant gratification. And most importantly why do mmorpgs have to be so damn similar?
We need more game variety that does not simply include violence. Right now 99% of all mmos involves some form of violence and combat. There are only a handful out that does not. Developers and game designers are locked into a simple game design mentality that equates fun = violence.
Samples of other game types/genre that can be explored and turned into a successful mmo:
* Problem solving (Sherlock Holmes Online, my dear Watson? or Hardy Boys Adventures Online.)
* Historically accurate era (Altho human history is peppered in violence, it doesn't mean there's war and killings 100% of the time or else there won't be much of a human race left, I would certainly would like to live in a game world that is an accurate depiction of the renaissaince period without having to kill someone or something).
* Online creation world (Legoland online -- I must have spend 100s of hours playing with my lego set when I was between 6-10 years old. Why not have an online version of Lego?)
* Bible Study Online -- Forget Sunday school and welcome to the 21st Century.
Im just bored of games coming out claiming to be dark and brutal over and over then using the same recycled enchanted forest environment like age of conan, warhammer, thrones of chaos. All have gimmick of a dark brutal world but look like sesame street because it seems like every game sacrifices a heavy storyline for some lazy "our game is different because you can dye your pants" gimmick. It's all to appeal to the widest possible audience every age every race every country both genders, so it ends up having nothing left but the 'grind'.
It may sound funny but would you rather explore the bible in a 3D world and learn more about Jesus Christ along the way or would u rather sit thru 3 hours in front of some "preacher" who drones on non-stop?
Actually in the latest/first issue of Games for Windows there's an article there about "Christian gaming". Basically games approved by Christian ministers that is safe for all ages and for the family and it is screened for extreme violence content, nudity, satanism, etc. These games are rated and is safe for your young son/daughter to play without worrying about exposing them to the harsh realities of this world.
It may sound funny but would you rather explore the bible in a 3D world and learn more about Jesus Christ along the way or would u rather sit thru 3 hours in front of some "preacher" who drones on non-stop?
Actually in the latest/first issue of Games for Windows there's an article there about "Christian gaming". Basically games approved by Christian ministers that is safe for all ages and for the family and it is screened for extreme violence content, nudity, satanism, etc. These games are rated and is safe for your young son/daughter to play without worrying about exposing them to the harsh realities of this world.
Kudos to you! In this age of endless information, it is astounding how ignorant people are of the good news of Jesus Christ! They laugh and snicker, but are unaware of just how awesome gods love for us is. I pray that one person would read your and my words and seek him out. He has changed my life and I will forever be grateful. My life went from thoughts of suicide to soaring like an eagle and I owe it all to him!
Actually, I think it would be pretty cool to be in an MMO of the early Church in the Roman Empire. Think of the quests:
"Deliver this letter to Paul in Corinth."
"Free Simon Peter from the prison, before he is fed to the lions."
"Make sure the new congregation in Idumeia has enough food."
__________________________
"Its sad when people use religion to feel superior, its even worse to see people using a video game to do it."
--Arcken
"...when it comes to pimping EVE I have little restraints."
--Hellmar, CEO of CCP.
"It's like they took a gun, put it to their nugget sack and pulled the trigger over and over again, each time telling us how great it was that they were shooting themselves in the balls."
--Exar_Kun on SWG's NGE
Usually I try to ignore spelling and grammar mistakes, but good god, man...