Nov 4th 2011 2:34PM There is no such thing as Pay2Win, or as someone put it Pay2Cheat. There is just a gap between what you think you should be playing and the game you actually are playing.
A design decision that allows you to not spend time "earning" an item but pay for it simply switches the mmo from consuming one scarce resource, your time, to another, your income.
For some reason people equate spending hours of your time on a virtual treadmill to get a virtual item as "correct" but spending money they spent time earning as "cheating" , personally I don't see the difference.
Oct 31st 2011 9:37AM Jeuno for me from FFXI, city built on a series of bridges, still is a fantastic place to walk around on the occasions I get nostalgic and re-sub for a bit
Oct 4th 2011 5:11PM @(Unverified) Dragon Age 2, which is odd, because it's not an mmo
Apr 25th 2011 5:21AM @Rialle I personally don't see a problem with the grow with gear idea, ditch the levels, that way the raiding end game is a genuine extension of the main game, if everyone strips off you're effectively as you were when you started the game. I'd quite like an extension of the FFXIV system, where gear dictates role, so you can experience everything through one character.
I don't like the lack of crafting, currency etc though :)
Apr 25th 2011 5:14AM @Jorev Why is it unfair? I don't understand, the solo levelling process isn't even slightly competitive, it's X hundred people doing their own thing in the same space, you normally pass each other in silence, and really, they could just be computer controlled NPCs.
Even raiding isn't really competitive, unless you're going for world firsts etc, it's you + 20 people vs static content.
Only PVP is competitive, and the reality is a better geared, better skilled player will bury someone who is given new levels.
A 90 level treadmill to end-game is a barrier to new players, the constant requirement of games to increase their level cap eventually makes their game totally unpalatable for new gamers, if 95% of people are at level 90 and you create a new character, starting out for the first time and are presented with a ghost town you are unlikely to make it 10 levels before you quit. MMOs are social games and picking up a guild/clan/corp etc is vital for most players to continue playing, if they don't encounter anyone this opportunity will not happen and the player will go back to playing more immersive single player games, or return to an mmo where they have friends.
I remember a similar storm on the FFXI forums when the team announced they were reducing the amount of xp required to get from 60 --> 75 people frothing at the mouth saying they deserved this and that because people would now be shooting to max level and they wouldn't know what they were doing. It was utter rubbish.
Your reward for already being a level 90 (In EQ2s case) is you're already a level 90, you're already experiencing this new content, and you've already starting up the gear treadmill, and you have a head-start on any newer level 90. Does the fact that person x was just given their 90 change that no, what is he's useless in a dungeon, he'll learn, or he'll quit.
Ultimately this sort of thing has no effect on the existing players, other than introducing new players, which can only be a good thing, because no player in their right mind is going to look at the 90 levels of near absolute silence, because the entire community butting it's head against the level cap, and go, you know what, that's the game I want to play.
Apr 25th 2011 5:00AM Yes and no, I think you should travel through the content, because there is content there, and the first time levelling is usually a fun experience. I think once you've done it once it becomes a real chore, and serves no real benefit, so done 1-->X already, heres some free high level alts if you want them.
I have to totally disagree with the comments that have been made that it forces you to learn your class, it really doesn't, in games like EQ, FFXI where grouping was required for levelling you genuinely learnt you class, when you scaled up to 18/20/25/50 people you were performing nearly the same job within the group, just on a larger scale. For mmos like WoW, Aion, Rift and other general themepark mmos where you solo your levels you generally take a dps spec with a dash of support (if possible), if not a complete dps spec, totally different to the role you will playing, even dps works differently in groups, there are abilities that are of limited use when fighting a mob that goes down in 10 seconds, vs a group of elites that take a minute, or a boss that takes 20 minutes.
As I think has been said on massively before, mmos these days are two totally different games, levelling and raiding, the levelling bit can make you familiar with your character, but learning to raid and learning to level are two very different skills.
Apr 10th 2011 2:33PM @Ratham This does happen, individual zones have crashed in games because they've had too many people in one spot, normally people are spread out and they zones can be cut up pretty cleverly to allow people to allow the world to support huge numbers of players, when they couldn't even touch 1/10 of that number in a single place.
Jan 3rd 2011 6:24PM Main reason is because they have learnt the content and expect everyone else has too, sadly this is not the case when the content is less than a few months old, as people are still experiencing for the first, second, third time, and people see the "good old days" of wrath, but fail to remember that we didn't know those encounters 18 months ago, and I had groups wipe on me even though they were much more brute force encounters than cata's regularly when new content appeared, a few months in, everyone had gear, new the strats and it became less of an issue, a lot of people haven't lost the elitest arsehole mindset that the end of wrath generated when none of the hcs were even a challenge.
Jan 3rd 2011 6:21PM Good article, with the initial skill reshuffle, I went from an amazing healer, to an awful one, as I had a whole new toolbox and spells I relied on weren't doing what I expecting, and I had to relearn, I don't feel confident yet, still working on getting to 85, but I'll learn to make my class tick again, but really the 4.0.1 patch was a massive game changer, this combined that my healer being ICC geared at the end of wrath, and could face roll through hcs, earlier hcs (HOS etc) I was capable of ignoring the hits mobs laid on me if I dumped a lot of heals and it wasn't an issue if a tank lost aggro, as sometimes you still bumped into new tanks looking to get to raid gear. We're all used to out-gearing the content, and most of us no longer do, it's back to building up to raid gear, building up to later raid gear, and we will look back at all the hcs in a years time and see face-roll material, but I remember getting smacked around in wotlk hcs when I first hit 80, and cata's hcs seem a little bit more complex from everything I've seen.
Dec 12th 2010 12:18PM @Zorak he has an axe to grind, and maybe something to compensate for.