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| | #5416 (permalink) | |
| Waiting for Diablo Join Date: Jan 2004 Location: Rolling down Rodeo with a shotgun
Posts: 4,260
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| | #5417 (permalink) | |
| yeap yeap Join Date: Mar 2003 Location: Yardley, PA
Posts: 1,489
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| | #5418 (permalink) |
| Registered User Join Date: Apr 2002
Posts: 1,230
+3 Internets | Zehn, I agree with you completely when it comes to levelling content, my beef is that I doubt you can create enough content at the level cap if you keep making soloable content. If WoW had a nearly infinite progression of levelling zones without a cap, it would be a lot more fun than raiding - but the amount of time that would require would be incredible. |
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| | #5419 (permalink) | |
| Waiting for Diablo Join Date: Jan 2004 Location: Rolling down Rodeo with a shotgun
Posts: 4,260
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But I digress. | |
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| | #5420 (permalink) | |
| Registered User Join Date: Jun 2006
Posts: 1,582
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Break that, and it becomes less important. Who cares if the "warrior" isnt as good as the "mage" if the neither class is required due to some design aspect. D2 isn't exactly an MMO, but it IS a online multi-player game with many classes and class builds. And yet, no ONE class is required. some are better then others, but all are welcome. Current mmo's requiring a certain party size also kind of sucks. Again, one of the awesome things about D2 parties, is it can be 2 man, 3 man, 8 man, whatever. If someone leaves, or shows up, your "raid" doesn't stop or need to wait for anyone. You "raid" doesn't stop dead because your "tank" or "healer" left. | |
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| | #5421 (permalink) | |
| Registered User Join Date: Apr 2002 Location: Oslo
Posts: 534
+2 Internets | Quote:
Additionally, I think limiting too much content to solo/small group has the potential to hurt retention. The less players are compelled to make friends and form communities, the worse retention will be imo. It's really easy to get frustrated with a single player game and never touch it again. I'm sure we've all been there, but if you have friends/connections to the game, then it's not so easy to discard it. Sticking to very small groups also can hurt retention because when one member of that duo or trio quits, its much more of a blow to the group cohesion than in bigger groups. Duos and trios are much more likely to be the exact same people all the time, which can be great and certainly has a lot of advantages, but if that's as far as your content goes, there's little reason to build ties outside of your little group, making it much more likely that people will quit in 3's instead of in 1's (and maybe less likely to recruit new players into the game as well). Another concern, at least for myself and I would think anyone reading this, is that even if you don't have the time, motivation, skill, whatever to tackle the more difficult content in a game, it's inspiring to know that it's there. It's that ultimate carrot dangling in front of you. Maybe that has little effect on many players, but it certainly works on me. Edit: After re-reading, I didn't intend to sound like I was against small groups, far from it. I just don't think that the content should be capped that low. Ideally, I think that there should be content appropriate and useful for groups of as many possible sizes as possible, with at least solo, 2-3, 5-6, 10-12 covered for pretty much the entire leveling curve. It doesn't necessarily have to be different content either. As you increase in power (whether by increasing level, gear, skill, whatever), I think it's viable to consider this level's 10 man content next level's 5 man content. That already happens of course, but the key is itemizing it properly to keep it useful. Sure, MC is probably 3-4 man content right now, but it's not like anyone is going to wear the gear they get from it. Last edited by splok; 02-20-2009 at 09:00 AM.. | |
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| | #5422 (permalink) | |
| High Quality Cat Pelt Join Date: Jun 2004
Posts: 2,218
+39 Internets | Quote:
Tank/Healer/CC/DPS would be the main roles in this case, so you'd have to make CC matter in dungeons. Classes designated as part CC would also have the best buffs, making them more desirable. So take a class that was never overly needed, let's say the Necromancer, and instead of just a DPS class you make it a DPS/Healer hybrid. Keep all the cool Necro stuff but then pull from VG's Blood Mage and WoW's Shadow Priest and give them group healing based on the damage they deal. Make it good enough that they could heal most group encounters. Combine this with specs that could amplify the possible roles (like a spec based on healing for the necro) along with easy talent-swapping and it would create a large amount of viable group setups and make it easier overall for people to find groups. | |
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| | #5423 (permalink) |
| Insert Quarter Join Date: May 2006
Posts: 11,937
| No, because single player RPGs rarely afford you the option of meeting other people, undertaking optional challenges with other people, or just experiencing a game with other people. Just because someone wants to solo doesn't mean they want to play offline. This line of logic holds no water.
__________________ WHO DAT! WHO DAT! WHO DAT SAY DAY GONNA BEAT DEM SAINTS! |
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| | #5424 (permalink) | |
| Registered User Join Date: Apr 2002 Location: Oslo
Posts: 534
+2 Internets | Quote:
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| | #5425 (permalink) | |
| Registered User Join Date: Jun 2006
Posts: 1,582
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Take wow for instance. Nearly all the classes in wow ARE hybrids really. Warriors can be dps or tanks, etc. Yet warriors are almost always forced into a tanking position in a any group content, becuase no other class is remotely as good at it. druids are clearly hybrids, yet again, forced into the healer spot unless a priest is around. Because even in a world of hybrids, one will inherently be better at a certain role then another. If the content itself requires a pure tank, pure healer, etc, the classes will be forced to accommodate. It's less a question of changing how the classes are made, and more how the dungeons,etc are. | |
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| | #5427 (permalink) | |
| Registered User Join Date: Jun 2006
Posts: 1,582
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| | #5428 (permalink) | ||
| Registered User Join Date: Apr 2002 Location: Oslo
Posts: 534
+2 Internets | Quote:
Quote:
Only I don't consider Diablo 2 a quality MMO experience, and I doubt you do either. | ||
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| | #5429 (permalink) | |
| Registered User Join Date: Jun 2006
Posts: 1,582
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The only thing lacking is the persistent world. One of the largest crafting and trading communities in a game. Larger then most MMOs actually. Great party interaction, and character leveling. Long term character growth. re-playability. "Trash npc and itemization design"- aka fast, easy to kill, tons of loot, can be skipped. Pvp could be improved greatly. Bosses could be made more interactive/challenging of course. Without resorting to random 1 hit-kills. | |
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| | #5430 (permalink) | |
| I'm your huckleberry Join Date: Jan 2003 Location: Liverpool, UK
Posts: 1,424
+40 Internets | Quote:
Good post with points that need considering. But there are answers to this, some of which Zehn and others have discussed. Another is the Anarchy Online system, which I am a MASSIVE fan of. I've never pushed it hard because I'm not sure how much of it is my personal taste and how much it really is a superb system. In my opinion, it is as innovative and has as much and more lasting benefit than FFXIs job system (without sub jobs). For those unfamiliar with it, the game has 'Mission terminals' in the cities and hubs (you can get an idea of it from the picture in the bottom of the first post in this thread). You set a series of sliders with a range of mission parameters and it generates a list of instanced missions with an objective from a pool (eg assassinate a named NPC, retrieve an item) and a specified item reward, which can be a piece of armour, a weapon or a skill. The missions scale according to the number of people in the party and their levels, so its good for anything from 1-6 party members. This system has been easily catered for in expansion after expansion, with increasing level caps, in AO. If you combined this with the ability to raise all classes on your main character, the longevity and replayability of the two systems would increase exponentially. I can't stress just how much I love this mission system. It perfectly combines the pure MMO experience, with the D2 experience, that Caliane is discussing above. | |
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