[Your entire post can be summed up like this.
I don't like to quest and there are lots of quests. I wanted pvp to be more like GW2 but on a larger scale.
I also think servers fix themselves.
there I just saved someone like three minutes of reading.
Ok, I'll respond here because it's a little more reasoned. I would say first, though, that argument reductionism like the above is a shallow, childish tactic that doesn't wash with me.
Well fine, I can do that:
It's not outdate, it's far from outdate. World of warcraft per example, The Secret world and Star Wars: The old republic are 3 games that are current yet doesn't do much in terms of changing or being dynamic. And to be honest, I really hated in GW2 that you went from a town to collect something, wanted to go back only to find the dam place under attack from something something the Xth time. Same with Rift, questing along, only to find that the whole dam zone was flooded by invaders. Having a dynamic world where the whole zone changes is rarely a good game design in my eyes. It becomes very boring very fast, and the novelty of it wears of after the Xth time the same event happens. There are limitations to how many different events you can hardcode into a game.
Another huge negative part with GW2 is the lack of structure in group content such as dungeons. I know they tried to invent the wheel with removing set structures on tank, healer and DPS, but it just turned out to be a chaotic mess in there. Tried several dungeons and it all went the same, we died horribly a good few times because there weren't any patterns to run from. GW2 tried and proved that having some sort of organizing in dungeon content is preferable.
And Guild wars 2 is also hub based, where you travel from zone to zone locked away by loading screens. Only problem with GW2 is that it also scales down your level to that of the zone, making the feel of progression and levelling up kind of useless. What's the use of having a levelling system if you're constantly bumped down when you enter a new zone?
You called someone a fanboy (the literal warcry of the idiot in gaming) and then you proceed to scold someone about "tactics". I honestly hope for your sake that you are a troll and not that big of a...(cue several paragraphs of angry waffle)
Anyway, this is getting silly and non-productive. An actual reasoned response might have been nice (although these sort of reponses were fairly predictable). So I'll leave my OP as food for thought and leave you good folks to it.
Anyway, this is getting silly and non-productive. An actual reasoned response might have been nice (although these sort of reponses were fairly predictable). So I'll leave my OP as food for thought and leave you good folks to it.
I'm not sure what you were hoping to accomplish with this thread.
You used an inflammatory topic-title, ripped the game in the body of your OP, left no room for debate, spoke in platitudes as if your opinion was fact, and now you're taking your ball & going home since people are expressing opposing view-points,
If you just wanted people to cheer & throw roses as you tore the game down you should have posted this on IGN or Gamespot and the users there would have carried you around on their shoulders...
I won't really discuss WoW or clones of it like TOR as they really are 'the past'. Dynamic events and a dynamic gameworld might not be to everybody's tastes. Personally I think they're a big part of the future of themepark mmorpg's.
Sandbox doesn't need to rely on it as the players pretty much make up the events themselves, but a post-WoW themepark needs to offer something that players aren't already potentially very, very bored of (thanks to the multiple clones we've already had).
I guess that folks that are used to the trinity system can find the removal of it chaotic. Personally I think that GW2 has an 'order' of it's own, but I accept that it pretty much is a case of 'everybody DPS!' and is little more than that.
Yeah, I get your points here. I never offered GW2 up as something perfect, just a nod in the direction that themepark mmo's need to be headed in. GW2 is just a step in that direction. ESO is a step away from it and back into the past.
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That's a very weak argumentation you have there...
You basically label what game you see as "opposition" as "past" and be done with it. The fact that the game is played and updated to this day, makes it very much a current MMO. And WoW being the biggest MMO currently out, certainly leaves that one in the race as a current mmo regardless if what you say.
It's like the wheel, if you can't improve it, don't try invent something to replace it. I don't mind trying new things, but it has to be something that's comfortable and good to use. You were suppose to have "support" roles in GW2 that basically held the monsters in CC, which is a down watered version of what a tank does. It doesn't help trying to invent a new system, when you just make a poor gimmick of the trinity system that doesn't actually work.
I don't think Gw2 is any nod in any direction. It is another MMO and nothing to it and it doesn't do anything out of the ordinary.
[Your entire post can be summed up like this.
I don't like to quest and there are lots of quests. I wanted pvp to be more like GW2 but on a larger scale.
I also think servers fix themselves.
there I just saved someone like three minutes of reading.
Ok, I'll respond here because it's a little more reasoned. I would say first, though, that argument reductionism like the above is a shallow, childish tactic that doesn't wash with me.
You don't actually address anything about ESO having a static, unchanging gameworld that delivers a predictable, repetitive experience to players, and has done nothing to provide anything new from the many mmo's we've played before. The dialogue and quest-plots are dull, predictable and uninspiring and are hardly what you'd call groundbreaking. That won't cut it for long in a competitive market.
As for my points about the combat system in pvp, and the player experience of it - they still stand. You didn't address that at all.
Nope. It's the past because it is the past. No game developers can hope to succeed in the future by copying this particular past. We know that because we've seen several failed WoW clones already. Obviously, things need to be done differently if themepark is going to survive.
