VekoCrnogorac wrote: » People cannot find wisdom in games because they do not search for it. Games are hard to master because of their purpose. People need to change their ways and become more acceptable of change. More and more teenagers are becoming toxic and impatient (especially in MMOs because of their progression design element). If you search for end results you will never find peace which means you will become impatient and not be available for peace. Don't become average WoW player, embrace hard ''design'' in MMOs. Hard things do really teach players patience and stability.
VekoCrnogorac wrote: » I might be cursed then, because in every game that I played were toxic players. And every stream that I watched (even on new world BETA) were players that skip quests, talk fast, act fast, play to rush which is core negative effect of impatience - not having peace and to play with ease and get relaxed. So many players were rolling when they were going from quest to objective because you would get faster to objective (in New World), you may argue that's because they want to get there faster, well its not matter of morality it is matter of critic of pure reason. Why I don't do that? Why I can auto run and enjoy my peace, why do I have to roll like them?
Nova_terra wrote: » Enjoy the game at your pace and bring the peace you want to see in the game.
Arya_Yeshe wrote: » Uh? Who said so? None of that are uncontested truths.
VekoCrnogorac wrote: » in the end MMO genre serves its purpose and because of it, it is building even more materialistic people then capitalism itself. This might be sarcasm, but it is having an impact on how you see things. Searching for end results will not help you, in fact, it will worsen your spiritual life. @Arya_Yeshe
VekoCrnogorac wrote: » @Vaknar One simple solution to those speed-runners would be side quests similar to Skyrim, without quest pointers above npc's head. Make sure that quest is hidden behind some dialog and make sure to have multiple dialog options out there, considering that you design quest hidden behind one of 3-4 dialog. That will teach them a lesson how to play RPGs, its not all about end game content, they should learn to enjoy process or look even dumber if they go speed running through dialog. Main story should have pointers and devs should make sure that it does not level you to end, we need lore from side quests and lore that is important, not just on main quest. Maybe have side lore from NPCs with multiple quest chains. Also if you click on dialog 1 and there is a hidden quest behind dialog 1 on one npc, make sure it is not behind first dialog always, but maybe put quest on last or close to last dialog option from dialog 1. This is one way of making fix on community, other way would be combat, similar to vanilla wow, where you had to do it patiently, so you don't die vs mob. No AOE pulls and no way to rush even 1v1 combat because you are not able to. Not everyone likes slow tab target combat, I understand, so devs should design combat similar to AoC, but I just hope to see 1v1 pulls, if you pull 2 mobs you could die easily, that would be my aim for combat, doesnt need to be extra slow, just cautious. Next would be: Don't allow every quest to be soloable, make social group quests, even on main story. No dungeon finders like in wow where you sit in que and instantly teleport to dungeon, make it so it is like a small adventure to go into dungeon, no summons as well. Before dungeon make sure you put elite mobs, so group has to wait for everyone and clear it to enter dungeon, same like Vanilla WoW. PvP in open world, no more theme-park design MMOs should market them self as MMORPG, we need to put our voice in internet and be heard, divide theme-park (retail WoW) and RPG (classic WoW), gacha games are more similar to theme-park mmos then pure RPG mmos like AoC. Core reason is to divide genre more, to keep tradition of RPG games, or else we won't be able to see RPG MMOs anymore, we will see it rarely, in fact, when was last time that you saw something as big as AoC? Everyone is making MMOs like retail WOW or guild wars 2, those smaller studios do not want to make pure RPG because no one will play it. It has to have some kind of sandbox design as core element for it to work as a traditional RPG, all those ideas are more like sandbox because sandbox is hidden in those smaller ''harder'' things, sandbox are not convenience as theme park is.
Depraved wrote: » VekoCrnogorac wrote: » @Vaknar One simple solution to those speed-runners would be side quests similar to Skyrim, without quest pointers above npc's head. Make sure that quest is hidden behind some dialog and make sure to have multiple dialog options out there, considering that you design quest hidden behind one of 3-4 dialog. That will teach them a lesson how to play RPGs, its not all about end game content, they should learn to enjoy process or look even dumber if they go speed running through dialog. Main story should have pointers and devs should make sure that it does not level you to end, we need lore from side quests and lore that is important, not just on main quest. Maybe have side lore from NPCs with multiple quest chains. Also if you click on dialog 1 and there is a hidden quest behind dialog 1 on one npc, make sure it is not behind first dialog always, but maybe put quest on last or close to last dialog option from dialog 1. This is one way of making fix on community, other way would be combat, similar to vanilla wow, where you had to do it patiently, so you don't die vs mob. No AOE pulls and no way to rush even 1v1 combat because you are not able to. Not everyone likes slow tab target combat, I understand, so devs should design combat similar to AoC, but I just hope to see 1v1 pulls, if you pull 2 mobs you could die easily, that would be my aim for combat, doesnt need to be extra slow, just cautious. Next would be: Don't allow every quest to be soloable, make social group quests, even on main story. No dungeon finders like in wow where you sit in que and instantly teleport to dungeon, make it so it is like a small adventure to go into dungeon, no summons as well. Before dungeon make sure you put elite mobs, so group has to wait for everyone and clear it to enter dungeon, same like Vanilla WoW. PvP in open world, no more theme-park design MMOs should market them self as MMORPG, we need to put our voice in internet and be heard, divide theme-park (retail WoW) and RPG (classic WoW), gacha games are more similar to theme-park mmos then pure RPG mmos like AoC. Core reason is to divide genre more, to keep tradition of RPG games, or else we won't be able to see RPG MMOs anymore, we will see it rarely, in fact, when was last time that you saw something as big as AoC? Everyone is making MMOs like retail WOW or guild wars 2, those smaller studios do not want to make pure RPG because no one will play it. It has to have some kind of sandbox design as core element for it to work as a traditional RPG, all those ideas are more like sandbox because sandbox is hidden in those smaller ''harder'' things, sandbox are not convenience as theme park is. why do you want to force players to play how you want? if they don't wanna read the dialogs, don't force them. there is nothing wrong with trying to level as fast as you can. also, removing the indicators above npc head to prevent "speed runners" to progress fast is silly. you can just simply learn the quests during alpha or beta, and there will be guides on what quests to take and which one to ignore /facepalm also, what is wrong with aoe combat? its more fun and riskier than killing mobs one by one.