Large COOP Required for MMOs

Post » Sat Mar 30, 2013 1:58 am

MMORPGs need challenging group oriented pve progression if they have any chance in heck of have staying power. That is just the way it is, and we desperately need them in ESO. I know adventure zone's are supposed to be large group oriented encounters, but i have this bad feeling its going to be a zerg like in GW2.

Every recent MMO that has hit the market since WoW has tried to cater to the casual masses and they have all flopped. The problem is that the masses are idiots, no offense, and they don't actually know what they want. They think they want a game where you get to max level in a week, has lots of quests, crafting, pvp, and face roll dungeons and raids. However, every time a new mmo hits the shelf with all those features the playerbase and quit within 6 months, and they move onto the next mmo. That model has no staying power at all. The game has to have some form of challenging dungeons, and raiding to give enough of a buffer to create additional content. Without this the game has no hope of truly succeeding, and will be doomed to free to play hell.

I actually think this game has the potentially to be a rival to World of Warcraft. It has all the necessary components, except raiding. So please give some serious reconsideration on end game content for all.


I have hardcoe raided and played games without it.
The thing I don't like about raids is the leetism and the fact thet they can be set up to effectively allow only a small % of the playerbase to do them.
The guild-focus and sense of acheivement from challenging raids is a good game element though - one subsequently usually ruined by the need to grind farm-status bosses, but fun whilst you are learning the ropes.
I think raids have a place and should be put in with the following caveats;
1. The gear they give is the best in game - but is matched by solo, small group and craftable routes
2. Gear and other rewards come in a medium term timeframe so as not to require endless farming
I mean why not have the way in which raiding works change to get rid of the bad and keep most of the good?
It really shouldn't be about either/or...

What do you do about casual players demanding to be able to do the higher difficulties, even if they aren't really good enough to do it.

Have a standard and hardmode for each raid.
There are a succession of bosses or fights whatever which gradually increase in difficulty, but above what might be seen as puggable, harder alternative modes of takedown appear - which you can choose to follow or not on a case by case basis.
Those that follow the easier standard route with 'help' from the game (or simply less adds, HP or whatever for the bosses et al) get a quarter of the gear tokens the one who opt for the hard mode get.
Also -hardmode takedowns give tabards or skins or whatever - soft rewards which allow visual differentiation without the gear etc. being different power-wise.
This has various advantages;
1. From pugs to hardcoe raiders - no-one is denied the content
2. With the right starting diffculty and ramp-up of challenge, every raid of any ability get some action and some satisfaction for their time and effort.
3. The challenge profile is customisable by the raid leader during the raid - so it's a choice as to whether on any particular raid night they want to go for hardmode, and on which bosses etc.
4. Everyone eventually ends up withe the same rewards power-wise - the puggers don't get frozen out and the hardcoe raiders get theirs quicker and with visual differentiation or guild reward fluff - for the bragging rights.
User avatar
Assumptah George
 
Posts: 3373
Joined: Wed Sep 13, 2006 9:43 am

Post » Sat Mar 30, 2013 1:54 pm

indeed we love challenge and a little frustration we just don't like to admit it

example if u play stalker CoC oblivion lost (great mod) on hell difficulty the game is brutal to the point of frustration but its not, u just need to prepare and be careful, and every time u do something or survive an anomaly or a mutant attack you feel so [censored] good
User avatar
A Boy called Marilyn
 
Posts: 3391
Joined: Sat May 26, 2007 7:17 am

Post » Sat Mar 30, 2013 11:56 am

You can already start looking for some other MMO, ESO is going to casual way. The only reason i'm still here is that it's set in Tamriel and it could be a good MMO for RP
User avatar
how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Fri Mar 29, 2013 10:22 pm

You can already start looking for some other MMO, ESO is going to casual way. The only reason i'm still here is that it's set in Tamriel and it could be a good MMO for RP

Like I said, every new MMO for the past decade has came out for casuals and they all fail. Most can't even maintain subscription based payment plans for more than a few months. The casuals will just go through the content, and then move onto the next mmo. Its a recipe for failure.
User avatar
MARLON JOHNSON
 
Posts: 3377
Joined: Sun May 20, 2007 7:12 pm


Return to Othor Games