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Break free of your conditioning - gearing, OPs, ...

STAR WARS: The Old Republic > English > General Discussion
Break free of your conditioning - gearing, OPs, ...

TheKilltech's Avatar


TheKilltech
12.25.2016 , 05:57 PM | #1
normally i'm not much annoyed by the typical forum whining (with their usual doom & gloop + "i quit" extortion attempts) that comes with every change in every game that has a forum. yeah, that's the nature of forums.

but with 5.0 gearing change i see some old veterans clinging to a (computer-) stone age gameplay system that prevents the game from evolving. and that clinging to a past long gone is eventually bad for everyone.

seriously, why do players focus so much on grinding gear as their main activity? don't they know that playing games can actually be fun out of itself? how can repeating/grinding through content that plays the same every single time just to get stats so one can play the next higher 'difficulty' which is mostly the very same gameplay with increased mob stats to undo the gear progression previously made be considered... fun? how much conditioning have MMORPGs inflicted onto these player that they cannot break free from it? that (skinner box) system may have worked for the very first online games where technical and financial limitations didn't allow for much more. but today?

and what's all the fuzz about having no new OPS if all they they are is just upsacled FPs. i mean just scale down mob stats appropriately and you could play them with 4 players as FPs. the gameplay would stay nearly the same with the biggest change being a better FPS rate. the number of player just doesn't feel meaningful in any way. but worst of all their replay value is next to null once you figured out the mechanics (or googled it to begin with to save yourself being kicked by a vet).

maybe it's because i am from a different generation of gamers that didn't play these first online games and i got too used to the pure entertainment value of the raw gameplay of modern games that i so despise the concept that i need a reward for everything i do in order to do it because the core MMORPG gameplay itself is just... not fun.

but with all the uproar on the forums with every change made i fear the dev are being too distracted to be really able to focus on that most fundamental problem. without it fixed i don't see how new generations of gamers can be won over to play this genre if they have experienced how fun games (on their own without counting social elements) can be? without adapting to these new players the games of old cannot last.

yet with the uprisings in 5.0 i saw that the rigid combat system can be tweaked to be somewhat interesting. still far from perfect but it's a start. now imagine the devs iterating on this with constant feedback. imagine combat encounters becoming more dynamic and less repetitive/predictable and therefore more immersive such that even fighting a lot of trash will be enjoyable (regardless of rewards). yeah, i find the current skipping of trash is the blatant depiction of how broken MMORPG gameplay is!

and perhaps even imagine this game bringing back a very old element of tabletop RPGs: the "dungeon master". the person responsible for making every run onto a dungeon a unique experience (by partially controlling mobs/environment placements and their reactions to player actions) may sound hard to implement but there is already one game that did just that: Left4Dead. yes, to shame all the MMORPGs it was a shooter that managed to revive this core idea of RPGs and it had incredible success with it. imagine how OPs, FPs and perhaps even the open world could be fun if we had that. a system, where all your small actions would suddenly matter - not story wise, but through gameplay (e.g. killing that black sun boss for loot might have been a bad idea with all the goons that are now constantly sent after you.. . oh and skipping all the mobs in the last FP run was perhaps also not so wise with the final boss managing to call upon them for help. hmpf)

Forren-Midosea's Avatar


Forren-Midosea
12.25.2016 , 06:10 PM | #2
I havent read much but if you say that gambling is evolving.... you are seriously mistaken.

ThomasStarWars's Avatar


ThomasStarWars
12.25.2016 , 06:13 PM | #3
Quote: Originally Posted by TheKilltech View Post
normally i'm not much annoyed by the typical forum whining (with their usual doom & gloop + "i quit" extortion attempts) that comes with every change in every game that has a forum. yeah, that's the nature of forums.

but with 5.0 gearing change i see some old veterans clinging to a (computer-) stone age gameplay system that prevents the game from evolving. and that clinging to a past long gone is eventually bad for everyone.

seriously, why do players focus so much on grinding gear as their main activity? don't they know that playing games can actually be fun out of itself? how can repeating/grinding through content that plays the same every single time just to get stats so one can play the next higher 'difficulty' which is mostly the very same gameplay with increased mob stats to undo the gear progression previously made be considered... fun? how much conditioning have MMORPGs inflicted onto these player that they cannot break free from it? that (skinner box) system may have worked for the very first online games where technical and financial limitations didn't allow for much more. but today?

