Funny thing about Lotro is, as I get older my vision is failing. No matter I set the UI I could never get the icons and size just right.
NOW THIS IS IMPORTANT : I have no choice but to spam abilities with not really knowing what I'm casting. AND WIN EVERY FIGHT. That tells me abilities choices mean nothing.
Funny thing about Lotro is, as I get older my vision is failing. No matter I set the UI I could never get the icons and size just right.
NOW THIS IS IMPORTANT : I have no choice but to spam abilities with not really knowing what I'm casting. AND WIN EVERY FIGHT. That tells me abilities choices mean nothing.
That would go for ever one too!!!
Unless you are doing a raid or its equivalent in PvE thats where MMOs are today. PvP would also need attention to what you are pressing, but that's about it.
"Fun" is awfully overused in gaming and to me it tends to indicate the short term buzz of modern games which ding every other second and give little reward of any sort (including fun) for putting more time in. "Fun" harkens to the design philosophy of Angry Birds not a MMORPG.
But we don't all use a word in the same way, so I realise that may not be how the OP is using it.
Games should be about balancing the short term fun with long term satisfaction, but that's not easy to design. Modern games are not even bothering to try to design like that in my eyes though, it is all about front loading with an eye to the fact that most gamers won't even play their multiplayer game for more then a couple of months.
As to "where to next" I may try NW at the end of the year, that's about all that's on the horizon, but I will likely chalk up a non-MMO multiplayer in the interim.
"Fun" is awfully overused in gaming and to me it tends to indicate the short term buzz of modern games which ding every other second and give little reward of any sort (including fun) for putting more time in. "Fun" harkens to the design philosophy of Angry Birds not a MMORPG.
But we don't all use a word in the same way, so I realise that may not be how the OP is using it.
Games should be about balancing the short term fun with long term satisfaction, but that's not easy to design. Modern games are not even bothering to try to design like that in my eyes though, it is all about front loading with an eye to the fact that most gamers won't even play their multiplayer game for more then a couple of months.
As to "where to next" I may try NW at the end of the year, that's about all that's on the horizon, but I will likely chalk up a non-MMO multiplayer in the interim.
Yes, you put it right. As for my definition of fun, it's in my OP, but to further elaborate, it's rather Epicurean. The absence of pain and displeasure is paramount. But, yeah, just having that in the moment is not enough. Long Term Satisfaction is also necessary and that is ... something I haven't given a lot of thought to. I should probably. Long Term isn't exactly one of my stronger suits.
LoTR:O: Aha, you want less of this cozy feeling and more of what LoTR actually is: Nobledark. I can see and respect this notion. Yeah, I wanted grittier. warm and cozy is fine for the shire but the art design of the gear and some of their choices for creating the world leaves much to be desired from where I sit.
SWTOR: You forgot to write your reply lol. Nah, I just didn't have anything to say.
You know? That class actually has promise. As ridiculous as it obviously is. The problem is how dead serious everything else is. I have nothing against lulz(remember? I love Smuggler), but it has to fit in. Not certain how good that fits.
Yeah, a lot of LoTR:O looks entirely too safe. It should be rugged beauty or pockets of safety within wilderness, not what we got.
Yeah, I think the class is too whimsical and doesn't fit the world.
There's a game that has characters "throwing paint." I think they saw that and said "why not?"
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
Designed to be genuinely massively multiplayer. 500+ player battles were common. One of the few MMORPGs ever that actually designed a massively multiplayer feature
Things WAR got wrong:
Designed a PvP game around rampant vertical progression
Balanced the game around groups
This meant that the game was designed from day 1 to "eat their own young". Predictably, the community quit such a terrible design
Just about everything in the game was badly designed. Just a truly shocking project. NEVER TRUST ELECTRONIC ARTS!
You did not harm yourself if you did PvE in WAR. Before they implemented the Purple XP Bar, that is. That idea was the final nail in the coffin. After that came the derpforged and such sets and the game literally went into terminal stage. I know that RoR won't touch that, but if you want real WAR, you need to remove the Purple Bar. It ACTIVELY HARMS the game. Maybe it's just me, but PvE was fun in WAR. Not groundbreaking or even that good, but fun. And that's all that matters.
What do you mean by "interface or items were awful"? I am going to agree that Bind on Pickup was a mistake. That shit should be reserved only for top of the line gear, like Sov. Even if Sov wasn't BoP, market would sort it out because it would be HELLA EXPENSIVE!
By "the purple bar", do u mean the renown bar that tracks pvp xp?
If so, that was there in my closed beta, open beta, and launch day. I can't say I've experienced WAR without the renown bar!
But you did harm yourself if you did PvE before level 40. Because every minute spent advancing your career rank without also advancing your renown rank meant you fell further and further behind, becoming weaker (comparatively) in PvP.
