Endgame should be when all the relationships you formed in the game start to matter.
Where Captain Kaleen invites you on a naval mission in the Sea of Ghosts.
Lady Laurent asks you to accompany her to a new dig site on Cathnoquey.
Lyris gets bored one day and asks you to travel up the coastline of Morrowind and see what trouble you both can get into.
Things that offer up pieces of new zones while fleshing out characters and making them people you enjoy hanging out in the game with, alone or with friends.
I think the lack of meaningful relationships is one reason why people are just rushing through quests. By the time you're VR14, every single relationship you've ever made will have been for naught, by design or by choice. Even with hundreds of thousands of other people running out, it just makes the world feel... emptier.
http://www.engadget.com/2014/03/14/working-as-intended-endgame-is-the-worst-thing-that-ever-happen/
This is my definition...
http://www.engadget.com/2014/03/14/working-as-intended-endgame-is-the-worst-thing-that-ever-happen/
This is my definition...
Wonderful article, and I thoroughly agree.
"Endgame" should be non-existent in an MMO until it is announced the servers are being closed.
I would prefer no level caps of any kind (whether skill or chr level), and much more frequent content additions. The Champion point system is a step in the right direction, because even the most dedicated will find it difficult to reach 3600 anytime soon (barring Crown Store shenanigans of course).
My favorite solution to making sure any player can enjoy any of the game world at any level is how Phantasy Star Universe tiered the entrance requirements. When new content was introduced, it had ranks. C-rank would be for anyone 5 or above, B for 15 and up, all the way to S3 which might require level 150. The creatures often had variants and different spawn locations as the ranks tiered. All loot was scaled to the difficulty of the dungeon. This way no one was left out, forced to have a max chr in order to enjoy a new portion of the game. And the elite Vets still had brand new shinies to hunt.
SeñorCinco wrote: »Ithaca
I guess if I had to pick a segment of a character's life to define his/her endgame, it would have to be creation to deletion.
http://www.engadget.com/2014/03/14/working-as-intended-endgame-is-the-worst-thing-that-ever-happen/
This is my definition...
Wonderful article, and I thoroughly agree.
"Endgame" should be non-existent in an MMO until it is announced the servers are being closed.
I would prefer no level caps of any kind (whether skill or chr level), and much more frequent content additions. The Champion point system is a step in the right direction, because even the most dedicated will find it difficult to reach 3600 anytime soon (barring Crown Store shenanigans of course).
My favorite solution to making sure any player can enjoy any of the game world at any level is how Phantasy Star Universe tiered the entrance requirements. When new content was introduced, it had ranks. C-rank would be for anyone 5 or above, B for 15 and up, all the way to S3 which might require level 150. The creatures often had variants and different spawn locations as the ranks tiered. All loot was scaled to the difficulty of the dungeon. This way no one was left out, forced to have a max chr in order to enjoy a new portion of the game. And the elite Vets still had brand new shinies to hunt.
http://www.engadget.com/2014/03/14/working-as-intended-endgame-is-the-worst-thing-that-ever-happen/
This is my definition...
Wonderful article, and I thoroughly agree.
"Endgame" should be non-existent in an MMO until it is announced the servers are being closed.
I would prefer no level caps of any kind (whether skill or chr level), and much more frequent content additions. The Champion point system is a step in the right direction, because even the most dedicated will find it difficult to reach 3600 anytime soon (barring Crown Store shenanigans of course).
My favorite solution to making sure any player can enjoy any of the game world at any level is how Phantasy Star Universe tiered the entrance requirements. When new content was introduced, it had ranks. C-rank would be for anyone 5 or above, B for 15 and up, all the way to S3 which might require level 150. The creatures often had variants and different spawn locations as the ranks tiered. All loot was scaled to the difficulty of the dungeon. This way no one was left out, forced to have a max chr in order to enjoy a new portion of the game. And the elite Vets still had brand new shinies to hunt.
Hey @Morimizo, check out this thread: http://forums.elderscrollsonline.com/en/discussion/169671/remove-vet-raise-level-cap-concept/p1
lordrichter wrote: »I can't seriously imagine anyone would say they've finished Skyrim, simply because they got to the highest possible level, or expect that they can drop the main storyline and everything else they were doing to focus on some new content simply because they got there. I treat MMOs the same way.
I finished Skyrim. I have no idea what the maximum level was, but I ran out of things to do. Mod quality is really iffy and is largely centered around what I consider to be secondary stuff (armor, weapons, followers, etc) rather than primary stuff (quests, areas, things to do, places to go). Those mod designers that do dare to create primary stuff often create stuff that simply crashes my game. So, yeah, I finished Skyrim.
newtinmpls wrote: »Wow... this is really horrifying and depressing.
I absolutely hate the idea of any sort of 'arena' or anything similar. PvP is ... so overwhelmed by upper level characters and highly experienced players that it's just a question of either follow along in a huge mob (not appealing) or try to explore - till I get killed.
I suppose this is when I need to look into RP guilds and events.
Ive seen already lack of motivation from players, so Champion System isnt offering enough.
I personally think they need to add some alternative endgame system to increase motivation along Champion System, something like pure cosmetic, gold sink could do it.
I don't understand that. If I'm expecting to play a game for thousands of hours across several years I'd want it to be because there is no end, because I can keep playing it, all of it, indefinitely. Not because I reached the end after X hours and was then funnelled into some pre-determined repeatable content.