Mobile games being more fun to MMO players than MA which is a PvE challenge is just your opinion (and probably wrong). But you're conflating several things, so it's a false equivalence.Antiquity system is much more fun than Maelstrom Arena. There are bound weapons and armor locked behind arenas too, so I don't see a point of 'it is not a side activity, as you get Mythic Items from it'.
Mobile games being more fun to MMO players than MA which is a PvE challenge is just your opinion (and probably wrong). But you're conflating several things, so it's a false equivalence.Antiquity system is much more fun than Maelstrom Arena. There are bound weapons and armor locked behind arenas too, so I don't see a point of 'it is not a side activity, as you get Mythic Items from it'.
These are two separate questions/issues:
1) Why is the item locked behind a certain activity?
Has to do with the rationale of gating content behind certain releases and gameplays. Where should people get the items from? What content and other requirements should be needed to get the items? That sort of thing.
2) Why is the item bound?
Has to do with the exclusivity of the reward. Should the item be a tradeable commodity, an account-bound vanity reward, a character-bound skill progression? That sort of thing.
With most items, there is a very good answer for both of these questions. So let's look at your example.1) vMA weapons are impactful combat sets. Why should this item be locked behind an Arena? Because it's a powerful endgame equipment for those who can tackle endgame content, so the weapons come from a PvE challenge and their use is for PvE challenges aimed at people who do PvE challenges. Why should this item require Orsinium? Because Maelstrom Arena is a feature of Orsinium so rewards from it need Orsinium.That makes sense right? But try to rationalize it for Antiquities. Go on, try. Mythic items are powerful combat sets for PvE (or PvP) so they should come from... connect-the-dots minigames? What? Mythic items are a feature of Greymoor so they should be locked behind... random DLCs in fragments because... why exactly? Those DLCs already got their exclusive sets when they released, but now they are required for Greymoor's exclusive sets too? Why?
But why should vMA weapons come from vMA and not a trial or a dungeon? Because people can get carried in group content, and the solo challenge of vMA ensures that these special weapons reward players who are serious about their skills and equipment. And why should they come from a PvE challenge, not PvP??? Because vMA weapons are aimed at PvE content primarily. While some PvP players may also find them useful, PvE is far more calculated and reliant on predictable min-maxing to work out values and benchmarks; so the impact of PvE gear is greater in PvE, whereas PvP is more spontaneous and situational. However, ZOS also design PvP sets with PvP combat and PvP stats in mind that come from PvP.
2) Why should vMA weapons be bound? Because making them tradable would cheapen the power progression system, would result in P2W accusations and it wouldn't be a challenge or a reward if anybody could buy them without earning them.
When the answer to most of these questions is simply 'to force more people to do it all so it increases our playtime statistics and sells more DLCs' rather than some gameplay explanation, then you know the system is shady.
Mobile games being more fun to MMO players than MA which is a PvE challenge is just your opinion (and probably wrong). But you're conflating several things, so it's a false equivalence.Antiquity system is much more fun than Maelstrom Arena. There are bound weapons and armor locked behind arenas too, so I don't see a point of 'it is not a side activity, as you get Mythic Items from it'.
These are two separate questions/issues:
1) Why is the item locked behind a certain activity?
Has to do with the rationale of gating content behind certain releases and gameplays. Where should people get the items from? What content and other requirements should be needed to get the items? That sort of thing.
2) Why is the item bound?
Has to do with the exclusivity of the reward. Should the item be a tradeable commodity, an account-bound vanity reward, a character-bound skill progression? That sort of thing.
With most items, there is a very good answer for both of these questions. So let's look at your example.1) vMA weapons are impactful combat sets. Why should this item be locked behind an Arena? Because it's a powerful endgame equipment for those who can tackle endgame content, so the weapons come from a PvE challenge and their use is for PvE challenges aimed at people who do PvE challenges. Why should this item require Orsinium? Because Maelstrom Arena is a feature of Orsinium so rewards from it need Orsinium.That makes sense right? But try to rationalize it for Antiquities. Go on, try. Mythic items are powerful combat sets for PvE (or PvP) so they should come from... connect-the-dots minigames? What? Mythic items are a feature of Greymoor so they should be locked behind... random DLCs in fragments because... why exactly? Those DLCs already got their exclusive sets when they released, but now they are required for Greymoor's exclusive sets too? Why?
