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Author Topic: Did Mythic flatten the game too much? [Locked]
Semi4  3 stars
Posts: 566
Registered: 2003-8-8 13:58:29
jhonto posted:

Insolent_Ant posted:

The fundamental problem in DAoC is that powerleveling killed all on-level grouping so they had to convert to a purely solo, ezmode leveling experience.

[colorurple] It is true that PLing has caused huge harm to the game but Mythic did not convert to ezmode leveling because of PLing.


Mythic has always been a bit psychotic when it comes to evaluating what the typical MMO gamer needs. Mythic put in ezmode leveling because they stupidly think DAoC is only about the frontier RvR and the PvE part of the game is a distraction.


If you look at the changes they have been making to the game they seriously believe the big money, and the survival of DAoC, will come from almost instant level 50s being shoved into the frontiers.


They do not have a clue.[/color]


Powerleveling and buffbotting, the two exploits that Mythic never addressed and slowly leeched this game's population and community away.

[colorurple] I agree that PLing and buffbots created two huge problems in the game but neither started the game dieing. Do not get me wrong, both are game killers but back when the game first started dieing, neither PLing nor botting were a big problem in the game.


If you look at the graphs back then, the game population leveled out about 9-12 months after launch. 9-12 months after launch players began leaving the game as fast as new players were subbing up, that is when the game began dieing.


9-12 months after launch neither PLing nor Bots were a huge problem in the game. Even though PLing and Bots are huge problems today and both will/would/could cause the death of the game, there are other grevious and insidious problems. [/color]



I agree these are the two biggest factors, although I would argue the current difficulty in templating is a third obstacle.

[colorurple] Trouble with tempating is a symptom of a bigger problem, Min/Max. If Min/Max were fixed then tempating would be much easier. [/color]


. . . .The difference between being templated and not templated are so extreme, its practically mandatory.


[colorurple] Templating should be practically mandatory but if the Min/Max were not as much of a problem then players who had great templates would not have such a huge advantage over players who only had mediocre templates. Also, if Min/Max were not as much of a problem then players would be able to fill templates with a larger variety of gear, making the filling of a template much easer and less expensive.


The underlying problem is Min/Max. Fixing Min/Max would solve many game problems, including templating.[/color]


So IMHO, we have a still great game, hampered by the lack of a PvE game to speak of (almost no one is interested in PvE grouping these days except in TDs where most people want to be PLed anyways), tremendous barriers to participating in the end game, . . .

[colorurple] This game has huge amounts of unused/underutilized PvE. The entire original game world maps, all of SI is a huge world, TOA is a huge PvE area, Catacombs, etc.


The game needed coordinated expansions. With each expansion more of the old PvE areas were made obsolete so that going to the old areas was mostly for sightseeing (a min of "ahhhhhh" and then back to real leveling grind. With Catacombs came the stupidity of TDs and many players never even enter any PvE areas other than TDs.


Along with the eclectic and hodgepodge expansions are other problems. Early on in the game, even before SI, I often saw groups disband when some noob would get the group killed a few times. It did not take many deaths for the members of a group to lose an entire days experience. Players often found it safer to level only with friends, only with known skillful players or solo. The root of this problem, which lead to many grouping challenges in the game, was the stupid, self-destructive, moronic death experience penalty.


Yes the game needs a death penalty but not one that has groups quickly turn a new player, who is in need of help and instruction, into a pariah. The game needs penalties but not penalties that promote cliquish and snobbish behavior. (sorry I sometimes get into rants when I write about Mythic stupidity).


Mythic has never had much of a clue. Even today they do not seem to grasp that which they need to have a firm handle of. [/color]


and a requirement that means a massive amount of grinding to be on an even vaguely even field. If you aren't templated, your screwed. If you aren't high RR, you are likewise also screwed but can eventually get to the point where its less of a barrier.

[colorurple] This is more of the Min/Max challange.[/color]


The ultimate problem is that Mythic - and they are hardly alone in this - listened to the hardcore PvPers and changed the game accordingly.

[colorurple] Sorry but Mythic almost never listened to the players. They never cared what players wanted. If they ever pretended to listen to players, it was pretend and only to hasten their own agenda.


Just because we can find some post somewhere that preceded every stupid thing that Mythic implemented, it does not mean Mythic ever even saw the post.


