vanqor wrote: » To me, the solution seems to be to have variable difficulties in the mobs, and I cannot see why this is not done more often. Almost every MMO has some type of "Elite" mob. These are usually distinguishble from other mobs. This system could be elaborated upon to provide several degrees/types of difficulty.
Ravudha wrote: » vanqor wrote: » To me, the solution seems to be to have variable difficulties in the mobs, and I cannot see why this is not done more often. Almost every MMO has some type of "Elite" mob. These are usually distinguishble from other mobs. This system could be elaborated upon to provide several degrees/types of difficulty. This is one of my pet peeves with MMOs - elites. It would be fantastic if elite mobs had degrees of difficulty in their behaviour, but often they're as simple-minded as regular mobs but with 5x hp and damage so you need 5x players to face them. It's like artificial difficulty scaling.
Lalli wrote: » Ravudha wrote: » vanqor wrote: » To me, the solution seems to be to have variable difficulties in the mobs, and I cannot see why this is not done more often. Almost every MMO has some type of "Elite" mob. These are usually distinguishble from other mobs. This system could be elaborated upon to provide several degrees/types of difficulty. This is one of my pet peeves with MMOs - elites. It would be fantastic if elite mobs had degrees of difficulty in their behaviour, but often they're as simple-minded as regular mobs but with 5x hp and damage so you need 5x players to face them. It's like artificial difficulty scaling. I agree. Different mechanics and such would be cool. Almost like a mini world boss type idea.
consultant wrote: » If people are wiping like 80 percent of the time then most likely needs to be toned down.
consultant wrote: » But let me Ask you ladies and gentlemen a question. One of the metrics used to measure difficulty is the amount of times that you die or wipes for dungeouns and raids. If people are wiping like 80 percent of the time then most likely needs to be toned down.
Sarevok wrote: » I think the norm where the game doesn't really start until you hit max level needs to be done away with. I rather enjoy the journey to max level so if the journey to max is not engaging, very short and really has no substance then the game isn't really worth the time to play. If a developer puts very little effort into their game for the first sub max levels then how much effort do you think they put in to the game for max level? I think having a fun and rewarding leveling experience is probably key if you want to make the leveling process long. I think it was said it should take ~45 days to reach max and that's a decent amount of time for an average player. Probably will be <30 for someone that can dedicate even more time.
ekadzati wrote: » Wandering Mist wrote: » Has anyone got any ideas on how to make leveling engaging for veteran players? Or is it just something we have to put up with? I like the idea of carryover benefits, but these can quickly becoming unbalancing. I like the idea of unique play through paths, but without something like SpatialOS driving, the complexity would be, I think, unmanageable. I continue to be nonplussed that leveling remains such a cornerstone of mechanics. I think they are stuck with it until they find a way to make "death and restart" palatable (hard sell, in a domain that chose MTX). The way this veteran keeps games engaging for herself is to deliberately avoid whatever rail has been placed. I rarely alt, mostly because few games make the idea of replay attractive. What times I have done so have been directly related to unique paths by class or race/class combination (i.e., access to more story or a different take on the story I first experienced). I have never replayed for mechanics. Ever.
Wandering Mist wrote: » Has anyone got any ideas on how to make leveling engaging for veteran players? Or is it just something we have to put up with?
ekadzati wrote: » noaani wrote: » I like the idea of a distributed computing network for hosting an MMO, in theory, but I'd stay away from SparialOS myself. As far as I know they have had three games heavily based on it cancelled so far, and none released. Sorry, you are incorrect: https://improbable.io/blog?category=0/24/30
noaani wrote: » I like the idea of a distributed computing network for hosting an MMO, in theory, but I'd stay away from SparialOS myself. As far as I know they have had three games heavily based on it cancelled so far, and none released.
noaani wrote: » I'm not sure how switching leveling with a "death and restart" mechanic would work, the two things are put in games or not put in games for different reasons. I also have no idea what relation either of those two have to MTX - and in fact I could give you the name of a game that contains all three of these things, if you'd care to expand on your reasoning here in return. I'm not sure what you're attempting to argue in this paragraph.
noaani wrote: » I'm not sure how switching leveling with a "death and restart" mechanic would work, the two things are put in games or not put in games for different reasons. I also have no idea what relation either of those two have to MTX - and in fact I could give you the name of a game that contains all three of these things, if you'd care to expand on your reasoning here in return.
ekadzati wrote: » You aren't interested in understanding this perspective