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'End' game silliness.


Enako's Avatar


Enako
01.01.2012 , 06:46 AM | #31
Quote: Originally Posted by twistedtime View Post
Ugh x2. Your understanding of both these topics is....Ugh
and your intelligible participation/contribution to the thread is zero. all you have told so far is your unwillingness to talk/discuss, and how others 'dont understand'.

there is nothing to reply to.

twistedtime's Avatar


twistedtime
01.01.2012 , 06:52 AM | #32
Quote: Originally Posted by Enako View Post
and your intelligible participation/contribution to the thread is zero. all you have told so far is your unwillingness to talk/discuss, and how others 'dont understand'.

there is nothing to reply to.
ugh. The thing is im going to just show u stuff and its going to go nowhere. its going to be very ugh.
You have not died until I consent..........*Warning Counter: 1*

Enako's Avatar


Enako
01.01.2012 , 06:59 AM | #33
Quote: Originally Posted by twistedtime View Post
ugh. The thing is im going to just show u stuff and its going to go nowhere. its going to be very ugh.
ok then what about not replying to the thread, since you are, ugh, not willing to, ugh, talk ?

twistedtime's Avatar


twistedtime
01.01.2012 , 07:07 AM | #34
Quote: Originally Posted by Enako View Post
ok then what about not replying to the thread, since you are, ugh, not willing to, ugh, talk ?
"and i want it to be that way. i dont want my gameplay separated in between something called 'leveling' and a neverending repetitive 'endgame'."

You want never ending leveling. There are so many elements within mmos aside from the ones you've pointed out that would cause the dreaded repetition and would have to be rebalanced apparently every month if new content would come out that the game could never sustain itself.

Your goals are completely unrealisitic from a development point of view and what you have in essence done is say "i hate endgames in wow clones, however i cannot realisitically think of a sufficent supplement for them."

Another underlining issue is the alienation of the social aspect of these types of mmo's. Your basically trying to make a game suited toward your tastes that cannot happen

ugh
You have not died until I consent..........*Warning Counter: 1*

Kaskava's Avatar


Kaskava
01.01.2012 , 07:11 AM | #35
Quote: Originally Posted by Enako View Post
I see a lot of people blabbering about 'endgame'. and i recently noticed that it was a silly, silly concept. ENDgame - consider :

the word itself even signifies end of something - ENDgame. end of a game. basically, what it means is you play through all the game, and at the end, you reach a point.
Yeah, and when you beat all of something, that's the end. You then have to go over from a certain point and resume from there. So, no, it's not a silly concept. I can reach the end of any YouTube video. Does that mean that it's over forever? No, it doesn't. In the same way, I can reach the end of any game, but that doesn't mean that the game suddenly shuts down forever.

Quote: Originally Posted by Enako View Post
BUT, for some reason, this 'end'game is supposed to last longer than THE game itself - DESPITE that the entire game is traversed and completed.
Because most people will spend more time at the max level then they will leveling. Want to know why? Because leveling for that particular toon does come to an absolute end. It might be nice to one day see an MMO that allows you to go back and redo certain quests, but that day may never come.

Also consider, not everyone likes learning to play 8 different toons. I finished leveling my Sith Juggernaut last week, I have no real desire to go back and level anything else. Hell, I kept trying to use Rune Strike when I was playing my Jugg, and that was at level 48.

Quote: Originally Posted by Enako View Post
at this point someone would come up and say that there is 'content' in endgame. and when you query what that content is, it ends up being 20-40 repetitions of some set up dungeons over and over. and, during this ordeal, the statistics on a player's overall gear progresses with 1-5% per 1-1.5 weeks rate.
Not really sure where you're getting the numbers from, but whatever. Armchair analyst is armchair analyst. But, based on much of the rest of your post, you very much want the same thing, just in a different section of the game.

Quote: Originally Posted by Enako View Post
and this is called 'endgame'. and, players of a certain segment want everything, including crafting, revolve around this particular 'endgame'.
Yeah, pretty much. Without it, your toon would hit 50, then do nothing. Seems like a waste to me.

