#81
|
||||
|
Quote:
Looking at EQ2, I see some positives. For example, it's easier to do older content than it once was. You flip on AA's and your power increases. This is a necessity because fewer people will be doing it. But the problem is that a lot of it still has not been adjusted to reflect this new reality. For example, if 4 people were needed back then to pull a lever or to spawn a named, this constraint STILL remains. So they need to find some people to help them do it, which defeats the whole purpose of making older content easier for progression players to experience it. Another example are tradeskill items or quests that might need particular items that drop randomly from somewhere. The problem emerges whne you realize there's no economy for this older content so you either have to grind for the item or just give up. The drop rate or the mechanic used needs to be changed. So making the content easier is not the silver bullet because it won't address little things like this that can hold back a progression player. If the content is detailed and diverse you have to go through it with a fine tooth comb or you have to plan ahead so sh** like this doesn't happen. And HOW you make content easier is important as well. For example, you can offer super items that make it easier in the latest expansion, for new players. YOu can make it drop on trash in all expansion, like defiant armor in EQ1. Then they go back to the older content and mow everything down like Rambo. This problematic and miserable because it ruins the sense of reward a player gets when they succeed. They find out that the reward is worse than what they have! Increasing defense/offense in certain content or at certain levels with each new expansion is probably a better method since players can still do the older content but they can find a useful purpose for the rewards as well which will be a nice touch and not ruin the reward. Even WoW is mudflating. I've read about it here and there. I know that they tried to revamp some content which was a great sign. But even they have a bottom line and content that was once doable and purposeful is not anymore. They're turning a blind eye to it. This problem is industry-wide. Just a imagine a human body that's slowly shedding body parts because it can't circulate enough blood to keep it all healthy. What's going on is our current methods in the industry are not solving this problem or they're not looking ahead far enough. My feeling is that they're centered on the latest and shiniest, but anything else is on the back burner. This is where it all falls apart. Progression players are left behind in the dust and bitter decay to crawl among corpses and broken remains looking for the game.
__________________
Full-Time noob. Wipes your windows, joins your groups.
Raiding: http://www.project1999.com/forums/sh...&postcount=109 P1999 Class Popularity Chart: http://www.project1999.com/forums/sh...7&postcount=48 P1999 PvP Statistics: http://www.project1999.com/forums/sh...9&postcount=59 "Global chat is to conversation what pok books are to travel, but without sufficient population it doesn't matter." | |||
Last edited by stormlord; 09-23-2011 at 08:20 PM..
|
|
#84
|
||||
|
Quote:
__________________
| |||
|
#85
|
|||
|
Pre CU was the best MMO sandbox released, IMO. The problem was, that it was nothing but a sandbox, and asking players to generate content is asking for a lot more than most players are willing to give. Especially without any devo tools available. If I were masochistic enough to try to split my time between two MMOs (again) my second would be swg.
| ||
|
#86
|
||||
|
Quote:
| |||
|
#87
|
||||
|
Quote:
I guess i wasnt too far off after all sir | |||
|
#88
|
|||
|
wait for winter to hit and see the numbers climb
| ||
|
#89
|
|||
|
hit the reset button. watch the numbers climb back up while making all the hardcores rage at their lack of pixels. win/win and buys the developers a lot more time to code/fix/test vp/epics and whatnot.
| ||
|
#90
|
||||
|
Quote:
And i'm not a hardcore... | |||
|
|
|