As I said, it is the hardcore gamers because they don't know when to stop. They complain about everything and whine all the time. Casuals, just go in play, enjoy or not, and leave. They don't have time to whine, they have RL to deal with.
Content is bad because content is used to level. This means you have filler content, easy content based on the lowest skill level and content being used as a roadblock in an almost negative way. It's not causals or hardcores fault. It's just a design flaw in 100% themepark games.
So agree! Honestly, this is where games like Destiny and The Division are showing MMORPGs how leveling can/should be done, while also showing that there can be longevity built into the game.
Honestly, the majority of MMORPGs are so diluted that I completely forget what my purpose even is. SWTOR does a pretty good job of maintaining some amount of integrity with the story, but even they stretch it.
As I said, it is the hardcore gamers because they don't know when to stop. They complain about everything and whine all the time. Casuals, just go in play, enjoy or not, and leave. They don't have time to whine, they have RL to deal with.
If a person has more time on their hands and they enjoy a game why should they stop just so they take longer to consume said content? What is wrong also for aiming to be the best you can be with your character as well?
In reply to that I wouldn't say hardcore would be the problem but the fact we have nonsense things like dps meters, threat meters, and mix/max tools and models.
On the above on content. I don't see content as bad but an adventure world shouldn't be filled with directing content from start to finish. Content shouldn't be in the form of quests or things to make the game easier. Create a huge world with many options, populate it with stuff to kill, give the players a multitude of class/skill choices and let them at it finding their own way. Don't ever lock players into a content lock where they can't really escape it. Instead let players loose to do what they will.
I remember in EQ classic with a group of newbie friends and myself (a newbie) all around level 7-9 in range heading from the Kelethin area to some other place I forget that had Tidal Goblin Lord's level range 14-19 (only found that out long time later) and we went there to kill those bastards and well quickly got creamed but kept going back for revenge and our corpses. I remember forming groups to kill things multiple levels ahead of what you should be killing just because we wanted to. None of that today is really possible to accomplish because we feel we must stick to the level path the game directs us at and even limits us at at times. Sure, you *could* do it but no one will want to because their is no fun or adventure in it and they have a dozen quests right there that offer a better reward than the unknown.
They've certainly changed MMO's. Games have evolved to cater to casuals and they are making more money now that they ever did before as a result.
The question of them harming MMO's is a subjective one. Have they caused MMO's to change from the older styled ones I prefer? Yes, they have. Have they made it harder for me to find MMO's I enjoy? Yes, they have.
Comments
So agree! Honestly, this is where games like Destiny and The Division are showing MMORPGs how leveling can/should be done, while also showing that there can be longevity built into the game.
Honestly, the majority of MMORPGs are so diluted that I completely forget what my purpose even is. SWTOR does a pretty good job of maintaining some amount of integrity with the story, but even they stretch it.
Crazkanuk
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Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
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If a person has more time on their hands and they enjoy a game why should they stop just so they take longer to consume said content? What is wrong also for aiming to be the best you can be with your character as well?
In reply to that I wouldn't say hardcore would be the problem but the fact we have nonsense things like dps meters, threat meters, and mix/max tools and models.
On the above on content. I don't see content as bad but an adventure world shouldn't be filled with directing content from start to finish. Content shouldn't be in the form of quests or things to make the game easier. Create a huge world with many options, populate it with stuff to kill, give the players a multitude of class/skill choices and let them at it finding their own way. Don't ever lock players into a content lock where they can't really escape it. Instead let players loose to do what they will.
I remember in EQ classic with a group of newbie friends and myself (a newbie) all around level 7-9 in range heading from the Kelethin area to some other place I forget that had Tidal Goblin Lord's level range 14-19 (only found that out long time later) and we went there to kill those bastards and well quickly got creamed but kept going back for revenge and our corpses. I remember forming groups to kill things multiple levels ahead of what you should be killing just because we wanted to. None of that today is really possible to accomplish because we feel we must stick to the level path the game directs us at and even limits us at at times. Sure, you *could* do it but no one will want to because their is no fun or adventure in it and they have a dozen quests right there that offer a better reward than the unknown.
The question of them harming MMO's is a subjective one. Have they caused MMO's to change from the older styled ones I prefer? Yes, they have. Have they made it harder for me to find MMO's I enjoy? Yes, they have.