Quote: Originally Posted by Enako View Post
now, take a moment and think totally objectively, with a perspective from outside gaming ;
Why, exactly, would I look at this from outside gaming? It's a hobby. I hobby I happen to be some-what competitive enough in. A hobby I would like to turn into a job in the near future. I don't care if people who aren't gamers can't understand what I do in the game, or why I do it.

Why, you ask? Two reasons: First, why should anyone's opinions of my hobbies have any impact on me? It's not like I'm hurting anyone else, though I do need to drop some poundage. Two, my friends and family (ya know, the people's opinions who I give some modicum of concern about), don't judge me for my hobbies. Outside of making the occasional joke.

Quote: Originally Posted by Enako View Post
from wherever you look at it, this thing is just repeating the SAME thing over and over, 20-30 times, a time which spans MORE time than you the game content you had seen to get there. and, you see the SAME thing there over and over.
Yeah, it does. Again, your character, unless you delete it, will spend more time at max level then not.

Quote: Originally Posted by Enako View Post
the only thing that is hooking these people to this, is the gear drops and the gear progression. a bold claim, but true -
Wrong. Do you know how many times I did Karazhan? I lost count, but it was a lot. I did it more times not needing anything out of there, then I did actually wanting something. Off-set pieces, and fun stuff not withstanding. Do you know why I kept going back? Because I enjoyed it. Because I liked the fights. Because I liked trying to find new ways around things. Because I enjoyed *********** around with my guild.

Do you know how many times I did ICC? Too damn many. A lot of it sucked, I admit. Like Kara, however, there came a time when I was doing it simply because I could. Yes, there are some memorable loot drops, like when I got the first blood off of Festergut. And Deathbringer's Will. There are, however, far fewer of those memories, then there are of just being there.

For example: Having one of our guildies throw himself off of the edge before Lootship as a sacrifice to the lag boss. The first time we killed the Lich King, then laughed because the drops were useless. One time one of our guildies DC'd in the middle of the defile, and it covered the entire platform. The night were I accidentely started the Lootship fight, with just me and another tank on it. Then, in the same night, turning off the buff.

Then there was the first time I did the Festergut fight as a tank. My budget-*** got one-shot. That was funny.

So, again, gear is not the sole factor.

Quote: Originally Posted by Enako View Post
notice ; nomatter who you are, doing the SAME thing 20 times would get you bored the hell out of you regarding content - there is no 'content' when you do the same raid 14th time, and see the same events take place for the 14th time.
See above.

Quote: Originally Posted by Enako View Post
so it has to be gear drops and statistics progression fixation.
No, it most certainly does not.

Quote: Originally Posted by Enako View Post
no - it cant be 'doing things in a group' either - for there are endless opportunities for doing things in groups prior to this 'endgame' these people talk about. but, they dont do these. when they do their grouping is in 'endgame', and it stays there. everything else is peripheral in the game.
There are a lot of opportunities, I agree. Does that mean there shouldn't be as many, if not more, at endgame? No, it doesn't. Again, your character will spend more time at 50, then at level 49. Unless you delete him.

Quote: Originally Posted by Enako View Post
repetition kills fun.. noone can claim otherwise. even the people who like to repeat endgame raids for 30 times - because the SAME people talk about how things got boring, even the voice acting got boring when they were doing the same quests in lower levels even in this game. so, basically, they too dont like repetition.
It can, but it all depends on what you're doing, and how you're doing it. You can do the same essential act 40 times, but keep it at least somewhat interesting by just tweaking this or that.

Quote: Originally Posted by Enako View Post
there are drops with high/low percent changes while leveling/questing too. it is possible to group while leveling/questing too. so then, why are these people getting bored with these ?
Because that blue I picked up 10 minutes ago, might have just gotten replaced by the green quest reward. Because we're tired of spending twelve hours on Voss, with no real change. Because training sucks. There are all sorts of reasons.

