The Games Industry And ATVI - Page 48
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Manit0u
Poland17172 Posts
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Harris1st
Germany6655 Posts
On May 15 2021 06:30 Manit0u wrote: I'm not actually interested in this game but I know a lot of people are. I did play my fair share of MMOs and nowadays I mostly stick to single-player games, much less chance for disappointment there. In that case, I'm kinda hyped for Biomutant Whaddaya think about that one? Though I still think some sort of catch up boost or something for ppl who start late or simply have less time is okay. As long as they are capped somehow | ||
Archeon
3250 Posts
On May 15 2021 07:30 Harris1st wrote: In that case, I'm kinda hyped for Biomutant Whaddaya think about that one? Though I still don't think some sort of catch up boost or something for ppl who start late or simply have less time is okay. As long as they are capped somehow Imo the problem with catch up boosts is that it only makes sense if your leveling sucks and if your leveling sucks you made a ton of boring content. So imo it'd be better to make the leveling content engaging than use a band-aid that can be monetized, which always brings the hidden incentive to make leveling more boring and slow in order to bring more money in. The usual solution is to create dungeons with variable player sizes so ppl who want more challenge can just go lower on the party numbers, but they need the more exploration heavy populace for their player count, so they can't make mainly dungeons and shared cities like GW1 if they want a large consistent player count. | ||
Manit0u
Poland17172 Posts
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deacon.frost
Czech Republic12125 Posts
On May 15 2021 08:01 Archeon wrote: Imo the problem with catch up boosts is that it only makes sense if your leveling sucks and if your leveling sucks you made a ton of boring content. So imo it'd be better to make the leveling content engaging than use a band-aid that can be monetized, which always brings the hidden incentive to make leveling more boring and slow in order to bring more money in. The usual solution is to create dungeons with variable player sizes so ppl who want more challenge can just go lower on the party numbers, but they need the more exploration heavy populace for their player count, so they can't make mainly dungeons and shared cities like GW1 if they want a large consistent player count. Every leveling done for the 51st time is boring. SWTOR has one of the best base leveling out there and trust me - it gets boring. It gets boring pretty fast. Like really really fast. I have over 40 characters in there IIRC(haven't logged for a long time) And if you skip the content you lose some fancy things(e.g. the Darth title which is really unfortunate for a Star Wars Sith character ) No matter how good your leveling system is, if you force multiple characters and multiple leveling from the start it will get boring eventually. Also not everyone is so hyped about leveling no matter how engaging you do that because some people just want to do the endgame content - e.g. in many games leveling through PvP is harder than leveling through PvE. Some players don't give a flying fuck about the PvE but to access the endgame PvP you need the level. And the hardcore PvE players just see the dungeons and OW PvE as a boring barrier to raids, where the PvE really begins. | ||
Manit0u
Poland17172 Posts
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Archeon
3250 Posts
On May 15 2021 17:31 deacon.frost wrote: Every leveling done for the 51st time is boring. SWTOR has one of the best base leveling out there and trust me - it gets boring. It gets boring pretty fast. Like really really fast. I have over 40 characters in there IIRC(haven't logged for a long time) And if you skip the content you lose some fancy things(e.g. the Darth title which is really unfortunate for a Star Wars Sith character ) No matter how good your leveling system is, if you force multiple characters and multiple leveling from the start it will get boring eventually. Also not everyone is so hyped about leveling no matter how engaging you do that because some people just want to do the endgame content - e.g. in many games leveling through PvP is harder than leveling through PvE. Some players don't give a flying fuck about the PvE but to access the endgame PvP you need the level. And the hardcore PvE players just see the dungeons and OW PvE as a boring barrier to raids, where the PvE really begins. I get all these, but let's be honest, there is no reason why lategame needs to be more engaging than playing through the leveling area. If you create story quests, an open world and team-based dungeons so everyone can pick their poison there's no reason