What we do know is Mythic cared so little about the TL reports (reports that were supposed to be the best and highest priority ideas for improvements that players could compile) that Mythic department heads had to be forced to listen to someone read the reports to them or the reports would never even be read or responded to. Once Mythic people were forced to listen to the reports, Mythic’s responses were trite, condescending, rude, often indicated that Mythic had no clue or did not even play the game, etc. . . .


Sorry but all evidence points to Mythic only rarely listening to player and the evidence points to things being totally coincidental when a change to the game happened to follow some players stupid request on the boards.


Yes there were a few times when Mythic did listen, but not often. Mostly Mythic does not care much about the players. I am sure they think they care but when someone truly cares they do not act the way that Mythic acts. [/color]


. . . . The players who are solely focused on PvP may scream the most and be the most active in providing feedback . . .

[colorurple] As there is ample evidence that Mythic does not really listen to what players want, the actual answer is, Mythic people who have the most control of the direction of the game are themselves PvP/RvR centric and because of this most changes to the game are PvP/RvR centric and PvE damaging. Add to the above a bit of self-destructive selfishness and it is no wonder the PvE part of DAoC has been mostly destroyed. [/color]

 

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The art of war is simple enough. Find out where your enemy is.
Get at him as soon as you can. Strike him as hard as you can,
and keep moving. - Ulysses S. Grant
Only the dead have seen the end of war - Plato
jhonto  1 star
Posts: 143
Registered: 2008-8-24 19:58:52
Semi4 posted:

[colorurple] As there is ample evidence that Mythic does not really listen to what players want, the actual answer is, Mythic people who have the most control of the direction of the game are themselves PvP/RvR centric and because of this most changes to the game are PvP/RvR centric and PvE damaging. Add to the above a bit of self-destructive selfishness and it is no wonder the PvE part of DAoC has been mostly destroyed. [/color]



I agree with a lot of the points you made, but chose not to respond to them because they were fair enough descriptions in their own right.

This however I accept and wanted to specifically agree with. It is much more likely that its the choice of the developers they elected to put in charge of the game that has shaped the modern version (distorted would be a better word).

 

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Sneev (SM), Rhejan (Hunter), Skraeling (Warrior), Fulkk (Healer), Erlennd (RM), Hasting (SB), Nithling (Cave Shammy) - 50s
Hratlann (Skald), Grimstainn (Shaman), Sighildr (Valkyrie) - up and coming
Asarna's Arme
Istvanarcher10
Posts: 37
Registered: 2011-6-14 11:24:01
Jhonto said

"The people who pay the bulk of the subscription revenue just want a friendly game they can enjoy with their friends on a casual basis. The rest of us who like PvP/RvR are the exception, not the norm."


That is a brilliant and accurate statement. And it was the point I was trying to make earlier in this thread.


You have to create a pve atmosphere that evolves and satisfies the social need of people. And the pve community is larger than the pvp community. And the majority of us who make it to the pvp community did so starting out in a pve enviornment and gradually evolved into desiring a pvp experience as we feel combating AI is mundane.


So for the long term success of an MMO you have to have the presence of both PVP and PVE players on the same server. They themselves don't realize it, it's a subtle need. Like staying in your room all day reading a book listening to a cd over and over again, or a group of cd's. Sometimes you have to turn the radio on to feel like your in contact with the world and not in a static, timeless limbo.


And you have to somehow prevent the hardcore pvp players from aquiring all the stuff the hardcore pve community likes to display in the same amount of time, or faster. I'm not trying to keep pve people from pvp or vise versa. I'm trying not to devalue the accomplishments of the pve community by the pvp community. No different than how up in arms the pvp community would be if the pve people hit RR10 with toons that don't perform well in rvr through epic questing.


I'm having a hard time articulating this. I can't stress enough the importance of the pve community and pvp community together, but yet seperate. The pve community has to be able to accomplish goals throught the sacrifice of time that the pvp community cannot accomplish without the same sacrifice of time, and vise versa. Like it's hard for some standard 50's to accomplish killing a Dragon, but not so tough for a bunch of RR10 50's. You can't force the pve community into pvp to aquire skills so they can be on par for perfomance in pve quests like a pvper.


I'm still struggling, it's been a rough morning.
Semi4  3 stars
Posts: 566
Registered: 2003-8-8 13:58:29
Istvanarcher10 posted:

What really needs to be implemented is a set of battle grounds modeled after the IROC races. Where every driver, drives the same car. Now it's about driver skill, not mechanical cheats.

