are any of the new MMOs commin out gonna be worth it?

Page 2 - Seeking answers? Join the AnandTech community: where nearly half-a-million members share solutions and discuss the latest tech.

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Eh well, I know a lot... too much... about playing the game way too much. When the game was out for a year, my rogue had 120 days played. That's around 1/3 of the entire year spent playing a game or about 8 hours a day. I have to say that the year was quite enjoyable though, but if I were doing that now... well, I wouldn't be that happy. I think there's a certain time when you realize WoW is nothing more than a second job and there's a problem with that. There are two types of jobs in this world: a job you do for money and a job you do because you enjoy it. WoW falls into the first for me, but instead of money, there's in-game rewards that I want to fulfill that. That's why I can't PVE Raid anymore... I need to feel rewarded for what I do and sitting there for 4 hours fighting some boss.

Although one can say that it's not possible to level up that fast without a good mind of game mechanics (to do something like frost mage AoE leveling) or high knowledge of quests. This is a lot like going into a video game, knowing all the secrets and complaining that the game is now too easy. The game isn't highly difficult the first time, but you can see a big difference between the good players and the people that just play. I remember my friend telling me he couldn't solo Doomscyer in Blade's Edge Mountain on his rogue... I solo'd that puta with ease on my rogue using all my bastardly rogue techniques!

But to me, I think the solo aspect can be bad. I don't think it'd be bad if you were rewarded for playing in a group rather than punished. This could promote people to join up for kill quests... maybe even join up for drop quests if the drops say.. tripled? Another problem without being in a group is that the pivotal roles don't know enough about how to actually play in a group and they are absolutely horrible when in one. You tend to see this the most in tanks as they have the hardest time focusing on more than one mob and in some cases... they can't even keep aggro on a single mob! Don't get me wrong, keeping aggro on multiple mobs is no easy task in some cases.. especially with damn trigger happy destruction warlocks!
 

Bateluer

Lifer
Jun 23, 2001
27,730
8
0
Originally posted by: yuppiejr
I'd rather sit in a hellish pit of old people and nickel slot machines at the local tribal casinos than try to build a f-ing chair and it's 19 subcomponents in EQ2 with my free time no matter how pretty the graphics engine is.

I won't comment on any of your WoW opinions, suffice to say that I don't agree with them. I have my own opinions of WoW.

However, I do feel the need to correct information that is blatantly wrong. Around GU 24 or 25, EQ2 removed all sub combines from all crafting professions. In order to build the chair now, you simply need the chair's recipe and what ever ingredients it may require. Typically larger amounts of raw materials and fuel, with some 'special' usually easily attainable stuff. After that patch, it became really common to see max level crafters. By removing those subcombines, SOE took 99% of the challenge out of the crafting process. Also, by increasing the gather rates for raw materials, you can almost simply buy the raws on the broker and craft your way to 70 with those. Anyone with a little patience can become a max level crafter.

Now, the positive side is that my monk already hit max crafting level before that patch come out. When I want to beef up some coins, I can simply buy some coffee beans for 2c apiece, spend 20min gathering roots of the appropriate tier, then sell the finished product for anywhere from 25s to 1.25g, depending on the tier. If I want to make more coins, than I'd have to take a little extra effort and get the half a dozen ingredients required for the 5hr duration items. Its really easy.

I'm hoping they add some challenge back in in some of the upcoming GUs or expansions. I haven't heard anything specific, aside from my recipes and more visual variations in current recipes.
 

Bateluer

Lifer
Jun 23, 2001
27,730
8
0
Originally posted by: Aikouka
Originally posted by: Jzeidenb
why are we talking about games that are already out?

Because those games tend to influence the upcoming games.

Hence the generation of War2 clones, the generation of SC clones, the continuing cesspool of Diablo clones, and now the emerging cesspool of WoW clones.
 

ggnl

Diamond Member
Jul 2, 2004
5,095
1
0
Originally posted by: yuppiejr

From a basic gameplay mechanics standpoint, WoW is no different than most other MMORPG's besides the comparatively ease in making SOLO progress. The reason casual players don't flock to games like EQ2, Vanguard, Matrix Online, etc.. is it's just too damn unrewarding for the actual time invested in playing, particularly solo. Some "hardcore" MMO game players seem to think WoW is too easy simply because they spend 8-10 hours a day for weeks on end and are willing to make real life sacrifices that a majority of casual players are not willing to. WoW doesn't have 9 million subscribers because it caters to the hardcore audience out there like most MMO games. It's the most financially successful MMO game ever produced by a huge margin because it's accessible to a broader audience of casual players who don't want to give up all ties in their real life to enjoy a game.

If you haven't reached lvl 70 yet then you really have no concept of how long the grinds eventually become. Whatever path you choose to advance in the endgame (raids, PvP, heroic instances, crafting, factions) you're going to end up doing the same content over and over again long past the point where most people get sick of it.

That's why so many people just skip the endgame content or barely get into it, choosing to spend all their time levelling characters instead. Trying to appeal to the both ends of the market is what got them in this situation. It's either going to be too easy for hardcore players or too hard for casual players, you can't have it both ways. Blizzard "solved" this problem by making the levelling fast and the endgame slow.