Beowulf_McCallum wrote: »We need more ways to develop our characters that aren't just combat based TBH.
This is something that SWG had that no other MMORPG has matched to date.
In (pre-CU/oldschool) Starwars Galaxies, there were something like two or three dozen 'professions'. There were no classes, everyone started off the same way - on a planet empty handed. The professions were not all combat based: some were combat (teras kasi, fencing, swordsman, pikeman for melee, carbineer, pistoleer, rifleman, bounty hunter, commando for ranged, so on and so forth), some were crafting based (armorsmith, weaponsmith, droidsmith, starship engineers, etc.), some were buff/RP based (dancers, musicians, etc.), some were a mix (ranger, combat medic, creature handler, etc.).
A player in SWG might spec into pistoleer for those days when they really want to fight something, but could otherwise have the majority of their points in, say, dancing - where they would spend most of their time on stage, talking to other players, and through their dancing skills add buffs to the players who wanted to go out and kill things.
The skill system wasnt the only thing that made SWG great, though. For the most part, there werent any endgame dungeons, there werent any real quests, there werent any gear sets or 'best in slot items'. Crafters made, with a few very small exceptions, every piece of gear or item you could get in the game. They made your armor, they made your weapons, they made your clothes, your speeder, your mounts, your pets, your house, your droids, and even the starship you flew. EVERYTHING was crafted and player-made. Even entire cities in the game were created by players, run by players, had their own governments and militaries, so on and so forth.
Sandbox environments create roleplay. When you give the players the ability to actually design and run their own content in the game, their creativity fuels social interaction. The problem with every other MMO on the market now is that they want you to run quests made by the developers, live in cities made by the developers, progress through content made by the developers, use items made by the developers, they want everything on literal rails so that everyone is forced into doing the exact same thing all the time and nobody can wander off. That kills social interaction and, by extension, roleplay.
In an MMO like this, you spend hours upon hours grinding some endgame raid so you can get one drop that will make you better than everyone else. In SWG, even if you found the absolute best weaponsmith on the server, and he crafted the absolute best weapon for you by some ungodly luck, you'd still only have a marginal advantage over other players in combat, and you would always have another combat style that could best you. Even the jedi had their matches with bounty hunters, teras kasi artists, and commandos. Nobody could ever be 'the best', and that limitation encouraged more people to be 'the normal everyday guy' in the game. People didnt want to be the one hero that could single handedly defeat entire armies, they wanted to be the mayor, the captain of the guard, the watchman, the dancer or musician in the cantina down the street, the master architect who designed and built homes, or hell, maybe just the smuggler trying to make some cash by selling illegal stims.
Modern gaming has become, at every turn, an e-sport, and the constantly competetive environment therein does not promote nonaggressive social interaction between players.
This is something that SWG had that no other MMORPG has matched to date.
In (pre-CU/oldschool) Starwars Galaxies, there were something like two or three dozen 'professions'. There were no classes, everyone started off the same way - on a planet empty handed. The professions were not all combat based: some were combat (teras kasi, fencing, swordsman, pikeman for melee, carbineer, pistoleer, rifleman, bounty hunter, commando for ranged, so on and so forth), some were crafting based (armorsmith, weaponsmith, droidsmith, starship engineers, etc.), some were buff/RP based (dancers, musicians, etc.), some were a mix (ranger, combat medic, creature handler, etc.).
A player in SWG might spec into pistoleer for those days when they really want to fight something, but could otherwise have the majority of their points in, say, dancing - where they would spend most of their time on stage, talking to other players, and through their dancing skills add buffs to the players who wanted to go out and kill things.
The skill system wasnt the only thing that made SWG great, though. For the most part, there werent any endgame dungeons, there werent any real quests, there werent any gear sets or 'best in slot items'. Crafters made, with a few very small exceptions, every piece of gear or item you could get in the game. They made your armor, they made your weapons, they made your clothes, your speeder, your mounts, your pets, your house, your droids, and even the starship you flew. EVERYTHING was crafted and player-made. Even entire cities in the game were created by players, run by players, had their own governments and militaries, so on and so forth.
Sandbox environments create roleplay. When you give the players the ability to actually design and run their own content in the game, their creativity fuels social interaction. The problem with every other MMO on the market now is that they want you to run quests made by the developers, live in cities made by the developers, progress through content made by the developers, use items made by the developers, they want everything on literal rails so that everyone is forced into doing the exact same thing all the time and nobody can wander off. That kills social interaction and, by extension, roleplay.
In an MMO like this, you spend hours upon hours grinding some endgame raid so you can get one drop that will make you better than everyone else. In SWG, even if you found the absolute best weaponsmith on the server, and he crafted the absolute best weapon for you by some ungodly luck, you'd still only have a marginal advantage over other players in combat, and you would always have another combat style that could best you. Even the jedi had their matches with bounty hunters, teras kasi artists, and commandos. Nobody could ever be 'the best', and that limitation encouraged more people to be 'the normal everyday guy' in the game. People didnt want to be the one hero that could single handedly defeat entire armies, they wanted to be the mayor, the captain of the guard, the watchman, the dancer or musician in the cantina down the street, the master architect who designed and built homes, or hell, maybe just the smuggler trying to make some cash by selling illegal stims.