Quote: Originally Posted by Enako View Post
the difference is in being maxed out or not.
That's certainly one factor, but not the only factor.

Quote: Originally Posted by Enako View Post
it follows another fixation in the hardcore grindscene - 'gear is easy to get' -> technically what is desired is, gear/drops should not be easy to get, the person who is pursuing that grind philosophy should spend effort, require gear that is better than other people's and be 'ahead of them in progress'. actually, this is nothing but a feeling of superiority over one's peers through possessions one identifies with - gear and titles in this case, instead of a house and a car.
Grats, you can understand the idea of competition! But, once more, you're just focusing on one aspect of something that happens to annoy you, and thinking that that is the only thing that drives people and is, therefore, bad.

Quote: Originally Posted by Enako View Post
i respect such needs and such inclinations.
Not based on anything you've said, you don't.

Quote: Originally Posted by Enako View Post
however, they are not a harmonious existence with others ; if there isnt a hardcoded, all encompassing hierarchical progress scheme, it fails - and if there is, it makes everyone obliged to itself - it is not fun, or it is not all encompassingly democratic/coexisting.
Democracy is actually really annoying. More so in video games. It sounds to me like you want a sandbox game, akin to SWG 2.0. I happen to have several guildies who played SWG from beta until WoW's launch. One of them told about this annoying grind he went through to get mats to make a gun to make himself more un-killable then he already was.

Another will go on a tirade whenever the idea of player owned cities comes up, and his particular gripe with traveling across these massive planets, coming across these cities, and finding nothing.

I think a lot of people like the hard-coded progression scheme, as it gives them a clear, concise goal.


Quote: Originally Posted by Enako View Post
let me tell you what i think should be - a game should be 'game' at any given point in its playthrough.
Fun fact: it is.

Quote: Originally Posted by Enako View Post
there can not be any kind of separations regarding 'endgame' or 'leveling'.
World of Levelquest? Yeah, sounds real fun.

Quote: Originally Posted by Enako View Post
these are just the travesties everquest and wow afflicted mmo gaming with.
WoW also introduced the idea of the accessible, self-contained, level progression system. Where you would go talk to this guy, who was clearly marked, pick up the quest, do the objectives, and turn it it. You would then get a nice little sound effect and, usually, some kind of reward.

Much improved over EverQuest's model of having to look for key-words when talking to an NPC, then type them back in the form of a question.

Quote: Originally Posted by Enako View Post
no son of god would sit and play the same end part of a single player game, or multiplayer capable single player game with his/her friends for 20 times. and noone expects them to.
That really depends, actually. Ever play MineCraft? You're doing the same thing: building and creating. A lot of people play it for hours on end.

Quote: Originally Posted by Enako View Post
a game should be fun and entertaining at any given point, and there should not be an 'endgame' that comes to being by subjecting people to repetitive instance/raid runs for progressing 3 to 5% performance on their gear statistics, in groups of 20.
But there should be an endless level grind. Makes sense...if you don't think about it. The problem is when you have one raid, and three dungeons introduced, and that's it for six months. Looking at you, ICC. That's when people really start to get pissy.



Quote: Originally Posted by Enako View Post
at most, the period should be so arranged that, after 3-4 runs of the 'endgame' instances/raids, the game should be complete at that point, and a new expansion should have already been out.


Which faces you with the dilemma, who do you work off of? The guys like Paragon, who burn through stuff really quickly, and dedicate upwards of 12 hours in one sitting to one boss? Or, do you go off the the guys like my guild, who usually don't put in more then four hours a night, and a max of eight per week for actual progression.

Quote: Originally Posted by Enako View Post
and all the players should progress to the new storyline and new adventure in front of them
Quote: Originally Posted by Enako View Post
, instead of repeating the same stuff 20-30 times over and over, hooked only by low percent chance item drops.
A new expac after every raid? No thanks. Sounds like pay-to-win-nickel-and-dime-me-to-death-please. Not a fan. Less so in a Pay-to-play game.
This just in: Expanding on an ending no one likes is not improving said ending. A polished turd is still a turd.