to level-gate this or that content unless you want to sell boosters. Games like GW2 or blade and soul introduced dungeons with a decent challenge fairly early on and in SWTOR I can try the 2/4-man dungeons solo if I want a challenge. Like MMOs tend to have this distribution into OW leveling phase for explorers and social players and lategame dungeon/raid phase for the gameplay faction and unless your power growth is extremely exponential I don't see the point of level-gating the latter. Because like you say at some point the leveling phase gets boring and the gameplay people only play to use their char at max level in raids, but that basically means that only ~1% of the game actually has replay value for them. And SWTOR imo really isn't a good case for good base leveling. The story representation is entertaining, but outside of the main quest you know the rest with your second char of the same faction. Else it's imo a typical case of extremely boring leveling, from lack of challenge to strong build limitations to slowed down fights with channel times and global cds to long ass travel times TOR does everything to make the actual gameplay during leveling as dull as possible. | ||
Manit0u
Poland17172 Posts
So, even other devs are getting on the cash shop hate. | ||
ProMeTheus112
France2027 Posts
I understand ppl who like raids and stuff but it's not what I come to a MMO for, I want open world stuff not instances, so I barely ever do BGs also. Anyway there's no reason these can't be good at any level not just max level etc. | ||
Acrofales
Spain17734 Posts
On May 16 2021 13:30 ProMeTheus112 wrote: I agree with Archeon but i would add I think the OW leveling gameplay, when it involves nearby players whether for coop or pvp or a mix of both can be great and is exactly what I'm looking for in a MMO. That's why wow vanilla on a high pop server (no layers etc) is amazing, as long as there are always and everywhere players near you the gameplay is the best! Totally challenging especially when pvp is involved too. I don't really get bored with the leveling game, the only thing that matters for fun factor is that there are always players around, no low pop, no layers etc. [Because i would say wow is not a good single player game eheh ] So if you played on Nostalrius and some other places like that or some server openings you know what I mean i think, 100% would do it again but it's hard to find the place for it actually. (wow classic only was first few weeks, too low pop due to layers and i suppose player cap too and other issues that came up later i heard about boost meta because of bad balance changes etc) I understand ppl who like raids and stuff but it's not what I come to a MMO for, I want open world stuff not instances, so I barely ever do BGs also. Anyway there's no reason these can't be good at any level not just max level etc. You say that, but the very first foray into Burning Crusade was hell. As a warlock I took to wanding monsters to tag them. The PvP wasn't the problem. It was competing with your own faction for monsters (or collectibles). Having enough other players around, such as in the Barrens, is fun. Having too many is worse than playing it through solo. | ||
deacon.frost
Czech Republic12125 Posts
On May 16 2021 06:18 Manit0u wrote: Heh, for me the best part of any MMO is the leveling process. Most end game stuff is boring as hell for me (like doing dungeons over and over again). Yeah, but most players see it the other way around. On May 16 2021 10:41 Archeon wrote: I get all these, but let's be honest, there is no reason why lategame needs to be more engaging than playing through the leveling area. If you create story quests, an open world and team-based dungeons so everyone can pick their poison there's no reason to level-gate this or that content unless you want to sell boosters. Games like GW2 or blade and soul introduced dungeons with a decent challenge fairly early on and in SWTOR I can try the 2/4-man dungeons solo if I want a challenge. Like MMOs tend to have this distribution into OW leveling phase for explorers and social players and lategame dungeon/raid phase for the gameplay faction and unless your power growth is extremely exponential I don't see the point of level-gating the latter. Because like you say at some point the leveling phase gets boring and the gameplay people only play to use their char at max level in raids, but that basically means that only ~1% of the game actually has replay value for them. And SWTOR imo really isn't a good case for good base leveling. The story representation is entertaining, but outside of the main quest you know the rest with your second char of the same faction. Else it's imo a typical case of extremely boring leveling, from lack of challenge to strong build limitations to slowed down