KeighnMcDeath
RPG Codex Boomer
- Joined
- Nov 23, 2016
- Messages
- 15,447
One major way they are doing this is addressing the need to continue to rush towards the Hermit’s Hut in Windsward at the completion of every major story beat in that initial 1-25 level grind. Now, Yonas is going to be more mobile, getting out and stretching his legs a bit to help reduce the amount of back and forth players have to do. The main story quests are also going to be consolidated in Everfall, making it easier to reach than the borderlands of Windsward and Monarch’s Bluffs.
main problem with the game was that it had almost zero content and was essentially an unfinished prototype
lots of major and minor problems too
main problem with the game was that it had almost zero content and was essentially an unfinished prototype
lots of major and minor problems too
I know thats why I was wondering why casualize it when that wasnt the problem.
Fun has been optimized out of MMOs a long time ago. The moment something new and exciting comes out it's heralded as the great return to form, a world of adventure, discovery and companionship, only for the moment hard numbers become accessible the neckbeards of the world unite and crunch the numbers like motherfuckers to find the optimal path to max level, the best gear and most effective way to play all classes and roles. Efficiency is the name of the game, and spending the least amount of time on getting the most rewards is what people will strife for. They won't talk in game: some will even get mad at you if you try to talk. The moment you engage with other players to attain a common goal you are expected to perform at 100% efficiency, and the moment you fail to perform you will be called names and be reported on accusations of being AFK and mooching off of players who do play the game. And if you're unlucky like with WoW, you will get banned for a short bit. People say that they want to play MMOs like they did back in the day, but it's not what they do. Hell, even Old School RuneScape which sells itself on being an old-school game has players use third party clients with plugins to optimize as much challenge out of the game, ranging from help on bosses in the form of "stand here to not get your shit slapped" to exactly showing where to click to do things. And the moment the OSRS developers were to ban such plugins the player base would be in an uproar. It's because players no longer use MMOs as social vehicles or a really pretty chat room, it's because they want to see numbers get bigger for that dopamine hit. MMOs lost their novelty, and the players' passion went with it.Because the people who send in "feedback" complain. Everyone wants MMO's to eventualy be about having a flying mount dropping in from quest point A to B and be done with it. Do a not so hard dungeon/raid with people you cant stand, log out and choose your loot at the end of the week from a magic loot container. Exploration, challenge, immersion are not a part of current gamers vocabulary. Being commited to a game, having a sense of belonging in the world are things of the past.I know thats why I was wondering why casualize it when that wasnt the problem.main problem with the game was that it had almost zero content and was essentially an unfinished prototype
lots of major and minor problems too
probably only 15-20 years away until we get games like this except instead of lifeless bots you can actually interact with them, they remember who you are, form relationships with others, etc.,So how to solve this? You could try and play whack-a-mole with the neckbeards who try to optimize the fun out of your game with DMCA strikes against websites, but that won't go over well. Instead, I'd play the game. Make a game that feels like an MMO, but optimize the least optimal part out of the game: other people, and replace them with bots. Need a dungeon group? Bots perform better than real players and you'll breeze through them. Raids? Bots let you pick what you want from the loot pile. They won't talk to you, they won't bother you, they just exist to make the game seem busy. The first company to make such a game could make a frightening amount of money: the Massive Singleplayer Offline Role Playing Game.
If you want basic responses like a hello followed by them logging out, bots showing up in the spot you're grinding and telling you to hop servers or whenever you try to interact with one they call you a racial slur, that's already possible. But if you look at what storystelling software like that can do... yeah, we've almost reached the peak of what our eyes can see graphics-wise, so that the rest of computational power can go to the AI.probably only 15-20 years away until we get games like this except instead of lifeless bots you can actually interact with them, they remember who you are, form relationships with others, etc.,So how to solve this? You could try and play whack-a-mole with the neckbeards who try to optimize the fun out of your game with DMCA strikes against websites, but that won't go over well. Instead, I'd play the game. Make a game that feels like an MMO, but optimize the least optimal part out of the game: other people, and replace them with bots. Need a dungeon group? Bots perform better than real players and you'll breeze through them. Raids? Bots let you pick what you want from the loot pile. They won't talk to you, they won't bother you, they just exist to make the game seem busy. The first company to make such a game could make a frightening amount of money: the Massive Singleplayer Offline Role Playing Game.