and what's all the fuzz about having no new OPS if all they they are is just upsacled FPs. i mean just scale down mob stats appropriately and you could play them with 4 players as FPs. the gameplay would stay nearly the same with the biggest change being a better FPS rate. the number of player just doesn't feel meaningful in any way. but worst of all their replay value is next to null once you figured out the mechanics (or googled it to begin with to save yourself being kicked by a vet).

maybe it's because i am from a different generation of gamers that didn't play these first online games and i got too used to the pure entertainment value of the raw gameplay of modern games that i so despise the concept that i need a reward for everything i do in order to do it because the core MMORPG gameplay itself is just... not fun.

but with all the uproar on the forums with every change made i fear the dev are being too distracted to be really able to focus on that most fundamental problem. without it fixed i don't see how new generations of gamers can be won over to play this genre if they have experienced how fun games (on their own without counting social elements) can be? without adapting to these new players the games of old cannot last.

yet with the uprisings in 5.0 i saw that the rigid combat system can be tweaked to be somewhat interesting. still far from perfect but it's a start. now imagine the devs iterating on this with constant feedback. imagine combat encounters becoming more dynamic and less repetitive/predictable and therefore more immersive such that even fighting a lot of trash will be enjoyable (regardless of rewards). yeah, i find the current skipping of trash is the blatant depiction of how broken MMORPG gameplay is!

and perhaps even imagine this game bringing back a very old element of tabletop RPGs: the "dungeon master". the person responsible for making every run onto a dungeon a unique experience (by partially controlling mobs/environment placements and their reactions to player actions) may sound hard to implement but there is already one game that did just that: Left4Dead. yes, to shame all the MMORPGs it was a shooter that managed to revive this core idea of RPGs and it had incredible success with it. imagine how OPs, FPs and perhaps even the open world could be fun if we had that. a system, where all your small actions would suddenly matter - not story wise, but through gameplay (e.g. killing that black sun boss for loot might have been a bad idea with all the goons that are now constantly sent after you.. . oh and skipping all the mobs in the last FP run was perhaps also not so wise with the final boss managing to call upon them for help. hmpf)
who are you to decide what is fun and what is not? for everyone in the game?

Ahbal's Avatar


Ahbal
12.25.2016 , 06:26 PM | #4
Oh great another one of these threads.

Does no one on the defence side realise that getting higher level gear, to do higher level ops with your guild is the best experience in this game? Doing easy content with a small team is repetitive and stale, even the first time (fps, uprisings). Doing harder ops is fun as the completetion itself is very rewarding. Times that bydoing it with a large group of friends/guildes...and it is easy to understand.

Dweessies's Avatar


Dweessies
12.25.2016 , 06:34 PM | #5
Quote: Originally Posted by TheKilltech View Post
normally i'm not much annoyed by the typical forum whining (with their usual doom & gloop + "i quit" extortion attempts) that comes with every change in every game that has a forum. yeah, that's the nature of forums.

but with 5.0 gearing change i see some old veterans clinging to a (computer-) stone age gameplay system that prevents the game from evolving. and that clinging to a past long gone is eventually bad for everyone.

seriously, why do players focus so much on grinding gear as their main activity? don't they know that playing games can actually be fun out of itself? how can repeating/grinding through content that plays the same every single time just to get stats so one can play the next higher 'difficulty' which is mostly the very same gameplay with increased mob stats to undo the gear progression previously made be considered... fun? how much conditioning have MMORPGs inflicted onto these player that they cannot break free from it? that (skinner box) system may have worked for the very first online games where technical and financial limitations didn't allow for much more. but today?

and what's all the fuzz about having no new OPS if all they they are is just upsacled FPs. i mean just scale down mob stats appropriately and you could play them with 4 players as FPs. the gameplay would stay nearly the same with the biggest change being a better FPS rate. the number of player just doesn't feel meaningful in any way. but worst of all their replay value is next to null once you figured out the mechanics (or googled it to begin with to save yourself being kicked by a vet).

maybe it's because i am from a different generation of gamers that didn't play these first online games and i got too used to the pure entertainment value of the raw gameplay of modern games that i so despise the concept that i need a reward for everything i do in order to do it because the core MMORPG gameplay itself is just... not fun.

but with all the uproar on the forums with every change made i fear the dev are being too distracted to be really able to focus on that most fundamental problem. without it fixed i don't see how new generations of gamers can be won over to play this genre if they have experienced how fun games (on their own without counting social elements) can be? without adapting to these new players the games of old cannot last.