But why should vMA weapons come from vMA and not a trial or a dungeon? Because people can get carried in group content, and the solo challenge of vMA ensures that these special weapons reward players who are serious about their skills and equipment. And why should they come from a PvE challenge, not PvP??? Because vMA weapons are aimed at PvE content primarily. While some PvP players may also find them useful, PvE is far more calculated and reliant on predictable min-maxing to work out values and benchmarks; so the impact of PvE gear is greater in PvE, whereas PvP is more spontaneous and situational. However, ZOS also design PvP sets with PvP combat and PvP stats in mind that come from PvP.
2) Why should vMA weapons be bound? Because making them tradable would cheapen the power progression system, would result in P2W accusations and it wouldn't be a challenge or a reward if anybody could buy them without earning them.
When the answer to most of these questions is simply 'to force more people to do it all so it increases our playtime statistics and sells more DLCs' rather than some gameplay explanation, then you know the system is shady.
It is not a mobile game. It is a logic game. The gameplay of both scrying and excavation are better and more fun than the current combat at least because you can't exploit it by animation cancelling. Only real skill matters.
1) Why is the item locked behind a certain activity?
Because to get this item you need to go to a specific location (base game location) and thus the player population of that zone will be increased. The same with nMA weapons. The purpose of the arenas is not to check whether this player is good or not. The purpose is to move players into content with small population. Everything else is secondary.
2) Why is the item bound?
The power and rarity of Mythic Items is comparable with Monster Sets and nMA weapons. It is understandable that such 1-piece sets are bound.
It's not a logic game. It's a randomized grid that you click until stuff disappears. The allocation of the tiles due to luck matters far more than 'real skill'. Let's not pretend that any of this is intellectually challenging, especially with the Passives from the skill lines. Combat actually takes skill to master, hell even Lockpicking which has a timer and set tumbler weak points you can memorize to lockpick more efficiently because it's based on your observation and reaction time, not random luck.It is not a mobile game. It is a logic game. The gameplay of both scrying and excavation are better and more fun than the current combat at least because you can't exploit it by animation cancelling. Only real skill matters.Mobile games being more fun to MMO players than MA which is a PvE challenge is just your opinion (and probably wrong). But you're conflating several things, so it's a false equivalence.Antiquity system is much more fun than Maelstrom Arena. There are bound weapons and armor locked behind arenas too, so I don't see a point of 'it is not a side activity, as you get Mythic Items from it'.
These are two separate questions/issues:
1) Why is the item locked behind a certain activity?
Has to do with the rationale of gating content behind certain releases and gameplays. Where should people get the items from? What content and other requirements should be needed to get the items? That sort of thing.
2) Why is the item bound?
Has to do with the exclusivity of the reward. Should the item be a tradeable commodity, an account-bound vanity reward, a character-bound skill progression? That sort of thing.
With most items, there is a very good answer for both of these questions. So let's look at your example.1) vMA weapons are impactful combat sets. Why should this item be locked behind an Arena? Because it's a powerful endgame equipment for those who can tackle endgame content, so the weapons come from a PvE challenge and their use is for PvE challenges aimed at people who do PvE challenges. Why should this item require Orsinium? Because Maelstrom Arena is a feature of Orsinium so rewards from it need Orsinium.That makes sense right? But try to rationalize it for Antiquities. Go on, try. Mythic items are powerful combat sets for PvE (or PvP) so they should come from... connect-the-dots minigames? What? Mythic items are a feature of Greymoor so they should be locked behind... random DLCs in fragments because... why exactly? Those DLCs already got their exclusive sets when they released, but now they are required for Greymoor's exclusive sets too? Why?
But why should vMA weapons come from vMA and not a trial or a dungeon? Because people can get carried in group content, and the solo challenge of vMA ensures that these special weapons reward players who are serious about their skills and equipment. And why should they come from a PvE challenge, not PvP??? Because vMA weapons are aimed at PvE content primarily. While some PvP players may also find them useful, PvE is far more calculated and reliant on predictable min-maxing to work out values and benchmarks; so the impact of PvE gear is greater in PvE, whereas PvP is more spontaneous and situational. However, ZOS also design PvP sets with PvP combat and PvP stats in mind that come from PvP.
