NiKr wrote: » Azherae wrote: » I am not convinced that the reason we get all these 'easy' and 'dumbed down' games isn't almost entirely because the retention on harder games is too low. Now, that's fine when the game doesn't have the 'meritocracy' that (I hope) we are discussing, but if a game says it from the start, then I'll take them at their word. I'm not completely sure that retention was lower. Maybe it's nostalgic super bias, but older games seemed harder but still fun (even when difficulty came from unfair mechanics sometimes). And if you beat some commonly regarded as super difficult stage of some game, you'd be seen as superior and more skillful (one of the bigger examples of this I remember is the toy helicopter mission from Vice City). And if you couldn't beat it yourself but knew someone who could, you'd try to socialize with them and ask for help, be it verbal or direct "do it for me" one. And when you played multiplayer (and especially mmo) games, those difficult parts would bring people together. And maybe it was my own gamer bubble, but those kind of games promoted themselves on difficulty and people were more interested in trying them out and then trying to beat them for as long as it took. The retention was quite high. And I think that the Souls games showed that being considered a difficult game is enough to grow hype to unreasonable levels. Yes, Elden Ring has several "easy modes", but its initial hype was built on the back of all the other souls games, which were so infamously difficult that any other difficult game was "the souls game of their genre". And I think that the top skill people in the "meritocracy" of those difficult games were one of the appealing factors for those games. But that is also the reason why I want those skillful people to stand out that much, because everyone else would have someone to look up to. Now I'm obviously not sure whether the Intrepid's tracker would in any way dilute the "skillfulness" of the playerbase and maybe Noaani's idea of guild trackers would be the same as those guilds just using a 3rd party one, in case Intrepid kept their current stance, but, as I've said multiple times before in this thread - we gotta see the content first.
Azherae wrote: » I am not convinced that the reason we get all these 'easy' and 'dumbed down' games isn't almost entirely because the retention on harder games is too low. Now, that's fine when the game doesn't have the 'meritocracy' that (I hope) we are discussing, but if a game says it from the start, then I'll take them at their word.
Azherae wrote: » Sapiverenus wrote: » Instead of talking about merit just call it performance and the tool 'Tracker" as a Hack that ruins the game. Your ability to perform will be impeded and I hope you fail to excel as a result Noaani. If you can't excel or figure out what damage is being dealt then you're not cut out for leading a Guild in a game that requires more skill than you can offer. get wrecked Oh? Let's try a test, then... I can do it without the tracker. I'm basically savant-level superhuman. The game says I win. Games always say I win. My IQ is amazing and my data processing ability is ridiculous. I want the tracker so that other people can keep up with me. So I support the option for trackers so that I'm not alone here at the top with my genius and incredible skill. I get to lead the strong Guild then, right?
Sapiverenus wrote: » Instead of talking about merit just call it performance and the tool 'Tracker" as a Hack that ruins the game. Your ability to perform will be impeded and I hope you fail to excel as a result Noaani. If you can't excel or figure out what damage is being dealt then you're not cut out for leading a Guild in a game that requires more skill than you can offer. get wrecked
Azherae wrote: » In a COMPETITIVE game, if you are trying to get to the top, your measuring stick is not 'this is kind of hard', it is 'peak human relative to the thing in question'. This is not something most MMO-heavy players experience. I say that AS an MMO-heavy player for the most part.
Azherae wrote: » So, if you focus on 'can I win a fight against another player/group' and 'can I get there first', the difficulty rating skyrockets well beyond what most people call 'hard'.
Azherae wrote: » And that's good, when there is no actual Competition, when it can't be forced on you even when it exists, and when there's matchmaking. When a person can just go 'well the point is to beat the boss at all and I can do that too I just can't do it as stylishly/perfectly as Top Player ItsYaBoiMaxSkilz', they're fine. If we were talking about that sort of game, I would not have anything to say.
Azherae wrote: » So then NiKr, that is why I feel one can at least somewhat speculate on what will happen without seeing the content. Meritocracy is created automatically when the strong can prevent the weaker from HAVING things, and also have skills above them.
NiKr wrote: » Azherae wrote: » So then NiKr, that is why I feel one can at least somewhat speculate on what will happen without seeing the content. Meritocracy is created automatically when the strong can prevent the weaker from HAVING things, and also have skills above them. I must've just gone down a self-imposed tangent in my head and missed the thread of the overall conversation Yeah, I agree that any PvX mmo is a pure meritocracy because there'll always be someone who'll stop you from increasing your "merit". Especially pvx mmos with free market. Want to kill mobs? Fuck you, you can't because another dude played x2 as much as you and/or has better gear and skill, and he always kills you when you approach the mobs. Want to become a top trader? Fuck you, a mafia guild is controlling the market completely. Want to become a top crafter? Same shit, you got no resources to use in crafting and no mobs to get those resources from. And imo any social "merit" comes from outside of the game, because being social is not a gameplay mechanic so it doesn't really have anything to do with your merit in the game. And I think that's exactly the reason why social media has pushed out and kinda replaced the mmo genre. Because that social "merit" suddenly became much higher on the social media, due to the deeper irl ties and more potential consequences (be they positive or negative).