If you disagree, give something like koboldAI or similar 'storytelling' software a try. Yes, it's primitive, but the basis for it is already there.
Wait are you telling me people try to like... win at games? The horror...Fun has been optimized out of MMOs a long time ago. The moment something new and exciting comes out it's heralded as the great return to form, a world of adventure, discovery and companionship, only for the moment hard numbers become accessible the neckbeards of the world unite and crunch the numbers like motherfuckers to find the optimal path to max level, the best gear and most effective way to play all classes and roles. Efficiency is the name of the game, and spending the least amount of time on getting the most rewards is what people will strife for. They won't talk in game: some will even get mad at you if you try to talk. The moment you engage with other players to attain a common goal you are expected to perform at 100% efficiency, and the moment you fail to perform you will be called names and be reported on accusations of being AFK and mooching off of players who do play the game. And if you're unlucky like with WoW, you will get banned for a short bit. People say that they want to play MMOs like they did back in the day, but it's not what they do. Hell, even Old School RuneScape which sells itself on being an old-school game has players use third party clients with plugins to optimize as much challenge out of the game, ranging from help on bosses in the form of "stand here to not get your shit slapped" to exactly showing where to click to do things. And the moment the OSRS developers were to ban such plugins the player base would be in an uproar. It's because players no longer use MMOs as social vehicles or a really pretty chat room, it's because they want to see numbers get bigger for that dopamine hit. MMOs lost their novelty, and the players' passion went with it.Because the people who send in "feedback" complain. Everyone wants MMO's to eventualy be about having a flying mount dropping in from quest point A to B and be done with it. Do a not so hard dungeon/raid with people you cant stand, log out and choose your loot at the end of the week from a magic loot container. Exploration, challenge, immersion are not a part of current gamers vocabulary. Being commited to a game, having a sense of belonging in the world are things of the past.I know thats why I was wondering why casualize it when that wasnt the problem.main problem with the game was that it had almost zero content and was essentially an unfinished prototype
lots of major and minor problems too
So how to solve this? You could try and play whack-a-mole with the neckbeards who try to optimize the fun out of your game with DMCA strikes against websites, but that won't go over well. Instead, I'd play the game. Make a game that feels like an MMO, but optimize the least optimal part out of the game: other people, and replace them with bots. Need a dungeon group? Bots perform better than real players and you'll breeze through them. Raids? Bots let you pick what you want from the loot pile. They won't talk to you, they won't bother you, they just exist to make the game seem busy. The first company to make such a game could make a frightening amount of money: the Massive Singleplayer Offline Role Playing Game.
- Fresh Start servers
- Reworked 1-60 experience in development
- Mounts in the design phase of development
- More focus on solo-friendly endgame content
- 10-20 player "as hard as wars" PvE raid content
- New instanced PvP modes
- Gear loadouts
- New weapons (pistols, dagger, 1H mace, 2H mace, celestial gauntlet have been datamined)
- Higher level cap or more horizontal progression
- More in-game cinematics during the MSQ. You can see some of these during the level 1-25 level overhaul coming in Brimstone Sands
You have just invented idle games.So how to solve this? You could try and play whack-a-mole with the neckbeards who try to optimize the fun out of your game with DMCA strikes against websites, but that won't go over well. Instead, I'd play the game. Make a game that feels like an MMO, but optimize the least optimal part out of the game: other people, and replace them with bots. Need a dungeon group? Bots perform better than real players and you'll breeze through them. Raids? Bots let you pick what you want from the loot pile. They won't talk to you, they won't bother you, they just exist to make the game seem busy. The first company to make such a game could make a frightening amount of money: the Massive Singleplayer Offline Role Playing Game.
A while back EQ2 added, and EQ copied + improved, an 'idle' game where you collect followers from around the world, trading, doing quests etc., and send them on various tasks. Each one has various stats, strengths, weaknesses and so forth.
Actually was neat.
This is like the third post in a row I've read of yours speculating about other guys' dicks. Just come out of the closet already, this is a safe space!Probably mostly white guys with little dicks.