Kiyakotari wrote: »No wonder everyone is releasing "classic" *insert MMO here* .....nostalgia for the good old days is big business
What a lot of people don't seem to realize is that a lot of the "nostalgia" aspects" of gaming come from the place we were (intellectually, developmentally, culturally) at the time we were playing those games. Going back to them now, even the exact same original experiences, will not feel the same, and will in some cases "ruin" the memories of the original experience.
My most fond memories of gaming as a child are LOOM and Zack McCracken and the Alien Mindbenders and The Secret of Monkey Island, and then later on, Captain Keen. I will not touch the Captain Keen spinoff, I do not want anything to do with the re-release of Monkey Island. Not because they're bad, but because I'm a different person, and I want to keep those old memories, not try to recreate old experiences that are long past.
I miss really old school, MUD style, where if you died you character was #$@-&+? gone.
In a sense yes. I like needing a tank, healer and dps (so the trinity). What I’ve come to understand is requiring certain classes (like a puller or slower) is dumb (EQ bard Requiem here so I was one who benefited from it).
The sweet spot is like ESO. Play any class but if your class isn’t meant to be optional at things it won’t be.
Like all the cries for ‘balance’ are sorta dumb. With how the game’s designed score guilds will always load up on the top dps classes, most of the crying boils down to ‘make my class the loaded up class’. As long as any class can complete vet content I think things are fine. All the cries for balance because ‘my toon is 98k and they want 100k classes’ are silly.
I suppose it's not horrible that everyone can do everything, but I do miss actually needing roles for things. Now-a-days, even many vet dungeons can be completed with 4 dps (minus the newer stuff).
I do miss the days when groups needed a tank, healer, and dps. Tanks and healers didn't do enough damage to effectively complete things alone; and dps would be killed by hard-hitting enemies if they went at it alone. So everyone had a use. It seems like so many mmo's now are making it so everyone is essentially a jack-of-all-trades.
Now, I'm not suggesting we return to the days of Everquest, when camping bosses and organizing raids took over people's lives. But I do wish classes had a more unique feel again.
Anyone else miss the days when we couldn't just run through a dungeon willy-nilly with dps giving no fvcks?
I miss it. Group content should require defensive, healing, and offensive components. Also support (if you ask me) such as crowd control, buffs, enfeebles, and resource restoration. Old School MMORPGs had far more interesting strategies when it came to group composition and combat - and these games were better for it. This modern approach to MMOs - where it's all about the DEEPS BABY is incredibly lame and I hate it. But sadly that's what this newer generation demands.
Kiyakotari wrote: »No wonder everyone is releasing "classic" *insert MMO here* .....nostalgia for the good old days is big business
What a lot of people don't seem to realize is that a lot of the "nostalgia" aspects" of gaming come from the place we were (intellectually, developmentally, culturally) at the time we were playing those games. Going back to them now, even the exact same original experiences, will not feel the same, and will in some cases "ruin" the memories of the original experience.
My most fond memories of gaming as a child are LOOM and Zack McCracken and the Alien Mindbenders and The Secret of Monkey Island, and then later on, Captain Keen. I will not touch the Captain Keen spinoff, I do not want anything to do with the re-release of Monkey Island. Not because they're bad, but because I'm a different person, and I want to keep those old memories, not try to recreate old experiences that are long past.
Yes, because every game that I've played that tries some sort of very open flexible build system where each class can perform multiple roles suffers from the same problems - bad balance, homogenization of classes / skills and a lot of powercreep.
Yes and no.
On the one hand the Holy Trinity is old skool and great for class identity and grouping, and I'm all for that.
On the other hand being a Jack of All Trades is very important for solo players. And being a solo player, I'm all for that.
GhostofDatthaw wrote: »AcadianPaladin wrote: »Not a bit. Happy soloist here.
If you want to solo go play an RPG
Yes I want more class and role identity. Everyone being able to do everything is why this game sucks now. If you don't want to team up with other people to play a game maybe a MMO is not for you.
Yes and no.
On the one hand the Holy Trinity is old skool and great for class identity and grouping, and I'm all for that.
On the other hand being a Jack of All Trades is very important for solo players. And being a solo player, I'm all for that.
I hear you, but (Please hear me out...I'm not trying to argue. Just offering some food-for-though) if you want to solo, why not play a single player game? MMO's have "Massively Multiplayer" in the title. They're meant to be played in groups. I remember the days of FFXI when soloing was pretty much non-existent, even in overland content.
Kiralyn2000 wrote: »Yes and no.
On the one hand the Holy Trinity is old skool and great for class identity and grouping, and I'm all for that.