yet with the uprisings in 5.0 i saw that the rigid combat system can be tweaked to be somewhat interesting. still far from perfect but it's a start. now imagine the devs iterating on this with constant feedback. imagine combat encounters becoming more dynamic and less repetitive/predictable and therefore more immersive such that even fighting a lot of trash will be enjoyable (regardless of rewards). yeah, i find the current skipping of trash is the blatant depiction of how broken MMORPG gameplay is!

and perhaps even imagine this game bringing back a very old element of tabletop RPGs: the "dungeon master". the person responsible for making every run onto a dungeon a unique experience (by partially controlling mobs/environment placements and their reactions to player actions) may sound hard to implement but there is already one game that did just that: Left4Dead. yes, to shame all the MMORPGs it was a shooter that managed to revive this core idea of RPGs and it had incredible success with it. imagine how OPs, FPs and perhaps even the open world could be fun if we had that. a system, where all your small actions would suddenly matter - not story wise, but through gameplay (e.g. killing that black sun boss for loot might have been a bad idea with all the goons that are now constantly sent after you.. . oh and skipping all the mobs in the last FP run was perhaps also not so wise with the final boss managing to call upon them for help. hmpf)
This may be the single most impressive white knight posting ever. Poorly reasoned, but damn is the wall of text and the level of rationalization impressive. Somehow people who want to be able to gear, so they can return to the activities they like are WRONG and EA along with it's white knights are RIGHT. We should all be grateful to pay monthly for the right to hit the disintegrate button over and over. Gear is for the weak, or old people who don't love CHANGE.

Don't worry too much little white knight, you won't have most of us to be triggered by for very long. We're all unsubbing and leaving until the corporate overlords at EA either give up or get booted out for devaluing the Star Wars IP with this garbage-fest.
Hoban 'Wash' Washburn: This landing is gonna get pretty interesting.
Capt. Malcolm Reynolds: Define "interesting".
Hoban 'Wash' Washburn: [deadpan] Oh God, oh God, we're all going to die?

Zhedzaban's Avatar


Zhedzaban
12.25.2016 , 06:41 PM | #6
Quote: Originally Posted by Ahbal View Post
Oh great another one of these threads.

Does no one on the defence side realise that getting higher level gear, to do higher level ops with your guild is the best experience in this game? Doing easy content with a small team is repetitive and stale, even the first time (fps, uprisings). Doing harder ops is fun as the completetion itself is very rewarding. Times that bydoing it with a large group of friends/guildes...and it is easy to understand.
Another one of these threads? Is that a joke? I can count on one hand the number of 'these threads'. Would you like to compare that to the number of whine threads?

I've played since this game launched and have never once done a high level op with a guild, so according to you I'm doing it wrong and I should be miserable. Progression raiding is becoming passe, fewer people have the time or patience for it now. Wow gets away with it purely through high numbers of players, but for your average mmo like swtor ops is a money loss becuase casuals won't touch it.
RIP APAC players, RIP West Coast Players, RIP anyone not living on the East Coast

The United Forces merger disaster, 2017

TheKilltech's Avatar


TheKilltech
12.25.2016 , 06:46 PM | #7
Quote: Originally Posted by Forren-Midosea View Post
I havent read much but if you say that gambling is evolving.... you are seriously mistaken.
what do you need the set bonus so desperately for that you need to gamble for it? you are so focused on getting purples that you are unable to realize that you don't really need them.

the only players that may have a legitimate concern with it are the ranked PvPers. because this is the only case where even the slightest difference in nominal power (e.g. stats) between same skilled players can be the difference between win or loss and yeah, there it sucks having RNG meddling.

but for everyone else it's just a luxury that isn't needed. if you complain and insist that you must grind it anyway then you have been conditioned into a addiction that you are simply unable to break free from.

gearing has been made unimportant. THAT'S the major change. because of this the RNG for top gear hardly matters anymore as putting a lot of time investment into grinding gives you only a marginal advantage.

how about you stop grinding for gear and start complaining about old content having too little replay value without rewards instead?