Now, if you werent interested in PvP, or didn't care about getting smashed in PvP, fine, you didn't hurt yourself. Likewise, if you PvE'd at endgame, also fine, though a bit pointless.
Interface being awful is a personal bugbear of mine. 10+ years as a software engineer, plus education before that, I'm a real stickler for a good interface. With WAR, there were too many elements, too much redundant bits (like weird bits at the end of ur toolbars), it didn't give you the information you actually needed, and by default was hard to clear up.
Luckily, mods solved all those issues, but it's shocking that the issues were there to begin with.
By poor itemisation, I mean that despite the vast amounts of gear in the game, actual choice was non-existent. The rampant vertical progression meant that even if you didn't like the set bonuses, u still had to use the latest stuff....because the stats were so much better.
Your choice, at any given moment, was only ever between main spec (e.g. tanky) or off-spec (dps). But even that wasn't a real choice for many months because off-spec gear didn't even exist at launch.
Making the whole thing worse was that all the best gear in game was obtained through RNG.
For example, my original black orc never got past conqueror gear. I spent 5 months at endgame, doing dungeons and pvp daily, yet the RNG gods never gave me anything better than conq.
It was the itemisation (i.e. poor choice, RNG plus rampant power gaps) that drove 80% of my guild out of the game.
When I came back later on, sometime after LotD, they had fixed some of those problems. I could now buy gear for gold, rather than random drops or crest. They'd brought in off-specs, plus buffed the PvP gear, so I now had 3 options, rather than 1 or 2.
Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman
Designed to be genuinely massively multiplayer. 500+ player battles were common. One of the few MMORPGs ever that actually designed a massively multiplayer feature
Things WAR got wrong:
Designed a PvP game around rampant vertical progression
Balanced the game around groups
This meant that the game was designed from day 1 to "eat their own young". Predictably, the community quit such a terrible design
Just about everything in the game was badly designed. Just a truly shocking project. NEVER TRUST ELECTRONIC ARTS!
You did not harm yourself if you did PvE in WAR. Before they implemented the Purple XP Bar, that is. That idea was the final nail in the coffin. After that came the derpforged and such sets and the game literally went into terminal stage. I know that RoR won't touch that, but if you want real WAR, you need to remove the Purple Bar. It ACTIVELY HARMS the game. Maybe it's just me, but PvE was fun in WAR. Not groundbreaking or even that good, but fun. And that's all that matters.
What do you mean by "interface or items were awful"? I am going to agree that Bind on Pickup was a mistake. That shit should be reserved only for top of the line gear, like Sov. Even if Sov wasn't BoP, market would sort it out because it would be HELLA EXPENSIVE!
By "the purple bar", do u mean the renown bar that tracks pvp xp?
If so, that was there in my closed beta, open beta, and launch day. I can't say I've experienced WAR without the renown bar!
But you did harm yourself if you did PvE before level 40. Because every minute spent advancing your career rank without also advancing your renown rank meant you fell further and further behind, becoming weaker (comparatively) in PvP.
Now, if you werent interested in PvP, or didn't care about getting smashed in PvP, fine, you didn't hurt yourself. Likewise, if you PvE'd at endgame, also fine, though a bit pointless.
Interface being awful is a personal bugbear of mine. 10+ years as a software engineer, plus education before that, I'm a real stickler for a good interface. With WAR, there were too many elements, too much redundant bits (like weird bits at the end of ur toolbars), it didn't give you the information you actually needed, and by default was hard to clear up.
Luckily, mods solved all those issues, but it's shocking that the issues were there to begin with.
By poor itemisation, I mean that despite the vast amounts of gear in the game, actual choice was non-existent. The rampant vertical progression meant that even if you didn't like the set bonuses, u still had to use the latest stuff....because the stats were so much better.
Your choice, at any given moment, was only ever between main spec (e.g. tanky) or off-spec (dps). But even that wasn't a real choice for many months because off-spec gear didn't even exist at launch.
Making the whole thing worse was that all the best gear in game was obtained through RNG.
For example, my original black orc never got past conqueror gear. I spent 5 months at endgame, doing dungeons and pvp daily, yet the RNG gods never gave me anything better than conq.
It was the itemisation (i.e. poor choice, RNG plus rampant power gaps) that drove 80% of my guild out of the game.
When I came back later on, sometime after LotD, they had fixed some of those problems. I could now buy gear for gold, rather than random drops or crest. They'd brought in off-specs, plus buffed the PvP gear, so I now had 3 options, rather than 1 or 2.
Yes, the purple bar was always there. I was thinking about something else. The Renown Skills. That got added way later. Renown skills didn't only improve stuff that's important for PvP(like CC Immunity or what have you), no, they were brave enough to touch base stats with it!