Modern gaming has become, at every turn, an e-sport, and the constantly competetive environment therein does not promote nonaggressive social interaction between players.
timidobserver wrote: »I am okay with putting more into the game for roleplayers, but I do not like the idea of removing incentives in order to convince people to roleplay. Add more for roleplayers, but do not take anything away from those that do not want to roleplay.
Harleyquinceyeb17_ESO wrote: »I could write dozens of pages on this subject as I was a player of Ultima Online for 10 years (pretty much spot on), first on official servers and later on custom RP servers where talking OOC was a bannable offense.
Let me instead put this very simple:
It's a comatose patient. If you want to revive the experience of meaningful RP you will have to do it yourself and start it. Don't rely on others, be it developers or players, to do it for you and to do it right. Think this is impossible? Nope. Let me give you an actual example:
Ultima Online had this problem as well to some degree. RP was dying out when a large fraction of RP-interested players, some dozen oldschool RP veterans and some random supporters united in a cooperative and formed several guilds. With these they took over a city that few players usually visited and declared it RP-country. They made up a guild that focused on playing city guards for example, other guilds were nefarious evildoers, others were forming this or that (myself? I invented one of the first player-run brothels in western MMOs.. yeah I do live in the gutter and it's comfy, thanks) and in the end there was a good dozen of guilds and around 130-150 players constantly coming to the same town for RP. We even invented a system how to see if someone's RPing or taking a break - whoever was taking abreak simply put on a green robe and got ignored from there on until he removed it.
Not a single MMO I have seen, heard of or read about could match the depth of the RP in UO from what I know, it involved players letting themselves be taken captive, character deaths, crippling, heroic battles, lots and lots of tavern rp (and quite some brothel activity!) and pretty much everything else befitting its setting. The only issue it had was some Mary Sues and Marty Stus, aka the I-am-so-speshul-my-mommy-said-I-can-be-anything-so-I-became-an-attention-seeker (I'm looking at you 20% drow, 40% dwarven, 10% human, 25% orc and 5% vampire breed mixes.......but hey one can always ignore such players).
Be the change you want to see in the world.
This is something that SWG had that no other MMORPG has matched to date.
*snip for brevity*
Modern gaming has become, at every turn, an e-sport, and the constantly competetive environment therein does not promote nonaggressive social interaction between players.
MornaBaine wrote: »timidobserver wrote: »I am okay with putting more into the game for roleplayers, but I do not like the idea of removing incentives in order to convince people to roleplay. Add more for roleplayers, but do not take anything away from those that do not want to roleplay.
I don't think anyone has ever asked that anything be taken away from those who simply like to "play the game" as is and are not at all interested in roleplay. What I DO see happening is that whenever anyone dares to ask for things that enhance roleplay there's a sudden avalanche of people telling them to basically shut up and that ZOS dare not "waste" resources on doing ANYTHING for roleplayers because they (non-RPers) think that will somehow deprive them of content they want.
You'll notice most games now try to drop the 'RPG' from the MMORPG tag as it cuts out all that pesky problem and means they have a vastly reduced workload.
Firellight wrote: »If we are going to help ESO and other MMOs be more successful, it's not only going to take complaints and suggestions for more content, players are going to have to change the MMORPG mindset...
You'll notice most games now try to drop the 'RPG' from the MMORPG tag as it cuts out all that pesky problem and means they have a vastly reduced workload.
While I did not notice, it's commendable progress if true, because absence of any RP component whatsoever was nowhere as absolute as in MMORPGs. One day, they may even go further and label it as Massively Multiplayer Online Cash Shops. Theat would be awesome!Firellight wrote: »If we are going to help ESO and other MMOs be more successful, it's not only going to take complaints and suggestions for more content, players are going to have to change the MMORPG mindset...
I'd say developers need to change their mindset. If the game rewards playstyle along the lines "what is the best race for DK" or "let's check youtube how to beat that boss" and punishes actual role-play, exploration and what not, then lifeless, dull game is inevitable result.
This is especially true with MMOs, ESO being a prime example, or would you say you're able to play a certain role with your character in PvP, when it is not only possible, but encouraged that you play all of them at the same time (healer, tank & DPS)?
This is especially true with MMOs, ESO being a prime example, or would you say you're able to play a certain role with your character in PvP, when it is not only possible, but encouraged that you play all of them at the same time (healer, tank & DPS)?
I'd say for ability to play a role is irrelevant whether game has, say, soft classes as ESO, where all it takes to change from DD to healer is to swap weapons or a a few skills on bar, or hard classes where there is no way e.g. to do any healing unless one happens to be <healer class>. Lineage 2 is example of game of the latter type where your role is determined by choice of class and and role in a group pretty much implies particular class for it as well. Despite this, the game lacks any RP elements whatsoever and revolves around boxing and cash shop.
From gameplay point of view, soft classes have advantage in that friends can (more) easily form a group to do something, no "damn, we are 4 for dungeon, but no one of us is <class>, mmkay, let's sit in town and skim through forums instead". ESO strikes me as designed to avoid precisely this.
While there are viable hybrid builds and could be even said they are overall superior to builds designed for single task, their performance in particular areas is still limited, last but not least because number of slots is also limited.
I don't know what exactly you mean by tank/healer/dps, but standard issue DK can heal himself and that is about it.
I change skills on Cyrodiil to fit given task rather then opponent and also depending on whether I am in a group or not. Ironically, the fact one pretty much has to have shields & heals on bar further limits number of slots and how many situations or how well one can handle.