| Username | nomadian |
| Real Name | |
| Rank | Advanced Member |
| Joined | August 18, 2005 |
| Gender | Male |
| Age | (hidden) |
| Location | Devon, United Kingdom |
| Last Visit | October 11, 2008 |
| Post Count | 3318 |
| Biography | |
| Quote |
My yearning : A mmo where I can play with friends or other people, where doing something like a dungeon or an instance revolves around more than just getting mobs' hp to 0 over and over. WoW for instance, all the tricks it has is basically boil down to the same dull thing, just varied a bit with the difficulty and the number of mobs.
An ideal is a sort of dungeon/instance with many sorts of perks/tricks for players. Chests is a good example which is already present and is a good one, but other kind of things that may have a short-term bearing on the whole adventure would be fun.
Additionally challenges like Everquest had where you could choose a challenge along the lines of assassinating a boss, collecting a certain amount of items, or rescuing a certain npc. While this was 'marioizing' Everquest, it did sort of have an appeal that with an assortment of other missions that have a little more complexity would be enjoyable to play with some buddies.
Another desirable ideal is being involved in pvp teams versus each other in a Dota like format. When I refer to a Dota like format I'm referring to RoC version.(not the excessively popular Allstars version) Dota's appeal on this format(WC3) was very much on strategy; you're advancing, you select what advancements what may give you an edge at your current level or towards the later objective of sieging the opposing team's base, you select what items you buy choosing what stat to enhance and what items to buy before potentially dieing and losing a certain amount of your gold.
It would be very hard crossing this into mmo territory when you have short-term enhancements, rather than persistent items and fixed abilities instead of developing. But this structure incorporated a little more structure than with say WoW by instead of having 5 people all together, you may have them apart with different objectives but still possessing teamwork. And instead of zerging like battlegrounds where numbers mean everything to who triumphs, you may have a little more structure whereby individual players can have an impact. In Dota, players maybe holding onto a lane, defending their base, sieging, or hero-killing, there was both individual and team importance that could contribute to the outcome of the game.
Didn't want to focus too much on Dota because it does have it's flaws, but it was a very interesting pvp and group structure very different from mmos with their battlegrounds or their 5/6 people grouping together killing perhaps one mob at times.
This would work with the mmo genre I think? You have a setting like Silent Hill, the game has a very explorational setting and you could either avoid (dangerous enemies) or tackle. (some of the smaller enemies.) Therefore you could maybe incorporate a sort of advancement. You could meet other people caught up in this nightmare and maybe group up versus some of the strange things lurking about..
There are a few problems admittedly: what is the ultimate goal? You can't have freedom- end of game. Nor, can you have like an end level like 70- that just doesn't seem compatible. Additionally, having incentive to start again with a 'different class' wouldn't be there, unless it was possible to incorporate a kind of class structure which would maybe hard to envisage..
Anyway, it would be different and compelling from a different angle. Just, to make it really fit into a mmo structure would really need thinking about.
currently playing WoW but as per usual it is only to play the battlegrounds. Now I've got bored of the bgs and have refreshed my annoyance of the game.
there really isn't that much in the way of 'skill', there just is people that play well and people that play poor. Leadership could be seen as 'skill' however. Managing a group or raid, when you have say some morons and also trying to keep people happy so as not to perhaps lose people.
people wouldn't rush to the endgame if the inbetween was enjoyable enough..
..well okay less people would I'd imagine. Some people would see that target and just aim for it.
Then there are guilds who want their players to be lvl 70 so they can do stuff together. Hello silly level divide...
there have been personality tests showing that some people are 'achievers' and play mmos for this purpose. So, there are different sets of people that play differently. However, I'd also probably argue an abundance of power-gamers exists when you have mind-numbing gameplay -eg. collect x items, kill y npcs quests with very samey combat.
Interestingly, there is a response to some of these players that they have the wrong genre? But do they? The appeal of mmos extends beyond even that of the game especially with an additional concept of a persistent set of people.
What aspect of MMORPG's are you more into?