So old style port over to a bg. Medallion vendor stands next to a storage facility for your attire. You port over and are handed out 89% quality gear, with no bonuses. Now it's about your character's race, stats, class, spec, and most importantly your uber l33t skilzorz. It would be a true test of who's performance is dependent on ability, and who's performance is dependent on items.



I agree with much that you have posted but I would disagree with the above suggestion.


Different players love different things. Some players love to collect trophies. That is what they live for. I see no problem with that even though I only collect a few here and there.


Some players love to collect gear. That is one of the fun things that will keep them playing. I see no problem with that. Other players may not love collecting the best gear, but they need to have the very best gear. Your suggestion could make the collection of gear feel mostly pointless for the RvR centric player.


I agree with some of the points and goals that your suggestion seems to want to accomplish. Battling in today’s frontiers is often about timers, RAs, Gear, etc. rather than actual skill. IMO it goes back to a Min/Max problem where Mythic has fed the beast and let it run wild rather than keeping it on a leash.


Players will struggle for days to create the perfect template that squeaks out every little extra point of advantage. Mythic, to excite players, did not need to create gear with large bonuses.


Rather than have everyone get the same gear in a BG I would suggest letting players have fun collecting their own gear but instead of having a huge Min/Max separation in gear stats, the bonuses should be lower and the gear should be obtainable using many methods.


This way if a player would rather not spend the time collecting gear they are only at a slight disadvantage and the game is still mostly about skill. Those that love having only the best gear could/would still have reason to farm/craft the best available gear but even with that gear, their battles will still be mostly skill based.

 

-----signature-----
The art of war is simple enough. Find out where your enemy is.
Get at him as soon as you can. Strike him as hard as you can,
and keep moving. - Ulysses S. Grant
Only the dead have seen the end of war - Plato
Treekicker  1 star
Posts: 53
Registered: 2004-10-4 13:12:52
Heh I remember the days xp'ing in small groups around Huggy and every 10-15 mins Ugnolf Toestubber would get someone.

That dude was a beast, feared far and wide.

Vasu was my hometown too.

Those were good times, the best.

I forget the name of the town but that one up north by Vendo, the Viking music that played when you entered rocked.

Old Yggdra...

Man you guys have made me real nostalgic.

Damn this used to be such a good game.

If I ever meet one of the original devs I'm buying that dude a beer.

 

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Soljur
wtf
Treekicker  1 star
Posts: 53
Registered: 2004-10-4 13:12:52
jhonto posted:

I think that next-gen MMOs need to address a few issues:

* I think that the concept of a "level" is old and tired, as is questing or grinding to get your levels. While its true that working your way up through levels does give people a sense that they are achieving things, but in a game with large scale PvP like DAOC, most people seem to see the requirement to level up as an annoying barrier to actually playing the game.
* I think the worlds we play in need to be dynamic, where the actions of NPCs and PCs give rise to the events that happen in the game and all of the so-called content is "emergent" from the gameplay itself. The NPCs should just be set in motion and AI should control how they operate. Player actions could make a permanent change in the game, events on each server would be different because each would have its own distinct history.
* Equipment should not be the overwhelming factor that it is most MMOs. Lack of it, gathering it (usually a grind), etc usually acts as another barrier to participation in the game. (As a point: I am trying to equip an SB, someone in my guild suggested it will likely cost me around 200p. I spent the last 3p I had to get the first item on my list. Its gonna take me along time to finish templating him. This is a substantial barrier to anyone who hasn't been building up their bank account over the past 5 years).
* PvP should be fun and have an ostensible point, as with RvR here, and I think it should be persistent as it is in DAOC, but the power of the abilities you get should not be overwhelming as they can be in this game. As soon as a substantial part of the population reaches high realm rank, anyone else who shows up has another barrier to entry.

Substantial barriers drive people away in the end.



You mean 200p for one of his weapons right? not equiping him totally right?

Because there is only one...lol JUST F'N ONE... out of all the possible choices of weapons to equip your toon with that is really viable if you want to be competetive.

How the F@#$ does a professional game company allow their product to devolve to one viable choice of weapon endgame lol??? WTF . Utter complete negligence is what it is.

What a joke....

Edit to add - with such variation as that how could anyone ever get bored!!!!! lol /facepalm

 

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Soljur
wtf

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