Progresson with gear is the worst idea for MMOs ever.
Of course it should be small upgrades once you reached a certain level of experience but still some stuff.
The problem is that this takes more work for the devs. Instead of adding a single raid and some gear which the players will spend months rerunning they actually have to add more things to do.
Progresson with gear is the worst idea for MMOs ever.
Of course it should be small upgrades once you reached a certain level of experience but still some stuff.
The problem is that this takes more work for the devs. Instead of adding a single raid and some gear which the players will spend months rerunning they actually have to add more things to do.
I couldn't possibly agree more. The most fun I've had in a MMO to date was in my first few weeks on SW:G. I wandered the deserts of Tatooine killing critters and chatting with folks by campfires. There were no levels to worry about and no stress at all. It was truly an open world adventure.
Nearly all MMOs now focus on grinding endgame content to be able to, you guessed it, grind heroic endgame content. Tried that and for me personally, it's stressful, boring and repetitious. Open worlds without levels or caps are the way to go to actually "innovate" at this point.
Anywhere between 112 hours to 192 hours of playtime, Or simpler - at a rate of 14 to 24 hours per week, a very decent amount of playtime for 90%+ probable MMO market, across about 2 months for mechanical benefits. I really do think games need to end glorifying vertical advancement, bigger numbers, better gear and turn end game rewards into slightly more interesting things that could be done with the game. I know I'd do an end game raid for a mask that would allow me to, once used as a consumable redo my character's appearance. End game content can still be plentiful if the demand to be max level is simply kept more cosmetic towards the end and lower on the power scale.
It should take a while. Games where you can hit max in less then a month are just boring after that and make me not want to stick around until new content is loaded.
It depends, I suppose. Lets be honest, MMOs don't have good gameplay. The only reason to play them is for the carrot on a stick rewards. If I can spend days grinding without seeing any character progress, then the game isn't fun. If you can max out a character fast then it means that the game flow is also fast paced, and that's all that matters. Only a very bored person can spend many days engaging in banal grind against mobs with poor AI comparable to pacmans ghosts in a game where the combat mechanics aren't engaging and you cycle the same few skill over and over again in endless repetition just to see a marginal increase in your character sheet eventully.
Let's say I made my own MMORPG. It's a "Steam-punk" universe set in "Neo-medieval Europe". The highest level was 30 and you got 5 skill points per level. But the monsters continued levels far past level 30 and so did the gear (but the requirements of it is just player level 30 and something else so this can't be abused). Extra skill points awarded per quest and fame level.
"End Game" in my game would be finishing exploring the content rich world, taking in the realistic "Pope" and looking at this desolate Earth, staring in awe at a pale metallic vatican that is at least 33x the original's size. A massive dungeon filled with danger and secrets...
End game shouldn't be. "Oh crap, I'm level 60 and the only fun I can have with this game anymore is limited, I only got like 10 things to do." It should be a great experience of how you connected with the world and you honestly feel like your story has ended.
Call me a revolutionary or something, because I swear with what devs want to put out is complete crap.
It's disgusting people ask how long it should take. It's done when the damn thing is done, if you expect your character to be something great in a matter of months or years to a precise exact amount... I just don't know.
-Anigous
"i have a lvl 26 maplestory warrior lvl 9 asda story archer and a adventure quest mage lvl 15 and my xfire is my bro's"
It should and could if developers would get out of the class/level rut. To much time inbetween gradification makes for excessive grind and not being about to tweak and change as you and your character grow are terrible concepts.
Comments
Never.
Progresson with gear is the worst idea for MMOs ever.
Of course it should be small upgrades once you reached a certain level of experience but still some stuff.
The problem is that this takes more work for the devs. Instead of adding a single raid and some gear which the players will spend months rerunning they actually have to add more things to do.
I couldn't possibly agree more. The most fun I've had in a MMO to date was in my first few weeks on SW:G. I wandered the deserts of Tatooine killing critters and chatting with folks by campfires. There were no levels to worry about and no stress at all. It was truly an open world adventure.
Nearly all MMOs now focus on grinding endgame content to be able to, you guessed it, grind heroic endgame content. Tried that and for me personally, it's stressful, boring and repetitious. Open worlds without levels or caps are the way to go to actually "innovate" at this point.
Anywhere between 112 hours to 192 hours of playtime, Or simpler - at a rate of 14 to 24 hours per week, a very decent amount of playtime for 90%+ probable MMO market, across about 2 months for mechanical benefits. I really do think games need to end glorifying vertical advancement, bigger numbers, better gear and turn end game rewards into slightly more interesting things that could be done with the game. I know I'd do an end game raid for a mask that would allow me to, once used as a consumable redo my character's appearance. End game content can still be plentiful if the demand to be max level is simply kept more cosmetic towards the end and lower on the power scale.
It should take a while. Games where you can hit max in less then a month are just boring after that and make me not want to stick around until new content is loaded.
Retired: EVE, SWG, STO, EQ2, Ryzom, AO, LotRO, FFXI
Currently Awaiting: SWTOR, TSW, ArcheAge
It depends, I suppose. Lets be honest, MMOs don't have good gameplay. The only reason to play them is for the carrot on a stick rewards. If I can spend days grinding without seeing any character progress, then the game isn't fun. If you can max out a character fast then it means that the game flow is also fast paced, and that's all that matters. Only a very bored person can spend many days engaging in banal grind against mobs with poor AI comparable to pacmans ghosts in a game where the combat mechanics aren't engaging and you cycle the same few skill over and over again in endless repetition just to see a marginal increase in your character sheet eventully.
Let's say I made my own MMORPG. It's a "Steam-punk" universe set in "Neo-medieval Europe". The highest level was 30 and you got 5 skill points per level. But the monsters continued levels far past level 30 and so did the gear (but the requirements of it is just player level 30 and something else so this can't be abused). Extra skill points awarded per quest and fame level.
"End Game" in my game would be finishing exploring the content rich world, taking in the realistic "Pope" and looking at this desolate Earth, staring in awe at a pale metallic vatican that is at least 33x the original's size. A massive dungeon filled with danger and secrets...
End game shouldn't be. "Oh crap, I'm level 60 and the only fun I can have with this game anymore is limited, I only got like 10 things to do." It should be a great experience of how you connected with the world and you honestly feel like your story has ended.
Call me a revolutionary or something, because I swear with what devs want to put out is complete crap.
It's disgusting people ask how long it should take. It's done when the damn thing is done, if you expect your character to be something great in a matter of months or years to a precise exact amount... I just don't know.
-Anigous
"i have a lvl 26 maplestory warrior lvl 9 asda story archer and a adventure quest mage lvl 15 and my xfire is my bro's"
It should and could if developers would get out of the class/level rut. To much time inbetween gradification makes for excessive grind and not being about to tweak and change as you and your character grow are terrible concepts.