ArkhamNative's Avatar


ArkhamNative
01.01.2012 , 07:11 AM | #36
LOL yes, the irony is that "Endgame" is endless, and a game without endgame ends.

Endgame is usually a highly social activity, and in that, it is its own reward. There's also a certain human nature that enjoys respect from peers and being part of something larger than oneself. Even though we're talking about mashing keys and mouse-clicking imaginary foes, the experience itself is real.
Do you support a Mac client for SWTOR?
BioWare Founders do! (once they get "everything stabilized and happy.")
"[Mac OS users] are an important and large audience. And we want to serve that audience."

twistedtime's Avatar


twistedtime
01.01.2012 , 07:13 AM | #37
FML i could have just waited for kas.

sigh and major UGH
You have not died until I consent..........*Warning Counter: 1*

DarthVeoilion's Avatar


DarthVeoilion
01.01.2012 , 07:14 AM | #38
maybe if you paced your self. instead of trying to reach "end-game" so fast you would enjoy the factors of the games elements and wouldn't complain. but they again you properly would find something. but if your so UN-happy with the end-game why don't you try making your own mmorpg. because frankly the time and money and skill they spent into making this is evidently greater then your puppy tears. and frankly I am enjoying "taken my time" in the game meeting players pvp. trading and everything and not rushing to the end so it makes my game more realistic in the sense that fits my server "role-play pvp"

i spend more time role-playing. pvp. enjoying the games worlds and taken my time with everything thing that I'm not lvl 50 yet another 17 levels to go. but all in all

stop going on about how you reached end-game so soon and got nothing to do its your fault you didn't pace your self and taken in the wide variety that the game has to offer.

Enako's Avatar


Enako
01.01.2012 , 07:14 AM | #39
Quote: Originally Posted by twistedtime View Post
"and i want it to be that way. i dont want my gameplay separated in between something called 'leveling' and a neverending repetitive 'endgame'."

You want never ending leveling. There are so many elements within mmos aside from the ones you've pointed out that would cause the dreaded repetition and would have to be rebalanced apparently every month if new content would come out that the game could never sustain itself.

Your goals are completely unrealisitic from a development point of view and what you have in essence done is say "i hate endgames in wow clones, however i cannot realisitically think of a sufficent supplement for them."
and in the end, you came up as the one who understood nothing about the mechanics of this entire mmo business then eh ....

all mmos are neverending leveling/progression. this is true for all games that do not present a sandbox content. for wow, for others. even kotor 1, was a game of progression/leveling.

you progress, you evolve, you go through the story. and what happens ? a new story comes in the expansion, and you continue from there.

this is the basic story of such games.

it is what happens at any rate. . there is no evading that.

the difference in between games is that, some of them create 'endgame' timesinks to exploit the progression desires of some small segment - like wow. there is a huge neverending repetition of the SAME stuff in such games.

and in some others, new content comes at an amiable rate - like lotro.

dont talk about what is realistic and what is unrealistic, if you dont know enough about mmo industry or played other games long enough. as you can see, there are games that pump out content at very reasonable speeds, and do not create exploitative timesinks in between their major story progression. (expansions/books).

Quote:
Another underlining issue is the alienation of the social aspect of these types of mmo's. Your basically trying to make a game suited toward your tastes that cannot happen

ugh
social != 20 people having to group for repetitively grinding the same instances for 0.1% chance drops for months.

Tirpe's Avatar


Tirpe
01.01.2012 , 07:15 AM | #40
There is no mmo in the world that can produce "content" faster than we players can consume it.

The only way to make the content last longer "in the endgame" is to craft content in a way that encourages repetition. There has to be goals for the player to aim for. If the player lacks those goals he or she will probably lose interest in playing the game and unsubscribe.