2) Why should vMA weapons be bound? Because making them tradable would cheapen the power progression system, would result in P2W accusations and it wouldn't be a challenge or a reward if anybody could buy them without earning them.
When the answer to most of these questions is simply 'to force more people to do it all so it increases our playtime statistics and sells more DLCs' rather than some gameplay explanation, then you know the system is shady.
1) First you say that they want players to increase zone populations, then you say that they want to decrease zone populations with Arenas? And apparently the main point of Arenas is to reduce player populations, anything else is secondary? Makes no sense because both DSA and BRP are aimed at Groups, which is equal to dungeons. They are also instanced content just like trials and dungeons. So the deciding factor seems to be the PvE challenge of them (especially Maelstrom), not population. So the fact that challenging PvE combat awards impactful PvE combat gear makes sense like Fish and Fishing. The connection between Mythic combat sets and mobile games though... not so much.1) Why is the item locked behind a certain activity?
Because to get this item you need to go to a specific location (base game location) and thus the player population of that zone will be increased. The same with nMA weapons. The purpose of the arenas is not to check whether this player is good or not. The purpose is to move players into content with small population. Everything else is secondary.
2) Obviously yes OP PvE/PvP Mythic gear should be bound. That's why I didn't ask 'Why should Mythic items be bound'? I asked why should Mythic items - which are impactful combat PvE/PvP items come from unrelated minigame grinds.2) Why is the item bound?
The power and rarity of Mythic Items is comparable with Monster Sets and nMA weapons. It is understandable that such 1-piece sets are bound.
It's not a logic game. It's a randomized grid that you click until stuff disappears. The allocation of the tiles due to luck matters far more than 'real skill'. Let's not pretend that any of this is intellectually challenging, especially with the Passives from the skill lines. Combat actually takes skill to master, hell even Lockpicking which has a timer and set tumbler weak points you can memorize to lockpick more efficiently because it's based on your observation and reaction time, not random luck.It is not a mobile game. It is a logic game. The gameplay of both scrying and excavation are better and more fun than the current combat at least because you can't exploit it by animation cancelling. Only real skill matters.Mobile games being more fun to MMO players than MA which is a PvE challenge is just your opinion (and probably wrong). But you're conflating several things, so it's a false equivalence.Antiquity system is much more fun than Maelstrom Arena. There are bound weapons and armor locked behind arenas too, so I don't see a point of 'it is not a side activity, as you get Mythic Items from it'.
These are two separate questions/issues:
1) Why is the item locked behind a certain activity?
Has to do with the rationale of gating content behind certain releases and gameplays. Where should people get the items from? What content and other requirements should be needed to get the items? That sort of thing.
2) Why is the item bound?
Has to do with the exclusivity of the reward. Should the item be a tradeable commodity, an account-bound vanity reward, a character-bound skill progression? That sort of thing.
With most items, there is a very good answer for both of these questions. So let's look at your example.1) vMA weapons are impactful combat sets. Why should this item be locked behind an Arena? Because it's a powerful endgame equipment for those who can tackle endgame content, so the weapons come from a PvE challenge and their use is for PvE challenges aimed at people who do PvE challenges. Why should this item require Orsinium? Because Maelstrom Arena is a feature of Orsinium so rewards from it need Orsinium.That makes sense right? But try to rationalize it for Antiquities. Go on, try. Mythic items are powerful combat sets for PvE (or PvP) so they should come from... connect-the-dots minigames? What? Mythic items are a feature of Greymoor so they should be locked behind... random DLCs in fragments because... why exactly? Those DLCs already got their exclusive sets when they released, but now they are required for Greymoor's exclusive sets too? Why?
But why should vMA weapons come from vMA and not a trial or a dungeon? Because people can get carried in group content, and the solo challenge of vMA ensures that these special weapons reward players who are serious about their skills and equipment. And why should they come from a PvE challenge, not PvP??? Because vMA weapons are aimed at PvE content primarily. While some PvP players may also find them useful, PvE is far more calculated and reliant on predictable min-maxing to work out values and benchmarks; so the impact of PvE gear is greater in PvE, whereas PvP is more spontaneous and situational. However, ZOS also design PvP sets with PvP combat and PvP stats in mind that come from PvP.
2) Why should vMA weapons be bound? Because making them tradable would cheapen the power progression system, would result in P2W accusations and it wouldn't be a challenge or a reward if anybody could buy them without earning them.