Dewlmenow's Avatar


Dewlmenow
12.25.2016 , 06:52 PM | #8
Quote: Originally Posted by TheKilltech View Post
normally i'm not much annoyed by the typical forum whining (with their usual doom & gloop + "i quit" extortion attempts) that comes with every change in every game that has a forum. yeah, that's the nature of forums.

but with 5.0 gearing change i see some old veterans clinging to a (computer-) stone age gameplay system that prevents the game from evolving. and that clinging to a past long gone is eventually bad for everyone.

seriously, why do players focus so much on grinding gear as their main activity? don't they know that playing games can actually be fun out of itself? how can repeating/grinding through content that plays the same every single time just to get stats so one can play the next higher 'difficulty' which is mostly the very same gameplay with increased mob stats to undo the gear progression previously made be considered... fun? how much conditioning have MMORPGs inflicted onto these player that they cannot break free from it? that (skinner box) system may have worked for the very first online games where technical and financial limitations didn't allow for much more. but today?

and what's all the fuzz about having no new OPS if all they they are is just upsacled FPs. i mean just scale down mob stats appropriately and you could play them with 4 players as FPs. the gameplay would stay nearly the same with the biggest change being a better FPS rate. the number of player just doesn't feel meaningful in any way. but worst of all their replay value is next to null once you figured out the mechanics (or googled it to begin with to save yourself being kicked by a vet).

maybe it's because i am from a different generation of gamers that didn't play these first online games and i got too used to the pure entertainment value of the raw gameplay of modern games that i so despise the concept that i need a reward for everything i do in order to do it because the core MMORPG gameplay itself is just... not fun.

but with all the uproar on the forums with every change made i fear the dev are being too distracted to be really able to focus on that most fundamental problem. without it fixed i don't see how new generations of gamers can be won over to play this genre if they have experienced how fun games (on their own without counting social elements) can be? without adapting to these new players the games of old cannot last.

yet with the uprisings in 5.0 i saw that the rigid combat system can be tweaked to be somewhat interesting. still far from perfect but it's a start. now imagine the devs iterating on this with constant feedback. imagine combat encounters becoming more dynamic and less repetitive/predictable and therefore more immersive such that even fighting a lot of trash will be enjoyable (regardless of rewards). yeah, i find the current skipping of trash is the blatant depiction of how broken MMORPG gameplay is!

and perhaps even imagine this game bringing back a very old element of tabletop RPGs: the "dungeon master". the person responsible for making every run onto a dungeon a unique experience (by partially controlling mobs/environment placements and their reactions to player actions) may sound hard to implement but there is already one game that did just that: Left4Dead. yes, to shame all the MMORPGs it was a shooter that managed to revive this core idea of RPGs and it had incredible success with it. imagine how OPs, FPs and perhaps even the open world could be fun if we had that. a system, where all your small actions would suddenly matter - not story wise, but through gameplay (e.g. killing that black sun boss for loot might have been a bad idea with all the goons that are now constantly sent after you.. . oh and skipping all the mobs in the last FP run was perhaps also not so wise with the final boss managing to call upon them for help. hmpf)
Op says gameplay is fun itself but then goes to call operations just upscaled flashpoints with no replay value. I'll give it a 2/10 for the rambling, but I feel like I'm being too generous.

TheKilltech's Avatar


TheKilltech
12.25.2016 , 07:00 PM | #9
Quote: Originally Posted by Ahbal View Post
Does no one on the defence side realise that getting higher level gear, to do higher level ops with your guild is the best experience in this game? Doing easy content with a small team is repetitive and stale, even the first time (fps, uprisings). Doing harder ops is fun as the completetion itself is very rewarding. Times that bydoing it with a large group of friends/guildes...and it is easy to understand.
a devastating judgement about this game... and actually most MMORPGs.

but true.

however it turns out most players don't actively play in guilds. and this is why you forget to see that this concept just seems to make less and less money in the entire industry (if it nets positive at all). it's outdated and doesn't captivate younger players. BW turning away from it makes it obvious that they don't see a future in this direction. i think that with KOTFE/ET they even learned that doing single player story is way more profitable.

sorry, but i think the gameplay you know seems to be dying out throughout all the games. it just seems it has a far too small audience.

Mowermanx's Avatar


Mowermanx
12.25.2016 , 07:01 PM | #10
Quote: Originally Posted by TheKilltech View Post
why do players focus so much on grinding gear as their main activity?
Not meaning to be rude, but your wall of text is entirely summed up with this question, there was honestly no reason to go any further than this, because the answer to this negates any and all hypothesis you may want to come up with as to what is or isn't a good system.
While its somewhat easy to explain problems with people's perceptions, at the end of the day, those perceptions wont be changed on any forums and they will either pay and play or walk away, making that task just as futile as the first.
I'll leave you with the simplest way I can explain it.
These games fundamentally work on the carrot on the stick approach to keep people interested enough to keep coming back for more. Now, when you remove that carrot and replace it with a box with a question mark on the side of, some people go nope, its not a carrot, in fact I don't know what it is I'm chasing after anymore, then question why they are here in the first place, then....