You're missing the point here, and it's also a bad example. To know the Guild Wars series is to know that it's primarily a PvP game. The system they've developed is great for fluid pvp that isn't bogged down with the mechanics used for controlling mobs/adds in PVE and for healing in PVE. Sadly, Arenanet didn't develop a PVE system that really utilises their class systems fully (not sure how that would be done).
I don't think you could be more wrong here. Given how damned competitive the mmorpg market is and just how many titles have fallen by the wayside, GW2's 90% rating on Metacritic and it's ongoing success more than proves you wrong.
So the end of Bleakrock for example doesn't qualify?There's no dynamic world here with evolving, spontaneous chains of events and changing content.
Hub to hub questing?? People are weird
vyndral13preub18_ESO wrote: »
There isn't a AAA MMORPG without quest-lines. People are dissapointed that questing is overly encouraged by the leveling system. That is personal preference, and only time will tell if the dissapointement is impatient players wanting easy fast track to max level or not.The PVE is the most obvious relic from an outdated history of mmorpg gaming. That tired old hub-to-hub questing progression within a static, unchanging gameworld was superceded years ago. There's no dynamic world here with evolving, spontaneous chains of events and changing content. Sure, I know games like GW2 and their scripted events never really delivered on their promise of a gameworld were your actions have consequences, but at least that gameworld feels more alive and adaptive to player actions.
ESO takes the lore-rich world of Tamriel and reduces it to that old-fashioned mmo staple of a series of laddered levelling areas that you move on from and never really look back on, in the same way that Turbine reduced lovely old Middle Earth in Lotro, and Bioware did with TOR.
Yet I can live with the lacklustre PVE, because the promise of epic RvR was really what I came here for, and I love the idea of a vast Cyrodil with big objectives to fight over. It was a real dissapointment to find out how the actual combat played out.
The real acid test of mmorpg pvp is whether players are fighting each other or farming each other. In the latter, your typical experience of pvp might be constantly finding yourself being killed while incapacitated for periods were you can't fight back. Players just perfect their techniques of stun and stomp because of a huge range of cc available to them. It's totally reminiscent of the failed pvp within games like TOR, Lotro and Aion.
The fun is immediate and obvious in a combat system like GW2's, yet The Fun is something that Zeni seemed to have sucked all the life out of in what could have been a hugely promising pvp system. This system is mostly about 'battle of the stuns', and reminds me so much of mmorpg pvp from days of yore. Instead of fun, it can be tedious and, I imagine, a pretty repellent experience to new players to be farmed repeatedly in this fashion for Alliance Points.
I don't agree with everything he said, but ESO is definitely a hub to hub questing game, just like every other mmo since WoW.
I don't agree with everything he said, but ESO is definitely a hub to hub questing game, just like every other mmo since WoW.
I guess if you're defining 'hub' as 'any place a quest is available' sure. However that's really not how I would define it. WOW was very much donkey/carrot in terms of leading you from 'place to get all your quests'. ESO only has a few real 'hubs' like that, many of the quests are obtained out in the wild one at a time.
I don't agree with everything he said, but ESO is definitely a hub to hub questing game, just like every other mmo since WoW.
I guess if you're defining 'hub' as 'any place a quest is available' sure. However that's really not how I would define it. WOW was very much donkey/carrot in terms of leading you from 'place to get all your quests'. ESO only has a few real 'hubs' like that, many of the quests are obtained out in the wild one at a time.
ESO leads you from place to place and the quests are along a path for the most part. The donkey/carrot is in full effect. Loosely spreading out quest givers is such a superficial way to fake spontaneity. I know you guys really want to pretend this is vastly different from WoW, but if you take a step back and look at it objectively, it isn't. It's the same design. You're doing the same things, there's just voice acting and collection quests.
I don't agree with everything he said, but ESO is definitely a hub to hub questing game, just like every other mmo since WoW.
I guess if you're defining 'hub' as 'any place a quest is available' sure. However that's really not how I would define it. WOW was very much donkey/carrot in terms of leading you from 'place to get all your quests'. ESO only has a few real 'hubs' like that, many of the quests are obtained out in the wild one at a time.To reinforce this, when people complain about being outleveled by their quests, it's a fairly safe bet it's because they're not looking for quests outside cities, and thus losing out on a lot of content.
I didn't say it was vastly different, I said it wasn't the same thing and it isn't. You can pretend that because there is a general flow to the zone you're in that it's the same thing as holding your hand from hub to hub like WOW did, but it really isn't. In fact if you go strictly by the quests that guide you from place to place without exploring at all you'll be horribly underleveled and unable to progress (a complaint I've actually seen multiple times on this forum from people expecting this to be just like WOW - it isn't).
I'm kinda sad that ESO is in the past for damage numbers. Default UI has nothing, addons are stuck in the year 2005 for mmos.
Really disappointing imo.
vyndral13preub18_ESO wrote: »
I don't agree with everything he said, but ESO is definitely a hub to hub questing game, just like every other mmo since WoW.