Noaani wrote: » My friends absolutely did only have experience of one server in L2. However, in order for a game to have what I would describe as a good economy, it would need to function well on all servers, even if the economy of those servers are somewhat different.
Neurath wrote: » Nothing stops repetition at all. The more you do the same thing the less it will hold you. Rng does not change anything and possibly even makes the situation even worse due to the extra time taken to get the same result.
JamesSunderland wrote: » Only the act of grinding itself is a repetition that can't be stopped.
Noaani wrote: » This is the part that can be stopped. As I have said, most games from the last decade have not required players grind at all. Many players still do, but not because it is required. If grinding is not required, that act of repetition that is grinding has been stopped - at least for anyone that doesn't want that repetition. What I would say is that if you start adding in RNG and variables to what people are wanting to grind, all of a sudden you are no longer grinding. Everyone that I know in MMO's grinds as an activity to switch off from the world. It hasn't been a key progression task for a decade. The key progression activities are all organized events.
JamesSunderland wrote: » Grinding being "required" or a "key progression activity" or not is subjective by the objective to be achieved by the one grinding and may be irrelevant for someone who likes grinding, they simple will grind, even if it is a "non-required.non-key progression activity"
JamesSunderland wrote: » If you have to kill 100 hogs to get 100 hogs tusks or have to kill 50-150 hogs to get 100 Hogs tusks, How could one be considered a grind and not the other? You are literally doing the same thing! Are our concepts of "grind" that far apart?
Noaani wrote: » Is it though? In order for this to be true, grinding needs to be the best way to achieve a long term goal. While it may be true that grinding is the fastest way to gather many bear hides, it is not the fastest way to get gear upgrades, nor to level up a crafting profession (generally). It has not been the best way to get experience for well over a decade in virtually all mainstream MMO's (realistically, we could say two decades here). So, if it is not the fastest way to achieve a long term goal, how can one say that anyone grinds for any reason other than to grind?
Noaani wrote: » Neither of these are grinding. Both are simply content. Add two zeros on to the end, and you have a grind.
Noaani wrote: » However, look at your first solid definition of a grind from this thread - and imagine how much more painful (assuming you consider it a hard grind) it would be if the game added in random mobs in among your hogs. When you are grinding hogs, you only want to fight hogs.
JamesSunderland wrote: » Why would it need to be "the best way to achieve a long term goal."? Can't it be "A way to achieve a long term goal."?
JamesSunderland wrote: » This looks like a mischaracterisation of something i already answered back in page 2-3 but with bears instead of hogs, Not random different mobs but possible random different types of hogs. Kinda feel like we are going around in circles now, i might as well stop before feeling too dizzy as solid common ground sadly seems nowhere to be reached.
Noaani wrote: » word
NiKr wrote: » Noaani wrote: » word I think the game should have party grinding quests that have rng for the mob sub-types. If the quests asks your party to get 10k boar hides, there should be boars that counter ranged classes, melee classes, mage classes, anti-debuff boars, buff boars that make other boars stronger, etc. Each of them gives the whole party a hide, if we go with a quest-based item drops, or some sub-types should just drop more hides (cause the boar is thicker or smth), if we go with a regular mob drops being a part of quests requirement. And solo quests should never make you grind, because solo quests will mostly be done by casuals (and off-primetime hardcores) so imo they shouldn't see the spooky numbers in the quest requirements.
Azherae wrote: » Give all boars five or six abilities, each countering a different situation or enemy type. They don't even need to properly react to who is attacking them. Just 'when being attacked by a full party, build up the Gauge faster for their special attacks'.
NiKr wrote: » Azherae wrote: » Give all boars five or six abilities, each countering a different situation or enemy type. They don't even need to properly react to who is attacking them. Just 'when being attacked by a full party, build up the Gauge faster for their special attacks'. Eh, I personally like seeing a "community" of mobs of different kinds. And that lets the devs to make some small type-based animations that add an "alive" feeling to the world. I also prefer parties for fight several mobs which requires more teamplay, than playing a semi-boss-like mob that does a ton of dmg on each hit. But whatever Intrepid goes with, I can get used to it.
Azherae wrote: » I continue to be surprised and amazed that the default experiences of others vary so massively, but I have been focused on one game for many years, so I definitely have some tunnel vision. I too easily 'discount' BDO style design as 'this can't possibly be the norm', when it probably is...
NiKr wrote: » Azherae wrote: » I continue to be surprised and amazed that the default experiences of others vary so massively, but I have been focused on one game for many years, so I definitely have some tunnel vision. I too easily 'discount' BDO style design as 'this can't possibly be the norm', when it probably is... I mean, pretty much the only mmo I've played is L2 I've played BDO to maybe lvl 20? WoW classic to 30. B&S to somewhere around 40. Up to 30 in FF14. And maybe under an hour of gameplay in a few other mmos. So I am insanely biased towards all the things I loved in L2. And there you'd have mobs with different subtypes and each type had their own abilities and when your group fought all of them you'd have to properly move around and control mobs. Get a silence on the mage, try to hold stun mobs away from healers/range players, put dagger classes on ranged mobs, try to nuke the debuffer mob first just so it's easier to fight everyone else.
Azherae wrote: » Given the way that Intrepid describes their design, this level of thing is the bare minimum I'm expecting, so it's hard to think about 'grinding' on the level of 'individual boars being just a point-and-click-rotation source of materials', even for the simplest enemies, unless you're just one-or-two-shotting most things.
NiKr wrote: » I think the game should have party grinding quests that have rng for the mob sub-types. If the quests asks your party to get 10k boar hides, there should be boars that counter ranged classes, melee classes, mage classes, anti-debuff boars, buff boars that make other boars stronger, etc.
Noaani wrote: » I mean, in order for there to be a point to it, some of them need to be harder than others for the intended audience (whether a solo player or a group). If some of them are indeed harder, then players will simply skip over those ones as best they can, and those mobs then become a simple frustration. In order for there to be a difference in how a mob is fought, there has to be a difference in how hard each mob is to various builds - it simply isn't possible to not have this. If there is a difference in how hard various mobs are, players will opt for the mobs they find the easiest. Group or solo - or indeed raid - doesn't alter this.
NiKr wrote: » Noaani wrote: » I mean, in order for there to be a point to it, some of them need to be harder than others for the intended audience (whether a solo player or a group). If some of them are indeed harder, then players will simply skip over those ones as best they can, and those mobs then become a simple frustration. In order for there to be a difference in how a mob is fought, there has to be a difference in how hard each mob is to various builds - it simply isn't possible to not have this. If there is a difference in how hard various mobs are, players will opt for the mobs they find the easiest. Group or solo - or indeed raid - doesn't alter this. Yes, we totally agree on that point. I'm just used to mobs always agroing in a group (cause L2 loved mob trains and aoes), so for me "having a group of mob sub-types" means "my party will have to fight all of them at once and find a way to win because fighting a group of mobs that have a counter to pretty much my whole party is difficult". So like I said, whichever way Intrepid goes, I'll get used to it. It just needs to be fun for all the other people that would leave a game over some mobs not being to their liking. Though obviously you can't appeal to all.