WoW used to be an adult game with complexity
It is sad what this entire genre has become. WoW was a dumbed down kiddie version of EverQuest devoid of strategy and consequence, right from the start. Yet today early WoW is looked up to as some sort of golden age, back before all the changes. So if we are now dumbing down games that were already dumbed down to begin with, maybe it is time for the human race to just call it a day. There is only so far a species can devolve until we are a bunch of monkeys pressing keys on a device created by our ancient ancestors.
I think.. people play mmo's in order to convince themselves that even if they were born an orc, they'd still have to listen to dorks filling up the airwaves, they'd still complete this task that their elders said was EVER SO IMPORTANT SAVE THE WORLDY TYPE THING ONLY U CAN DO IT!!! only to find seven million other people did that task today with exactly the same char already and it doesn't matter a shit. Maybe I'm wrong. Maybe char development matters.
Meanwhile, my latest foray into mmorpg's showed: NPC's put more thought into their conversations than PC's do.
and PVP was taken out.
I think gear was well planned after a while, from Kunark onwards there were full sets of good gear for each class and even quests for gear sets. I don't think WoW fixed EQ's mistakes as much as it made a more noob friendly casual version of EQ. Instead of dying being a harsh punishment, they made it so it didn't matter at all, you respawn as an invisible and invincible ghost and just go straight back to your corpse and carry on with barely any downtime at all. Instead of depth in the gameplay like sloppy players waking up mezzed mobs and causing a wipe, they dumbed it down so mezzed mobs become a sheep that nobody can interact with. Instead of people accidentally clicking attack when talking to a NPC, they made it so all NPCs couldn't be attacked. Instead of real dungeons with other people, you get instanced dungeons with no roamers, no worry of repops or splitting pulls or anything of consequence at all, and instead you just have a McDungeon where everything is finely tuned to be doable without any trouble. The only thing they did that wasn't dumbing down was changing the mob grind into a quest grind, which was a fair idea, but ultimately I found it more boring to have to run around grinding quests instead of sitting in one spot and grinding mobs of my choice.It's looked on as a golden age because of the mistakes EQ made that made it go into decline right as WoW came out. EQ was never planned with gear and DPS archs planned out, gear and many abilities had massive increases in power and the devs had to struggle to fix all that shit while laying the game out more with the future in mind.
The only thing WoW did that I liked was having some variety in what you do thanks to PVP Arenas and Battlegrounds.
it's not like a single game can't cope with more than one system. it's dumb to split the shards(pvp/non) off from each other entirely tho.
maybe not dumb, but pve w/o jeopardy (pretty much every mmo) is just entirely fucking lame.
The only thing WoW did that I liked was having some variety in what you do thanks to PVP Arenas and Battlegrounds.
Pretty much agree with everything you said except the above quoted.
Battlegrounds completely fucked open world PvP, vacuumed it all up and made most people see no reason to even bother with it.
Beta stress test my guild, Flowers of Happiness, organized a huge raid on Astranaar on the last day, then repeatedly made raids on Alliance towns to take them over until they'd gather enough and drive us out before a see saw would ensue that was damn fun for a game with respawn mechanics like that. First "fix" against that was the BS with the Windrider NPC (Been so long I've forgotten the proper term for them) shit out mobs to keep people from killing them and then ganking people as they flew in unable to escape, then made guards have no respawn time to eventually drive people out.
All of that was organic, player created PvP content, but couldn't have that. I quit once Battlegrounds came in when they turned PvP into not only a grind for gear, but effectively reduced the last unique, human qualities in player opponents forcing both sides into a meatgrinder that was no different than slaughtering mobs.
What topped it off was what I mentioned before, players no longer bothered with open world PvP, since it gave almost no points compared to bttlegrounds, people started running by one another not giving a fuck, and when I'd do the good old fashioned thing of attacking any Alliance I ran by, which was a constant thing before battlegrounds, they'd keep running or even stand there waiting for me to finish them off so they could resume the run to wherever they were going as quickly as possible, usually to the battleground they were heading for.
Instead of creating a lore supported reason for two factions to go one another, they had to even engineer the PvP to be completely developer controlled.
Some in FoH kept the spirit alive. Blart (aka Fansy the Famous) went into newbie PKing in Redridge after twinking out a rogue, even going so far as to buy a second account so he could make an Alliance toon that enablde him to smacktalk with the other side like a proper fucking game with PvP would allow.
it's not like a single game can't cope with more than one system. it's dumb to split the shards(pvp/non) off from each other entirely tho.
maybe not dumb, but pve w/o jeopardy (pretty much every mmo) is just entirely fucking lame.
Both have to be built with it in mind. EQ never had PvP in mind when it came to development and the gear power arch rendered it fucked beyond repair two expansions in while later ones only made things worse by adding in abilities no longer with regard to their balancing in PvP. On top of that the Red servers were always a source of the worst CS problems with constant petitions that were pure whining on top of the legitimate hacking problems, and was the reason why Blizzard prevented cross faction communication in WoW even though it defeats much of the damn purpose for PvP. If you can't gloat and trade shots with your foes smacktalking, then players take the first massive step towards becoming merely highly intelligent mobs.
That and the massive population dipsarities between servers where the vast majority of servers had like a 2:1 or higher Alliance population advantage over the Horde faction like we had on Deathwing but please do tell me more about "organic" PvP.
You mean first come first served ganking and corpse camping the shit out of the lowbies.
Most impactful one I played was dark age of camelot. Stuff like a slow race and fast race makes gameplay actually different in stuff like pvp.
Did you play DDO? It isn't just DnD's system. And there is a crapton of customization.Most impactful one I played was dark age of camelot. Stuff like a slow race and fast race makes gameplay actually different in stuff like pvp. All the others bascially meh. Games like Eve and darkfall while there is plenty of stuff to skill up everyone is the same shit at high levels. DDO there really isn't character customization. I always thought DnD games had shit character customization that gave an illusion of depth using classes. Everyone is pigeonholed in certain builds. DDO you always want usually whatever is your class main stat followed by con. Most the skills are useless besides UMD. I actually found more character customization depth in some jrpg games and other crpgs then DnD.
Even had geometrical skill representation!Ragnarok Online.