fights with channel times and global cds to long ass travel times TOR does everything to make the actual gameplay during leveling as dull as possible. Yeah, it is also over 10 years old and was obsolete-ish when it was released. I use it as an example because I know it. From what I've tried every other MMO has boring leveling. Be it FF14, GW2 or WoW. Out of these 4 the biggest winner is me not playing them The endgame is more engaging because it is the endgame. It is the target experience for the most players. If you're a typical MMORPG player you spend hundreds of hours in the endgame and less than a hundred hours in the leveling process. So from the economic point of view - yes, the endgame has to be more endgaging because players will spend there the majority of their time. In other words - you want to keep the players in the game once they reach the max level Yes, there are players who like to level again and again and again and again. But they're certainly not majority otherwise the leveling experience would have been better Also notice how you write that you would solo something. In an RPG game you want to solo the shit. This is IMO the biggest issue MMORPG are facing. In what RPG game you would scratch the party and solo the shit? Let's check some the biggest RPG games: ME - party, KOTOR - party, Baldur's Gate - party And now let's add that you're playing a MASSIVE MULTIPLAYER. WTF? If you want to solo and experience great leveling MMORPG is the worst RPG you can play. Sure, it is an issue if you're a big Star Wars or Warcraft fan(e.g.). But that's how it is. Edit> Most people simply don't care about the journey, they care about the target of the journey | ||
Gorsameth
Netherlands21221 Posts
I don't know how the multiplayer of RPG's is these days, I play solo but if you want to play an RPG with other people for the story and leveling then I would suspect your more likely to find your grove there then in enjoying just the levelling aspect of an MMO. Tho some like SWTOR are really good and certainly worth doing. And as always, If you enjoy levelling in MMO's then I'm not telling you not to or saying your doing it 'wrong'. You do you. | ||
Acrofales
Spain17734 Posts
On May 16 2021 19:29 Gorsameth wrote: If your mainly interested in the level part then are you not more looking for an RPG then an MMO-RPG? I don't know how the multiplayer of RPG's is these days, I play solo but if you want to play an RPG with other people for the story and leveling then I would suspect your more likely to find your grove there then in enjoying just the levelling aspect of an MMO. Tho some like SWTOR are really good and certainly worth doing. And as always, If you enjoy levelling in MMO's then I'm not telling you not to or saying your doing it 'wrong'. You do you. You think leveling = solo questing. I guess that just means WoW (and EverQuest) has brainwashed everyone into thinking that's the way to level in an MMORPG. It really shouldn't be tho. If you design the MMO part into the leveling as well, maybe people who want to play an MMORPG won't want to pay to skip it? | ||
Manit0u
Poland17172 Posts
On May 16 2021 19:23 deacon.frost wrote: Yeah, but most players see it the other way around. Are you sure? AFAIK actually very low % of the playerbase usually engages in super end game stuff with scheduled raiding, pushing for the rankings, organized PvP etc. | ||
ProMeTheus112
France2027 Posts
I think a lot of players play wow to level 40+ and level a bunch of chars. They'll still play hundreds of hours. They're a big portion of the playerbase, sometimes heard that's most players. And honestly you can get a lot of the great OW experience playing at these levels, you don't really need the max level. At 40+ you even already have nearly all your spells ready also; and low level pvp is really fun and nice too (ofc some ppl also make twinks and stuff). All you really need is players around you to fight with and against. | ||
Archeon
3250 Posts
On May 16 2021 19:23 deacon.frost wrote: Yeah, but most players see it the other way around. Yeah, it is also over 10 years old and was obsolete-ish when it was released. I use it as an example because I know it. From what I've tried every other MMO has boring leveling. Be it FF14, GW2 or WoW. Out of these 4 the biggest winner is me not playing them The endgame is more engaging because it is the endgame. It is the target experience for the most players. If you're a typical MMORPG player you spend hundreds of hours in the endgame and less than a hundred hours in the leveling process. So from the economic point of view - yes, the endgame has to be more endgaging because players will spend there the majority of their time. In other words - you want to keep the players in the game once they reach the max level Yes, there are players who like