Why would I be joking about that, you think it is good there is a level cap on all equipment "oh these boots are to good for you now, you have to wait until you are powerful enough to be able to wear them". That just feels restricting and artificial. Why do you think that is a good idea here but you would not like it in a regular Elder Scrolls game?
Is this standard in other braindead mmo:s like Wow and it has become standard now?
If you risk going into a very dangerous area to get a very nice sword you should be able to equip that sword! You don't see how stupid this is? It is like the game is forcing you to be in a certain spot and lead you by the rope, you cant deviate to far. I guess that is the point of mobs respawning to, because a low level character might be able to defeat them by being sly if there is not some invisible wall that restricts what you can do?
I guess you have played a lot of Wow and the other "new" mmos when you say this?
I have seen these dumbing down rules in other MMO:s like Wow. That is why i have not want to play any mmo:s after Ultima Online, except for a bit of Eve.
I dont even see the point in mmo:s when other player have no effect at all on you. In Ultima Online, if you decide to go outside a town you have to be careful, because you could be ambushed and killed by some real player bandits. And if you die they will loot everything you have. Now in these mmo:s if you die you lose like 1 point of your armor condition? Wow, what a penalty. It is just insane.
My first MMO was UO and I remember it fondly. It was also a completely different kind of MMO than anything after it (with the exception of SWG, its spiritual successor - since it had the same lead designer).
While it's true WOW 'dumbed down' a lot of things, the system you are complaining about is simply DIFFERENT from what you're used to. It is in no way or shape BROKEN, just DIFFERENT.
So now that you have this in place you can learn how to deal with it and enjoy it, or, well, continue doing what you've been doing, apparently.
Ok I am glad you played and liked Ultima Online! I just can't see how these new systems are good. No one would think they where good normally. What is the point of streamlining like this? Is it because new players needs to be hold by the hand and told what they can and can't do or what is the deal? Why do everything have to be so artificial and restricted? It just feels like a big playground for grinding. Where is the suspense and the real sense there is a world you are sharing with others? And that these other players in that world can affect you greatly and there is consequence to what you do, who you become friends with or where you decide to go. It seems to do everything in every way to just take you out of that feeling.
When a wolf that is attacking me and then vanish into the air, or runs back while getting full health and "resetting" I don't feel like I am part of "another living world". It is just dumb. I can't see the good in that.
You've been out of the loop for over what, almost 13 years? UO based games are basically gone, and level based equipment has been around since EQ knocked UO off its pedestal.
No offense, but I hope this entire thread is a tongue in cheek thread.
MMOs are based on level, skill and gear progression to help eliminate "twinking" and give players something to work towards.
Mobs respawned in UO so I'm not even going to touch that.
Anyway, the bow skill line has a nice attack that will both push the mob back and yourself to ensure you won't get hit. If you want to kite, do it in a circle.
Think of the resetting as the mob being smart enough to understand it's being kited and if he keeps trying to chase you he will die. Doesn't that make at least a little sense? The mob disengages because continuing on to chase a kiter is suicide.
I played UO too and it was a great game but the biggest problem was griefing. Yes you can act like a bandit and kill and loot other players but what ends up happening is that after a certain time, you close off the game to new players simply because they can't do anything about veteran players griefing them. That's why there has to be a middle ground, if you can answer how that would be amazing because neither the easy mode of WoW nor the way UO did it are the answer. It's about being able to have a game most people can play and enjoy without having it ruined by other players.
If this is the future of mmo it has really gone down a terrible route. The fact that we are talking about "tanking", and "kiting" and whatever else you call things is sign to me that this is not the direction I would like it to go. I hope someone will come out with a mmo that actually tries to simulate a world. Even if UO is old it does that 1000 times better then WoW or this. This is just artifical grinding on a string.
It's also called nostalgia. Quite a few people were angry and upset enough to completely quit UO because of the freedom it offered players in doing whatever they want TO whoever they want. In fact they had to radically change the game and develop an entire 'mirror' world just to try to salvage some of what was left (and they never really did).
Virtual living worlds can be wonderful things, and they can be terrible things. Very few MMOs since UO have tried to accomplish what it did, because they look at that game with more than rose-tinted glasses.
Yes, it is nolstalgia - but people often confuse that with some sort of respect-inducing "experience."
If you could seamlessly put the phrase "Back in my day..." in front of what someone is about to say, you can safely ignore everything they are about to convey.
elohcin1102 wrote: »@OutcastVP if they made every mob/armor level with the character, it could NOT be an MMO. how would they implement mob scaling when you would have folks ranging from level 5 to level 50 in any zone. that is so exploitable its a joke. pull the mob with the level 5 so its now an easy kill mob for the 50? any bosses would be fully broken like this. you just cant have drastically different level ranges for the same areas in a world where everyone starts at certain locations and works outward. your complaints are unreasonable for an online multiplayer game. the phasing in this game keeps higher level folks from just walking lowers through all content, at least for the most part. for an offline single player, i would EXPECT the things you talk about to be considered. while it would be possible to make gear / drops cater to your level. making mobs do that would be nuts. damage formulas would have to be based on player level which in this game doesnt necessarily reflect a character's fighting prowess depending on where you put your points. please for the love of all things holy stop complaining about a standard in online games for over a decade and move on.