Showing Posts For Kalocin.5982:
After hitting level 80 and playing for awhile I’ve come to one conclusion about Dynamic Events:
There is a major lack of variety in the sense that they all kind of feel the same. You kill mobs that come in singular or in waves trying to defend or progress a goal. After awhile you find that every DE feels the same because there is not tactical strategy involved with any of these events, and there is no variety or different methods of completing them. Likewise, they are almost all either kill quests or gathering. Usually it goes like this: Protect npc from waves until they reach location, at location a veteran/champion mob spawns, quest succeeds. Collect certain item from local mobs, either it ends there or it leads to another event where something backfires and you need to kill another veteran mob. You can put this pattern to basically every DE, and the fact that they cycle rather than caused by player actions makes them very repetitive.
The best one, while obviously still a killing one, would be the witch event in the 50-60 Ascalon area. Basically you progressively stop a witch from taking Charr babies, it was short and progressive and had a mini story behind it, and it felt different.
The worst one is basically any event in Orr but that is a topic in itself.
Long story short: Events feel repetitive across the board because there is a lack of tactical combat which makes everything a zerg spam, and also events all feel the same along with cycling which makes them feel worthless to finish because they’ll start again.
Solution: I don’t know. Make a pie throwing contest an event in a lvl 70 zone. That’s right.
A lot of people are going to say it isn’t bad and that you’re lazy etc but the way I see it is that by the cost being so high, it completely ruins the point of waypoints. As it stands, you actually avoid using waypoints because they cost so much…I only use one waypoint, which is going to Orr. Likewise, because of the cost you can’t play in a low area because you can’t cover the costs of the waypoints and repairs.
They need to either:
1) Lower waypoint costs
2) Lower waypoint costs by zone.
3) Slightly boost the amount of coin you get at high levels
Exact same issue with me….Not to be a jerk but they really shouldn’t have said “When it’s ready…” when a really advertised aspect wasn’t ready. =(
I think the large issue isn’t that the game isn’t crazy different but rather the game completely shows all the flaws of the mmo"RPG" genre and what needs to change.
The main issue: Nothing you do is permanent. Why can’t it change? Well people want to experience all the content and of course you’d eventually run out of things to do.
Second-to-main: The gameplay sucks. Consider this: You’re basically spamming 1-5 for hours on end. You might argue that all games are repetitive, but what makes them fun?
RTS/Strategy: Things are never the same, there can always be a different way of playing
FPS: There isn’t auto-aim, the fact that you have to manually direct the gun makes the game fun.
Action RPG/Button masher: Generally there’s something that carries the game forward but it usually revolves around permanence, such as the story ending or getting better skills/combos etc. Likewise, these games allow you to become overpowered which would be unfair in an MMO.
MMO: The gameplay is brought down to make up for the fact you have a ton of players and you have to keep the game balanced for all players. Technical restrictions are also in place, usually it’s difficult to have a hundred players at once playing like an action rpg. Combat usually is cooldown dependent or stats. Even in GW2 with dodging, stats and cooldowns remain a large disability for the gameplay.
In the end, we need to move from pen and paper rpgs to board games. It’s not crazy different but it’s enough to move the genre forward. What could work like that? Probably something similar to Skyrim mixed with Guild Wars 2 DEs.
P.S. Tired = Disorganized post, enjoy my mess.
They need room for expansions….Bwahaha.
I think to some degree there needs to be something done about the bots that doesn’t hurt the current player such as anti-botting code. As it stands, it actually doesn’t just ruin the economy but it ruins the social aspect and the quality of the game. I’ve ignored many people in Orr because I figured they were bots just farming events, some are more obvious than others.
It should be noted that it isn’t just a few bots but rather Orr is literally infested with bots and it completely ruins any form of quality control and has made me annoyed often when I see bots.
I actually liked the pirate zone more and would love to play there but you just don’t get as much money and karma in lower level zones…My issue with Orr isn’t that there is a ton of mobs but rather there are a ton of mobs just standing still doing nothing, and they are all the same. It’s basically like somebody just used a mob stamp all over the map and it makes the zone feel very fake. If the mobs were varied or even just walking around a larger space it would make the zone a lot more believable.
Well the real question is…What is worth it to you? Do you really need an end game if the game is giving you fun right now? The way I see it is that even if the end game didn’t exist and there was no point getting to 80, then I would just take my time enjoying 1-79.
One time a champion mob chased only me around for like 10 minutes while I only dropped an aoe attack behind me to hit him….Not sure what the agro system is because I was hardly attacking in comparison. However the 20 people there were probably laughing….Someone even cheered me on in chat haha.
One thing I noticed that bothered me is that the game is supposed to be a “Go where you want, do what you want.” kind of game but if you want to play at lower levels, the amount of loot you get won’t be as high as higher leveled areas which results in you constantly having to move to higher leveled zones if you want to actually gain a profit due to waypoint and repair costs. There should be more incentive to play in a lower level zone, maybe even just cheaper waypoints for lower leveled zones.