When the answer to most of these questions is simply 'to force more people to do it all so it increases our playtime statistics and sells more DLCs' rather than some gameplay explanation, then you know the system is shady.
And again, apart from your own opinion, you'll be hard pressed to prove that MMO players find those minigames 'better and more fun' than actual MMO gameplay. And even harder to justify why there should be a gating of Mythic combat sets, furnishings, PvP siege weapons and cosmetics behind these minigames. Fish are gated behind fishing, makes sense. But what's the sensible connection between the Antiquities and their skill-line-gated, bound and DLC-locked rewards exactly?1) First you say that they want players to increase zone populations, then you say that they want to decrease zone populations with Arenas? And apparently the main point of Arenas is to reduce player populations, anything else is secondary? Makes no sense because both DSA and BRP are aimed at Groups, which is equal to dungeons. They are also instanced content just like trials and dungeons. So the deciding factor seems to be the PvE challenge of them (especially Maelstrom), not population. So the fact that challenging PvE combat awards impactful PvE combat gear makes sense like Fish and Fishing. The connection between Mythic combat sets and mobile games though... not so much.1) Why is the item locked behind a certain activity?
Because to get this item you need to go to a specific location (base game location) and thus the player population of that zone will be increased. The same with nMA weapons. The purpose of the arenas is not to check whether this player is good or not. The purpose is to move players into content with small population. Everything else is secondary.
And your population answer wasn't just contradictory, it also didn't justify the gating of Mythic items behind Antiquities at all . If they want to spread players into other zones, why aren't the base game zones good for that? There are far more of those, and yet miraculously the Mythic items require other DLCs in addition to Greymoor. And even If they want players to go to zones, why don't they reward combat items from combating enemies in those zones? And if they want players to go to all zones for performance reasons as you say, then why isn't the Antiquities system a base-game update to overhaul Treasure Maps instead of multi-DLC-locked (which supports my point that money seems to be the motivation behind these restrictions)?2) Obviously yes OP PvE/PvP Mythic gear should be bound. That's why I didn't ask 'Why should Mythic items be bound'? I asked why should Mythic items - which are impactful combat PvE/PvP items come from unrelated minigame grinds.2) Why is the item bound?
The power and rarity of Mythic Items is comparable with Monster Sets and nMA weapons. It is understandable that such 1-piece sets are bound.
The bound question applies to the other Antiquities rewards. Fish from Fishing isn't bound, treasure and furniture from Lockpicking chests isn't bound, Motifs from Dark Brotherhood and Thieves Guild sneak and kill minigames aren't bound; but literally everything in the Antiquities minigames has to be bound? Why?
That's why I wrote that these - binding and gating - are 2 separate questions. Sure, make your Chapter's newly released powerful combat gear bound, but why gate Mythic items behind Antiquities minigames, rather than combat content? They didn't gate Jewelcrafting behind housing either and it would have made just as little sense. And on the other hand sure, let braindead games reward fashion fluff like motifs, but why are these bound? When motifs from far harder gameplay like trials or DLC dungeons can be freely traded?
tl;dr: So I hope that it's clear why your comparison of gating vMA weapons behind MA is nothing like gating all the Mythic, furnishing, siege weapon and cosmetics behind the skill-line-gated DLC-locked account-bound minigames. Because that's why I replied to you, to point out that 'they lock PvE gear behind Arenas too' is not an accurate or valid defense against the issues of the Antiquities system.
If you want motifs not bound then you should submit such feedback. I have submitted this about furnishings that are not related to the achievements. I don't care that much about motifs, because there is a need to only one motif page per account.Artorias24 wrote: »It is not a mobile game. It is a logic game. The gameplay of both scrying and excavation are better and more fun than the current combat at least because you can't exploit it by animation cancelling. Only real skill matters.
1) Why is the item locked behind a certain activity?
Because to get this item you need to go to a specific location (base game location) and thus the player population of that zone will be increased. The same with nMA weapons. The purpose of the arenas is not to check whether this player is good or not. The purpose is to move players into content with small population. Everything else is secondary.
2) Why is the item bound?
The power and rarity of Mythic Items is comparable with Monster Sets and nMA weapons. It is understandable that such 1-piece sets are bound.
What about motifs then? Also bound....
