tag:blogger.com,1999:blog-3249541406364691686.post3704679424790256053..comments2023-09-15T05:54:48.691-07:00Comments on SERIAL GANKER: The World (of Warcraft) is Flat - Part IIsid67http://www.blogger.com/profile/16656756657483499337noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-3249541406364691686.post-29627138283078512652008-05-05T15:42:00.000-07:002008-05-05T15:42:00.000-07:00@Terroxian:That’s a good point, but it begs the qu...@Terroxian:<BR/>That’s a good point, but it begs the questions – what is the actual end-game for a raider? If it’s just downing Illidan or the big bad boss at the end then why is the gear on that boss drops even important? After all, if the game “ends” when the final boss is killed then why bother doing it more than once?<BR/><BR/>I would argue that the REAL end-game is the acquisition of the top loot or gear in the game. And if that is the goal, then having a system that decays that gear with durability loss forces the player to continue to play and do “top end” content in order to keep themselves well geared. It also makes older content remain relevant when they need a farm kit or replacement item.<BR/><BR/>Developers can also force slow-downs by implementing artificial mechanics. Attunements are the most obvious slowdown, but other things could be put in place that could create some stiff competition amongst progression guilds. For example, imagine that access to a boss is determined by a World Event and the first people who do it have to race (along with others) to accomplish a very difficult series of guild tasks in order to get things unlocked. Once unlocked, the first guild (or two) get a limited window to beat it unchallenged before it opens up for everyone else. For the hardcore, the “world event” task could be very challenging and “slows” the game down. However, they are rewarded for the extra effort by being the “first” to accomplish the task.<BR/><BR/>@Leiandra<BR/>I agree with you on crazy death penalties. An XP loss just seems so extreme. I even recall that when I started playing WoW that I was noticeably concerned that an item would “disappear” from my inventory if I allowed it to get to zero durability. So the point is well taken but could be offset by having replacement items provided very early on. <BR/><BR/>That’s really the key to successfully implementing this type of system. You would really need to pay attention to balancing the inflow and outflow of items so that you are never really lacking equipment but also not overwhelmed with unused gear.sid67https://www.blogger.com/profile/16656756657483499337noreply@blogger.comtag:blogger.com,1999:blog-3249541406364691686.post-2740150518020390612008-05-05T14:18:00.000-07:002008-05-05T14:18:00.000-07:00I generally agree with your analysis and I like yo...I generally agree with your analysis and I like your plan to fix it. The one thing I'll add to this is that your plan will allow the hardcore and fastest of players to speed through the content presently avail at an accelerated rate (faster than we see now). Thus, the game maker would have to know that content updates would be needed at LEAST every 6 months (new areas and new equipments) and/or design a new system of end game content not relugated to gear progression.<BR/><BR/>This would mean more 'work' for the game maker. Presently, Blizz can concentrate on smaller upgrades to content to make them well polished and make the player go through the same content over and over again.<BR/><BR/>Anyway...this is one rat that would gladly try your new maze...Terroxianhttps://www.blogger.com/profile/08602369917584187355noreply@blogger.comtag:blogger.com,1999:blog-3249541406364691686.post-85675106830664441962008-05-05T14:14:00.000-07:002008-05-05T14:14:00.000-07:00Interesting. My thoughts kind of go back to some ...Interesting. My thoughts kind of go back to some of the old "hardcore" MMO's where when you died, it was a big pain in the butt. You could even lose levels if you died and lost enough xp. Wow really took the edge off of getting killed. Yeah, it is a pain to have to ghost back to your body, but at least you didn't get knocked back to level 69.<BR/><BR/>That said, this really seem like more of a middle ground. Yeah, loot drops easily, but what if you got loot on a fluke? (Insert crazy story about lvl 69 getting into Black Temple boss here.) He'd probably just put the item in his bank and never use it again. Just seems kind of sad.<BR/><BR/>But then again... at least he got to see the item. Again... interesting. I keep going back and forth on this one. I'd have to agree with you though, it probably could never be implemented in Wow.Leiandrahttps://www.blogger.com/profile/01538165503955317466noreply@blogger.com