to level again and again and again and again. But they're certainly not majority otherwise the leveling experience would have been better Also notice how you write that you would solo something. In an RPG game you want to solo the shit. This is IMO the biggest issue MMORPG are facing. In what RPG game you would scratch the party and solo the shit? Let's check some the biggest RPG games: ME - party, KOTOR - party, Baldur's Gate - party And now let's add that you're playing a MASSIVE MULTIPLAYER. WTF? If you want to solo and experience great leveling MMORPG is the worst RPG you can play. Sure, it is an issue if you're a big Star Wars or Warcraft fan(e.g.). But that's how it is. Edit> Most people simply don't care about the journey, they care about the target of the journey All your biggest RPG games are made by the same studio and the youngest of them is 13 years old. Most open world series like TES or Gothic actually aren't party based. I talk about soloing stuff because soloing dungeons is the only way to make them challenging in TOR before endgame btw. I don't hate party play and engaged in it on occasion while playing MMOs. Party play would just make TOR leveling even more lacking in challenge than it already is. If leveling is just a drag why not scratch it entirely or open up a way to skip through it in short order? In GW factions f.e. you'd hit max level after ~5 hours and the rest of the game was decently challenging. If leveling is supposed to be a snoozy drag why implement it in the first place? Or why not flatten it in a way that allows players to tackle lategame content before hitting max level? Why not turn it into a dungeon raid game? The answer is simple, because there are different player types playing the game. There are explorers who play it to experience the large world, who aren't that interested in dungeons/raids. There are people who play it for the social experience. There are people who have seen dozen of MMOs and play it mainly for the lategame challenge to play their builds in content that fights back. Boosters are mainly for the last group of people but honestly there's no reason to monetize these instead of giving them a free way to skip the leveling they don't enjoy or implement challenging party content to tackle while leveling. It's lazy design and just because every MMO sucks at this because almost every MMO tries to copy WoW it's become standard and somehow accepted. And they monetize lazy design. | ||
Blitzkrieg0
United States13132 Posts
On May 17 2021 00:23 Manit0u wrote: Are you sure? AFAIK actually very low % of the playerbase usually engages in super end game stuff with scheduled raiding, pushing for the rankings, organized PvP etc. You have to define "super end game" for that to make any sense though. Less than 10% of players are full clearing mythic raids and often lower than 5% from a world of warcraft perspective. If you check heroic clear rates you'll see above 50% which is the majority you're looking for and even that isn't accounting for LFR players. | ||
Sbrubbles
Brazil5774 Posts
On May 17 2021 01:58 Blitzkrieg0 wrote: You have to define "super end game" for that to make any sense though. Less than 10% of players are full clearing mythic raids and often lower than 5% from a world of warcraft perspective. If you check heroic clear rates you'll see above 50% which is the majority you're looking for and even that isn't accounting for LFR players. GW2 is the only MMO I engage with, and there it's not "super end game" stuff that matters, just regular "end game" stuff (WvW, fractals, new story content), which all pretty much require max level. GW2 has its "super end game" in the form of raids, but most people don't engage with them. The leveling process is GW2 is great fun tbh, but it's just not something I'm interested in dealing with more than once or twice, though thankfully if you engage in WvW (large, week-long PvP match) long enough you accumulate a large ammount of level-up tomes, so you can pretty much skip it. | ||
Manit0u
Poland17172 Posts
Now, big part of builds and character development in GW was finding all the skills (had to capture them from mobs, buy from special vendors etc.) and PvP characters got access to all the skills and weapon mods unlocked by RP chars (global account unlocks) or they could unlock them by doing PvP and gathering special currency that let you buy them on that char (and unlock them for RP chars too). As you can see, you don't need constant power creep and gazillion systems to keep people entertained (GW doesn't even have crafting) for years. I really admire the design and consistency there and even after all those years keep coming back and get entertained even in the tutorial areas. | ||
ProMeTheus112
France2027 Posts
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