I think this is a huge barrier to entry for PvP focused MMOs (which are most sandbox MMOs). This came up in my, are MMOs to open/big thread, but wasn't talked about much.
Take LoL or any FPS game...there is no grind, except maybe to unlock some weapons/heroes/skins...but everyone is on even ground. You hop on and can do what anyone else can. You don't have to spend 100s or (like in EVE) thousands of hours to be able to PvP. You just hop on, PvP and have a ton of fun.
The only MMO that is like this, is Planetside. But the state of SOE is pretty iffy, especially being bought out by an investment company, so not many people want to play their games when its owned by an investment company. But, it is the closest example with what I'm talking about.
Again like I said in my other thread, if EVE 100% removed all the grind, and just had unlocks/skins or whatever...it would be FAR more of a success. This would be true for many PvP focused MMOs. Very few people want to PvP, but be forced to grind in PvE for 100s or thousands of hours to...PvP.
Take a look at GW2, as a good example of it being done right in a themepark MMO. In GW2 you can PvP any time, any level...your character gets boosted and you are just as good at PvP as anyone else. Of course, they made some mistakes and seem to not know where to go with GW2 that drove away the PvP community...but that is Arenanet's fault, not because of PvP mechanics. GW2 PvP was hugely successful because there was no grind to be able to PvP. I mean, really...what hardcore PvPer wants to be forced to PvE to do PvP?
I think this is where a lot of PvP sandbox MMOs fail and why so many sandbox PvP MMOs die a quick death. They focus so much on the grind, when they really should focus on PvP and let everyone be able to PvP without doing any grinding/crafting/PvE. GW2 let everyone PvP, and it was hugely successful until Arenanet messed up GW2
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I'm sure this is a topic that has been discussed ad infinitum at games conferences and in schools around the globe. I also believe there are more games than just Planetside that are pretty close to what you are describing.
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Hey as long as the money is pouring into the game company from the players supporting your idea, why wouldn't they make it a lazy system?
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Anyway before I rant about ESO and get off topic there...that does bring up a good point even for themeparks/PvE focused MMOs.
Like a great example is Ryzom. Ryzom has the worst grind of any game I've ever played...and Ryzom is also completely dead. On the other hand, WoW is pretty grindy (but not nearly as much as other MMOs) and its also incredibly success.
The less grindy the MMO, the more successful I notice they tend to be. Of course, there are other factors to consider as well and sometimes a grindy MMO is successful (like FFXIV). But singleplayer games tend to do way better and they tend to have very little to no grind.
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Second thread ....(the one we are now).....mmo's have grind thats why they die they must have not proggresion
Third thread.....(probably tommorow).....mmo's have too many skills to use thats why they die, i think they should have 3 skills and one ulltimate.
Feel free to imagine the 4th thread ty.
I think this game on a design side is getting it right
http://store.steampowered.com/app/327090/
items you craft and make really are not that hard to make again. A play session really inst heavily burdened with PvE activities but there are PvE activities to be had.
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I'm waiting for you to make a post asking if the sky is too blue or if water is too wet.
Plenty of pvp MMOs have no level grind .. like World of Tanks.
I like MMOs but it is increasingly evident that the player base does not want fairness. If they wanted things to be fair, they would be playing a MOBA...
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The problem is how do you take the fun of shooters/MOBAs and scale them to 50v50 and not just make it a zerg (GW2 certainly didn't figure it out and they had huge maps to work with). I never played DAOC so I don't really know how they implemented things that so many players apparently loved.
Gear Based progression is fine for PVE, however PVP gear should have no effect, and everyone should have the same stats, which therefore makes the entire game skill based rather than Pay 2 Win, its also possible to take the MOBA Approach, and add a Item system into the game which allows players to buy items for the duration of a arena match in games like MOBA after earning points and such but strictly pvp only systems.
Skyforge is an example doing this in Battle OF Equals hopefully new games follow.
Philosophy of MMO Game Design
Next in the list would be the actual gear. The power-disparity between the starter-gear and the best one you can craft should only be some 10% (common = 100%, rare = 105%, epic 110%).
The game should 100% revolve around ressources needed for crafting, be it through PvE or PvP. And that would be the actual grind left in the game, gathering ressources.
This also means PvP has to have some role in a game other than zerging other players in sight. Having PvP for a sake of having PvP won't work in this genre, while it's a standard feature in MOBAs and FPS's. Most games out there only combine a MOBA with a standard single player rpg with storytelling and quests and call it a mmorpg, when it's really isn't that.
What is still missing in this genre, is real reason to have PvP. If you spend hours and hours to gear up and level up in order to improve your PvP power, controlling nodes or capturing flags isn't exactly what makes the gameplay worthwhile to me. Giving buffs for winning PvP is what some games do - fine, but now you PvE to prevail in PvP, so your PvE becomes easier. That's not good enough either.
"The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay
"The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin