Aug 13th 2009 10:41AM How much innovation can an MMO truly experience? The core concept behind an MMO is grinding. Grinding levels, gold, stats, skills, gear, fame, prestige, contests. The core mechanics of an MMO can't change because that is the entire draw to the genre in the first place. If you've finished everything you want to then there's no need to log back in.
So what we're left with is innovation in the game play field, not game style. The games listed at the end of the article (APB, FF14), have different game play, but the style is still the same. TBH the genres are starting to bleed together. If APB can be considered an MMO, then why isn't CoD4 an MMO? FF14 on the other hand... sure there's "no experience" but come on, there's still "experience". Just substitute one of the words I used earlier to define core MMO mechanics. Instead of "experience" there's "skill point gain". Instead of "experience" there's "grinding gold to buy skills". When you remove the core mechanic you're not evolving the MMO, you're entering into a different genre.
I must disagree with your idea that the industry will fall if the market doesn't evolve. It was a text book ending to an article no doubt, but evolution isn't always the answer. Yes, the industry is going to need to keep prettifying my packaged grind fest; but I like my grind fest. People aren't going to start going "oh my god I loooove the new Madden" just because nobody does the impossible feat of changing the core mechanics of an MMO.
The market is saturated, but that's due again to the nature of the MMO. You don't log in and shoot some people then log out. You can CoD4 into L4D into Halo 3. You can't WoW into AoC into War; not at the end game anyway. When Blizzards new MMO hits the shelves sure, who knows how many of the players will continue to keep their WoW accounts, but that doesn't mean they'll ever actually be playing WoW again. That's an example showing that it's nearly impossible to play two MMO's seriously at the same time. Obviously Blizzard is going to combine accounts through Battle.net so it's one fee for both, or a standard fee + minor fee for each additional.
Oh, Guild Wars, you broke the mold and let players enjoy the fullness of your MMO while still allowing them enough time to enjoy other titles in the genre simultaenously.
Nov 15th 2008 1:55PM They were all in beta. They know where to level, how to level, all boss strats.
They are a guild designed for content so they work their schedules around just that.
This isn't even a surprise. Anybody that has the ability to put forth the amount of time they did could have done it.
The whole server first thing by Blizzard is a bit retarded as well. Always saying they want players to play through the content, but then rewarding them for doing just the opposite. I already know that I'm having to rush during my free time just to try and get two characters to 80 before S5 starts.
Nov 6th 2008 6:19PM comment
Nov 6th 2008 6:09PM Nice.
Oct 4th 2008 7:00PM BM hunters do in fact QQ about the 51 point talent. It provides nothing for PvP except the loss of more important talents in other trees. It provides a minimal boost to PvE dps. Even the 4 extra talent points are not necessary unless your pet is expected to be off tanking something. The DPS increases are nil from those 4 extra talent points, the "exotic" pets do the same damage as any other pet they just have more powerful pet abilities, which most of the time have nothing at all to do with damage. The only pet that provides a damage increase is the Devilsaur, and BM dps in general has been nerfed so hard to be in line with the other trees, Survival and Marks for raiding, that there is no point really to go BM anymore for PvE.
Aug 27th 2008 2:16PM That's funny, I had hoped that PvE gear stacking in arenas had become obsolete. Unfortunately that is not going to be the case and you are still going to see players who have access to top 25 man raids running around arenas with their higher DPS weapons.
Weapons better for PvP should NOT come from PvE, that just doesn't make any sense. Blizzard promised a PvP progression path, what they gave us was nothing more than PvE'rs having a constant advantage.
Aug 8th 2008 12:53PM About viper. You say in your post that hunters complain about viper sting being easily cleansed. Honestly I have never heard that complaint before from anybody. The only usual complainers about viper sting are priests, for obvious reasons.
Also, you state near the bottom of your post, that "there is no reasonable way outside of a scorpid pet" to keep viper up. That's not really true, while a scorpid pet can help, snake traps can put up just as many poisons that need to be cleansed. More even actually in a smaller amount of time.
I'm glad that these issues are getting some major attention though. We hunters are working hard to communicate to the class developers, such as Koraa, that what they're saying makes it look like they have no idea what they're talking about. And if they have no idea what they're talking about, that makes the possibilities of positive fixes very slim.
Aug 4th 2008 8:17PM Being able to view another persons achievements will be do no different from viewing their gear and their reputation bars to know what they have accomplished. Still neutral with the Hydraxian Waterlords? Hmm...
One thing you may have over looked is the manner in which those accounts who were recently on the tournament realms and managed to accomplish something were given special "elite" outlines to their forum avatars. I've only ever seen one that actually posted though to be honest. Do those players really deserve a special forum tag? Why them and not the top end raiding guilds? Sure you can look at their guild tag, but those same guild names are used on almost every server.
Jul 27th 2008 3:14PM That's not so much a WotLK bug as it is just a general bug. I've had that happen to me a number of times in Shattrah. You can see everybody else moving around, but you're at a distance from it, and you'll just move in place if you try to go anywhere. I'm pretty sure it's just a latency issue, as when I used to play WoW with wireless(horrible idea btw) things like that would happen at least once a month.
Jul 23rd 2008 11:48AM I feel that you forgot to mention some of the issues involved with the cheat death nerf. A rogue with 400 resilience maintains the full damage mitigation, and it scales upwards the more resilience the rogue has. This is an important change because it pushes through a difference between PvE and PvP gear.
PvE gear does more DPS than PvP, it's that simple. What Cheat Death allowed rogues to do was stack PvE gear and use all of their other mitigation abilities to prevent damage instead of resilience. Unlike other classes, the rogue class was not hooked on resilience for survival. Cheat death effectively gave them two lives, and with a cooldown of only 1 minute on the effect, a healer and a rogue became a very deadly combination. Two lives, plus their other mitigation abilities, plus their massive PvE dps.
Granted it's not a rogue only problem, other classes can also find better gear through raiding than the current arena seasons gear, mixing and matching PvE and PvP gears for min/maxxing of their stats to make them the most effective killing machines. This is only available to raiders though(Or players with lots of gold who are buying raid gear), and was hindering the seperate growth paths in the game, PvE or PvP. Granted Blizzard appears to go back and forth on this issue, as in WotLK there will be PvP gear drops from raid instances...