On the other hand being a Jack of All Trades is very important for solo players. And being a solo player, I'm all for that.
I hear you, but (Please hear me out...I'm not trying to argue. Just offering some food-for-though) if you want to solo, why not play a single player game? MMO's have "Massively Multiplayer" in the title. They're meant to be played in groups. I remember the days of FFXI when soloing was pretty much non-existent, even in overland content.
Because the lore, exploration, building characters, etc... are still fun. And even if you're fighting mobs solo, you're still interacting with a "massively multiple" number of other players via chat, via world interactions, via the economy, etc.
Nowhere in "MMO" is a requirement that everything you do needs to be in a party. (see the person posting about UO up above).
(and that's even ignoring the part where modern MMOs deliberately include plenty of 'solo' content, if only because they want more customers. The pool of 'hardcore party-only EQ-era" players is too small to support more than a small handful of MMOs. It worked fine back when the genre was just 3 or 4 games, but nowadays? Or even 10 years ago?)
disclaimer - I've been 'soloing' MMOs since vanilla WoW 15 years ago. City of Heroes, ESO, Neverwinter, D&D Online, Star Trek Online, SWToR, TERA, Secret World... (and those are just the games I played a meaningful amount of. Dabbled in plenty of others). Yes, there was group content that I understood I'd be locked out of, but there was still plenty of exploration, adventure, lore, and game mechanics that I was able to experience & enjoy.
Kiralyn2000 wrote: »Yes and no.
On the one hand the Holy Trinity is old skool and great for class identity and grouping, and I'm all for that.
On the other hand being a Jack of All Trades is very important for solo players. And being a solo player, I'm all for that.
I hear you, but (Please hear me out...I'm not trying to argue. Just offering some food-for-though) if you want to solo, why not play a single player game? MMO's have "Massively Multiplayer" in the title. They're meant to be played in groups. I remember the days of FFXI when soloing was pretty much non-existent, even in overland content.
Because the lore, exploration, building characters, etc... are still fun. And even if you're fighting mobs solo, you're still interacting with a "massively multiple" number of other players via chat, via world interactions, via the economy, etc.
Nowhere in "MMO" is a requirement that everything you do needs to be in a party. (see the person posting about UO up above).
(and that's even ignoring the part where modern MMOs deliberately include plenty of 'solo' content, if only because they want more customers. The pool of 'hardcore party-only EQ-era" players is too small to support more than a small handful of MMOs. It worked fine back when the genre was just 3 or 4 games, but nowadays? Or even 10 years ago?)
disclaimer - I've been 'soloing' MMOs since vanilla WoW 15 years ago. City of Heroes, ESO, Neverwinter, D&D Online, Star Trek Online, SWToR, TERA, Secret World... (and those are just the games I played a meaningful amount of. Dabbled in plenty of others). Yes, there was group content that I understood I'd be locked out of, but there was still plenty of exploration, adventure, lore, and game mechanics that I was able to experience & enjoy.
I suppose it's not horrible that everyone can do everything, but I do miss actually needing roles for things. Now-a-days, even many vet dungeons can be completed with 4 dps (minus the newer stuff).
I do miss the days when groups needed a tank, healer, and dps. Tanks and healers didn't do enough damage to effectively complete things alone; and dps would be killed by hard-hitting enemies if they went at it alone. So everyone had a use. It seems like so many mmo's now are making it so everyone is essentially a jack-of-all-trades.
Now, I'm not suggesting we return to the days of Everquest, when camping bosses and organizing raids took over people's lives. But I do wish classes had a more unique feel again.
Anyone else miss the days when we couldn't just run through a dungeon willy-nilly with dps giving no fvcks?
Yes I do miss this immensely. I was a day 1 everquester. The game was brutal and the brutal elements I do not miss. But I do miss that you needed a tank, a healer, a messer, and damage dealers. Without a group that had roles a group of regular mobs could waste a full team.
ZOS has killed the healer, noone even wants one. In everquest it was incredibly fun to go crazy dealing damage and knew you life depended on others...the tank to take agro, you needed pullers, the healer to bring you back from the brink of death, an enchanter or bard to control the crowd. You had to assist or you would die and death was bad, like really bad. There were lots of unique roles and they were all needed.
Now we basically have one role, its called dps and to add to this, now all dps basically use the same skills. The game has become so "un"-unique, its a true shame.
Bouldercleave wrote: »I miss really old school, MUD style, where if you died you character was #$@-&+? gone.
You can still "Ironman" it in this game and delete your character if he dies....
I can only imagine you deleting a CP 1000+ character for dying to falling damage in Cyrodil after a lag spike.
I'm buying stock in gaming keyboard companies the day that little jewel comes out!