And also to get every mythic item that comes with the chapter i need to buy at least 2 dlcs in addition to that. Thats really shady tactics.
If you are doing it based on luck, then you are doing it wrong. You will not get all six foci claimed by clicking until stuff disappears.It's not a logic game. It's a randomized grid that you click until stuff disappears. The allocation of the tiles due to luck matters far more than 'real skill'. Let's not pretend that any of this is intellectually challenging, especially with the Passives from the skill lines. Combat actually takes skill to master, hell even Lockpicking which has a timer and set tumbler weak points you can memorize to lockpick more efficiently because it's based on your observation and reaction time, not random luck.
They want players to increase populations of old (and now mostly empty) zones and they want to increase arena (combined) population. The main point of arenas is to have players in the arenas, otherwise this is just wasted resources on content that is not used by players. Anything else is secondary. All the rewards, all the achievements are just different carrots to force players to do this content either by bribing with rewards or by creating false sense of accomplishment by achievements.1) First you say that they want players to increase zone populations, then you say that they want to decrease zone populations with Arenas? And apparently the main point of Arenas is to reduce player populations, anything else is secondary?
Because both PVE and PVP players always ask for new content. They are always complaining that they have done everything and need more. They got something new to do.2) Obviously yes OP PvE/PvP Mythic gear should be bound. That's why I didn't ask 'Why should Mythic items be bound'? I asked why should Mythic items - which are impactful combat PvE/PvP items come from unrelated minigame grinds.
The amount of skillpoints required for the system is extremely toxic.
There are passives that could easily require 1 skillpoints instead of artifically stretching it into a 2-3 points passive.
I am one of few people who have all skillpoints in the game. All skyshards, all quests, all pvp ranks etc. Yet once I have invested the 31 skillpoints demanded by the system+potentially the new vampire stuff, I will be out. It might not even be enough for both.
How do they expect average or even advanced players to afford this amount of skillpoints? Very toxic and unnecessary. At least add more passives akin Dark Rider, Improved Hiding, Locksmith that actually translate to our day to day acitivities and encourage one to invest into the system. Keen Eye for treasure chests is whatever?
By the way, I just excavated an Ancestral High Elf Shoulders motif page. It is not bound. Where did you get the information that motifs are bound?Artorias24 wrote: »What about motifs then? Also bound....
I didn't say one is blindly clicking based on luck, I said that the random allocation of the tiles (i.e. how luckily similar symbols are arranged during scrying and where the artifact will spawn in your dirt square during excavation) has far more to do with it than skill.If you are doing it based on luck, then you are doing it wrong. You will not get all six foci claimed by clicking until stuff disappears.It's not a logic game. It's a randomized grid that you click until stuff disappears. The allocation of the tiles due to luck matters far more than 'real skill'. Let's not pretend that any of this is intellectually challenging, especially with the Passives from the skill lines. Combat actually takes skill to master, hell even Lockpicking which has a timer and set tumbler weak points you can memorize to lockpick more efficiently because it's based on your observation and reaction time, not random luck.They want players to increase populations of old (and now mostly empty) zones and they want to increase arena (combined) population. The main point of arenas is to have players in the arenas, otherwise this is just wasted resources on content that is not used by players. Anything else is secondary. All the rewards, all the achievements are just different carrots to force players to do this content either by bribing with rewards or by creating false sense of accomplishment by achievements.1) First you say that they want players to increase zone populations, then you say that they want to decrease zone populations with Arenas? And apparently the main point of Arenas is to reduce player populations, anything else is secondary?
Performance is important, yet performance reason is not the only one. When you move players to older zones, you give new players in these zones someone who can answer to a call for help to clear world bosses and other group overland activity.Because both PVE and PVP players always ask for new content. They are always complaining that they have done everything and need more. They got something new to do.2) Obviously yes OP PvE/PvP Mythic gear should be bound. That's why I didn't ask 'Why should Mythic items be bound'? I asked why should Mythic items - which are impactful combat PvE/PvP items come from unrelated minigame grinds.
They posted on the PTS patch notes that some Antiquities on the PTS don't bind to you, but they are intended to. It's currently unclear whether furniture should be bound and motifs not, but it seems most Antiquities will be Bound. And binding is just a small part of the issues with the system, I outlined at least 6 issues with it in other posts so I won't repeat myself.By the way, I just excavated an Ancestral High Elf Shoulders motif page. It is not bound. Where did you get the information that motifs are bound?Artorias24 wrote: »What about motifs then? Also bound....