Azherae wrote: » I believe that MMOs are not doomed in this way. I simply believe that they need to take an entirely different approach than they have ever taken towards rewarding people.
Azherae wrote: » I just also don't think that it's sensible to create a Meritocracy game and then tell people 'don't use tools to close the gap between you and the naturally talented, you should either befriend/serve those people or not play/expect to do well because that's what MMOs are all about'.
NiKr wrote: » Azherae wrote: » I believe that MMOs are not doomed in this way. I simply believe that they need to take an entirely different approach than they have ever taken towards rewarding people. Do you have any ideas for this? Cause I can't really come up with any that would fit a pvx game, outside of the obvious instanced content that is either easy enough or just doesn't scale the loot value with its difficulty. Azherae wrote: » I just also don't think that it's sensible to create a Meritocracy game and then tell people 'don't use tools to close the gap between you and the naturally talented, you should either befriend/serve those people or not play/expect to do well because that's what MMOs are all about'. Would trackers give a much bigger advantage than, say, a dps dummy? Obviously they provide some tangible advantage against a semi or fully scripted pve encounter, but in my experience mass pvp is just too chaotic to properly assess what led to what, if you were trying to figure out what to avoid in future mass pvp encounters (well, at least nothing that you wouldn't have seen with your own eyes, like "people stood in aoes" or "enemy rogue killed our healer"). And if you can't even attempt the pve part of the game because you lose every pvp encounter before it, I'd assume that it wouldn't really matter whether your enemy used trackers for the pve or not because their inherent merit is just way higher than yours already.
Azherae wrote: » So either IQ tests are bullshit even at testing the SPECIFIC thing that we know they ACTUALLY test... or a high IQ person can do things that other people quite possibly NEED a tool to do. And if that is the case and the game is a challenge to that person, those who cannot will either follow that person's directives, or rely on a tool.
Azherae wrote: » As for what one should do to change the way players are rewarded, that is a matter of something that I don't know how people react to, but Intrepid already may have and Aerlana has already discussed. Outright make builds that are 80-90% as effective as a build that is harder to play and master for others. Then do the same for PvE encounters, then do whatever it takes to make players who use those builds or specialize in those encounters, feel meaningful.
Azherae wrote: » But there does always need to be that '100% max build', that 'How is this even possible?' level of opponent, and that's partially why games tend to need either PvE or P2W.
Azherae wrote: » Imagine you have a character/build that has an answer to EVERYTHING, but they therefore have so many moves and options that their gameplan is fluid, and you must be constantly thinking and perfectly reacting, but if you can do it, you're basically untouchable. And then you have a character/build that has three main options and spends their time 'trying to get to the position to use them and defending until the opponent makes an error' and then does considerable damage with those simple options. In order for the game to be balanced normally, the first character has to have the potential to theoretically always win. They are 'the best, on paper', because they could handle any situation. If you wanted to be the strongest POSSIBLE, you would need to play that build and play it perfectly. Extend this to group composition. Extend this to raid composition. The user of that one feels rewarded because they do the right thing 90% of the time but have complete freedom. The user of the other feels rewarded because they do the 'right thing' 100% of the time. But if they ever meet a group/player/guild that can actually do the right thing 100% of the time with the first build type, defeat is basically guaranteed, by whatever definition of defeat you have. Both sides complain equally. The 100% crowd complains that they are not 'really' the best and can't ever theoretically win against the 'normally 90%' crowd if the latter suddenly played perfectly. The 'normally 90% crowd' complains because they 'have to maintain at least 90% and work harder or they will lose to the simpler tactic'. The design concept has to reach that razor-thin point where the requirement for beating the absolute hardest content is '101%' of the simple build, and '91%' of the complex one. One wins by luck (usually taking a risk and getting away with it, which gives them their thrill), and the other wins by 'skill' (but really just luck of how focused they are when doing it).
Azherae wrote: » As for the other point, I'll just remind again that I only think in terms of Chaotic PvE being hard. You say 'mainly because people aren't robots', but that's really not the point. One only ever needs to learn to counter OPTIMAL opposing strategies. If the '100% group' is actually fighting at less than 100%, then the 'normally 90%' don't need to keep up perfection. And vice versa. If the normally 90% group are making mistakes, the 100% rotation group can take a risk and still win. Idk if you don't encounter it, but top level gamers are VERY close to 'robots'. There have been I believe MULTIPLE situations at this point where a player was banned for botting in a game and then had to prove that they could physically do the thing.
NiKr wrote: » I lost my point in that last post. I was trying to get at the point of "trackers might not give you the perfect solution for mass pvp, so their presence or absence wouldn't really be felt there".
Sapiverenus wrote: » [SOLVED] no meter or logs ##s all obfuscated variables all intertwine gg gamers