Re: Beregond- Variety or Socializing?
Posted: 26 Oct 2010 02:34
Hello there,
I had a long break from Genesis. Druing that break, I tried MMORPGs of
different kinds and one thing that struck me is...
---
---
---
EVERYTHING is a team play. Which means, that by solo playing you have availble
maybe 10% of game content. Starting from pvp, the smallest team size is 2v2,
pve are raids, with strictly class divided structure. Genesis on the other hand
is way more- single player designed environment accessable by multiple chars at
the same time.
On Genesis, most of the time, being in team, does not pay off. It's not even
neutral. Most of the time it's drawback, unless you are a calian. The variety
makes sense only when you have a reason to interact with others. On the WOW for
example, when you wanted to have a break from teaming etc., you would go farm
things like herbs, ore, play a battleground or do the daily quest (another
thing genesis is missing).
Genesis combat design lacks this structure. IMHO for the beginning a team of
tank, demage dealer and a healer/cleric-enhancment class, should be a must to
have any reasonable exp. This way, players would encourage their friends and
others to play. Not because they are advised this by administration, who's
saying:
-Hey we need more players!
Pleyers respond:
-Yeah, more players, right away!- and then on the second thought realise- hmpf,
why would we need more players? More players means that rare items will be
distirbuted among more people, do we really need more players? I find my xp
ground cleared even with 20-30 online. Why would I need even more crowd, if 95%
of the time I play solo. Just tell me... WHY?!?!
The idea here is. Yes you fucking need more players, 'cos without them, you
can't grind or get the magical items you want. If the npc did tons of more dmg
and reward lots of more experience and guild were more strictly divided
between- tanking, demage, cleric specs, pleyers would invite their friends,
because they friggin' need them. Better a weak healer, we can drag and teach
than no healer. And the would help not because of some weird altruistic
reasons, but from pure necessity.
Therefore it only makes sense to have players being allowed to choose different
paths, if they have others to share with, others that need their skills. Any
other way it's a single player text game, you can set triggers in and play at
work, so your doesn't find out, you're not actually 'working'.
I had a long break from Genesis. Druing that break, I tried MMORPGs of
different kinds and one thing that struck me is...
---
---
---
EVERYTHING is a team play. Which means, that by solo playing you have availble
maybe 10% of game content. Starting from pvp, the smallest team size is 2v2,
pve are raids, with strictly class divided structure. Genesis on the other hand
is way more- single player designed environment accessable by multiple chars at
the same time.
On Genesis, most of the time, being in team, does not pay off. It's not even
neutral. Most of the time it's drawback, unless you are a calian. The variety
makes sense only when you have a reason to interact with others. On the WOW for
example, when you wanted to have a break from teaming etc., you would go farm
things like herbs, ore, play a battleground or do the daily quest (another
thing genesis is missing).
Genesis combat design lacks this structure. IMHO for the beginning a team of
tank, demage dealer and a healer/cleric-enhancment class, should be a must to
have any reasonable exp. This way, players would encourage their friends and
others to play. Not because they are advised this by administration, who's
saying:
-Hey we need more players!
Pleyers respond:
-Yeah, more players, right away!- and then on the second thought realise- hmpf,
why would we need more players? More players means that rare items will be
distirbuted among more people, do we really need more players? I find my xp
ground cleared even with 20-30 online. Why would I need even more crowd, if 95%
of the time I play solo. Just tell me... WHY?!?!
The idea here is. Yes you fucking need more players, 'cos without them, you
can't grind or get the magical items you want. If the npc did tons of more dmg
and reward lots of more experience and guild were more strictly divided
between- tanking, demage, cleric specs, pleyers would invite their friends,
because they friggin' need them. Better a weak healer, we can drag and teach
than no healer. And the would help not because of some weird altruistic
reasons, but from pure necessity.
Therefore it only makes sense to have players being allowed to choose different
paths, if they have others to share with, others that need their skills. Any
other way it's a single player text game, you can set triggers in and play at
work, so your doesn't find out, you're not actually 'working'.