Maybe I'm talking about the way things are balanced on RoR, but I think that this whole "hurt yourself doing PvE" thing is a myth(except those garbage, unnecessary Renown Skills). You have PvE etc sets that are good enough, maybe some 5 or 10% worse than the best gear available. The only exception is Sov, obviously. Does 7.5% really make such a difference? If so, play better or smarter lol.
Now, I fully know what you are talking about. Things were a mess back in Mythic days.
I hope you made an account and claimed the DDO free quests. I suggest making a toon get to know the game and work the amount of favour you need for the 32 point build then only really play the game.
It might be overwhelming at times but you need to conserve your abilities that have numbers on them as that means they run out once that numbers goes to zero that includes spells. This game is all about managing your spells and abilities to last till the end of the quest. You get nothing in terms of experience if you do not complete the quest or objectives in the area. Killing things don't give experience.
I hope you made an account and claimed the DDO free quests. I suggest making a toon get to know the game and work the amount of favour you need for the 32 point build then only really play the game.
It might be overwhelming at times but you need to conserve your abilities that have numbers on them as that means they run out once that numbers goes to zero that includes spells. This game is all about managing your spells and abilities to last till the end of the quest. You get nothing in terms of experience if you do not complete the quest or objectives in the area. Killing things don't give experience.
Wow. That quest pack is the SAME ONE they released two years ago! Ah, oh well, might've been more.
I hope you made an account and claimed the DDO free quests. I suggest making a toon get to know the game and work the amount of favour you need for the 32 point build then only really play the game.
It might be overwhelming at times but you need to conserve your abilities that have numbers on them as that means they run out once that numbers goes to zero that includes spells. This game is all about managing your spells and abilities to last till the end of the quest. You get nothing in terms of experience if you do not complete the quest or objectives in the area. Killing things don't give experience.
Now I remember why I disliked DDO when I tried it at launch, still not interested in managing diminishing returns in a MMO.
I didn't mind that design when I played all the great D&D single player games which came before it because....one could save their progress and reload when the outcome of any fight wasn't optimal.
To put it in a more modern context, when I play Fallout 4 I can have 1200 save points, which doesn't count who knows how many quick saves. There might be some fights I replay 10 or more times, retaining and moving forward by choosing the save point that resulted in the best outcome.
Running out of spells or abilities because of a bad bit of luck or screwups making it possible for one (or worse, the group) to fail the over all objectives, especially since that's really the only place rewards (aka progression) could occur had me drop DDO in less than a month....
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
Don't just play games, inhabit virtual worlds™
"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
Comments
NOW THIS IS IMPORTANT :
I have no choice but to spam abilities with not really knowing what I'm casting.
AND WIN EVERY FIGHT. That tells me abilities choices mean nothing.
That would go for ever one too!!!
But we don't all use a word in the same way, so I realise that may not be how the OP is using it.
Games should be about balancing the short term fun with long term satisfaction, but that's not easy to design. Modern games are not even bothering to try to design like that in my eyes though, it is all about front loading with an eye to the fact that most gamers won't even play their multiplayer game for more then a couple of months.
As to "where to next" I may try NW at the end of the year, that's about all that's on the horizon, but I will likely chalk up a non-MMO multiplayer in the interim.
There's a game that has characters "throwing paint." I think they saw that and said "why not?"
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Maybe I'm talking about the way things are balanced on RoR, but I think that this whole "hurt yourself doing PvE" thing is a myth(except those garbage, unnecessary Renown Skills). You have PvE etc sets that are good enough, maybe some 5 or 10% worse than the best gear available. The only exception is Sov, obviously. Does 7.5% really make such a difference? If so, play better or smarter lol.
Now, I fully know what you are talking about. Things were a mess back in Mythic days.
It might be overwhelming at times but you need to conserve your abilities that have numbers on them as that means they run out once that numbers goes to zero that includes spells. This game is all about managing your spells and abilities to last till the end of the quest. You get nothing in terms of experience if you do not complete the quest or objectives in the area. Killing things don't give experience.
Wow. That quest pack is the SAME ONE they released two years ago! Ah, oh well, might've been more.
I didn't mind that design when I played all the great D&D single player games which came before it because....one could save their progress and reload when the outcome of any fight wasn't optimal.
To put it in a more modern context, when I play Fallout 4 I can have 1200 save points, which doesn't count who knows how many quick saves. There might be some fights I replay 10 or more times, retaining and moving forward by choosing the save point that resulted in the best outcome.
Running out of spells or abilities because of a bad bit of luck or screwups making it possible for one (or worse, the group) to fail the over all objectives, especially since that's really the only place rewards (aka progression) could occur had me drop DDO in less than a month....
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
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
Don't just play games, inhabit virtual worlds™
"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