On a simple difficulty? Maybe, but it doesn't matter anyway. On an ultimate difficulty luck doesn't matter much.I didn't say one is blindly clicking based on luck, I said that the random allocation of the tiles (i.e. how luckily similar symbols are arranged during scrying and where the artifact will spawn in your dirt square during excavation) has far more to do with it than skill.
This is exactly what they have done by moving vMA weapons to nMA. Antiquities play the same role for old overland zones.But the gameplay aside, on the topic of the rewards, your objections don't address the Antiquities issue. You're just mentioning population concerns on a tangent. If they want to increase Arena participation because otherwise it's 'wasted resources' surely it would be logical to add powerful combat sets to Arenas? Like they always did so far? Riiiight? Not 'we want to make ultracasual grindy minigames, so we'll put some of the most poweful PvE/PvP items there'.
Solution is to give new content without making more zones, dungeons, arenas and such, because making more zones, dungeons, arenas and such is clearly out of question.And honestly, if you see PvE and PvP players 'asking for new content', 'complaining that they already did everything and want more', and think that the solution to placate them is to add dumbed down mobile games with painful graphics, there really is no hope for this discussion.
From the patch notes:They posted on the PTS patch notes that some Antiquities on the PTS don't bind to you, but they are intended to. It's currently unclear whether furniture should be bound and motifs not, but it seems most Antiquities will be Bound. And binding is just a small part of the issues with the system, I outlined at least 6 issues with it in other posts so I won't repeat myself.
Antiquity scrying and excavation is short and fun. Clearly you can't burn through its mechanics by high DPS, which is good. Nothing wrong with the article. And yes, additionally it has a carrot just like any other system in the game. Nobody will write it in the marketing article, you know.Also, this is from ZOS's own article on Antiquities:
"The activities are short, puzzle-based bursts of gameplay. We wanted the system to be accessible to a wide variety of players, so we made sure these activities don’t require lightning-fast reflexes or a deep knowledge of combat.”
And it perfectly summarises why people call them cheap mobile games. They are a low complexity, low effort, low rez gameplay designed for the lowest common denominator of players, intended to be easy and repetitive rather than intellectually challenging, creative, or unique. If ZOS truly believed in the 'broad appeal of the gameplay' as they say in their article, they wouldn't have forced the 'broad appeal of the rewards' just like people enjoy housing as a minigame without having exclusive PvE sets, PvP weapons, motifs, bells and whistles, two turtle doves and a partridge in a pear tree gated behind it as content stimulus carrots.
redgreensunset wrote: »@Mix except no dlc is free. One or two dlcs have been given away for free for a short time and occasionally they go on sale, but other than those couple of free giveaways you have to pay to get access to them. So unless ZOS plans on making all chapter and story dlcs free for all players this is going to force people to pay for more than the base game and Greymoor to play the major feature of Greymoor. It would be a bit like them forcing you to get every dlc between base game and Summerset simply to be able to use jewel crafting.
Sorry but the way this system worksmakes me very much not want to get Greymoor at all and am making me reevaluate my future financial support of this game.
It's one thing to enjoy the gameplay of the system (plenty of people play braindead mobile games too, to each their own) but another thing to condone the exclusive reward structure that forces players to grind unrelated minigames if they want to stay competitive in their actual MMO gameplay.
dcam86b14_ESO wrote: »I personally like it. Again no one is forcing you to play any content in the game.
That's... the point... doing PvE combat for PvE combat gear makes sense. That's not unrelated. Which is why every time someone says 'powerful combat gear is locked behind endgame combat content too' it just continues to prove my point and illustrates the issue that Antiquities has the widest range of multi-DLC locked unrelated bound rewards this game has ever seen.karthrag_inak wrote: »one -is- obligated to do veteran trials to get the "exclusive reward structure" that forces players to grind unrelated trial content if they want to stay competitive in their actual MMO gameplay (relequen? sioria? false god? etc.).It's one thing to enjoy the gameplay of the system (plenty of people play braindead mobile games too, to each their own) but another thing to condone the exclusive reward structure that forces players to grind unrelated minigames if they want to stay competitive in their actual MMO gameplay.
see? This one can do this too.