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Author Topic: MMORPG: Mining Materials of Randomness instead of Playing a Game  (Read 2461 times)

Offline Brieg

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MMORPG: Mining Materials of Randomness instead of Playing a Game
« on: May 24, 2011, 07:55:44 AM »
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So i've been looking at mmos forever and one thing that has driven me to my wits end.

why is it EVERY game out there, free, little indie games i mean, practically forces you spend hours in a tutorial learning how to dig up ores, use tools, make weapons, and the like. gathering food to make more food, collecting various things left by monsters to do other crap with.

potion making is one thing, but come on.

Games should be about fighting monsters. Skills should be magic and speed, not harvesting and crafting.

so why is it EVERY game out there has these functions that are practically required or else you don't survive in the game world?

does anybody actually like this stuff? Who enjoys digging up face things to make more fake things out of? I for one like buying fake things that are already and using them to smash other fake things' teeth out.

the bizaare thing is this sounds like something that requires a lot of programming. mmos have to have a basic combat system, so why not expand on that instead of adding all this lame junk to it?

honestly its disturbing that programmers and designers out there have the talent and resources to make playable mmos and instead of creating epic fantasy worlds they make fun easy bake oven simulators.

i've dabbled in indie game design but coding is beyond me. if i had the abbility to make something half as good as any of the games out there, i wouldn't fill them with tools and raw materials.

i'd keep things simple. make your character, hub town(s) and a portal that leads directly to dungeons. that's it. thats what people want. at least what i want.


so does anybody actually enjoy crap like that?
anybody know why its featured in every game?
whats in your dream mmo?
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Offline A Forgotten Legend

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Re: MMORPG: Mining Materials of Randomness instead of Playing a Game
« Reply #1 on: May 24, 2011, 08:12:20 AM »
See, I usually am pretty horrible at the fighting part of games, so I like all that other stuff. o_o
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Offline zuhane

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Re: MMORPG: Mining Materials of Randomness instead of Playing a Game
« Reply #2 on: May 24, 2011, 11:41:46 AM »
You should get your hands on some other genre games with hints of RPG elements in them.
These can't really be compared to RPGs, but games like TF2 and Killing Floor reward you for
your hard work with unlockables and perks and the like. They're much more action-orientated.
I used to play MMORPGs, but they're nothing on some of the good games you can get on Steam.
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Offline HobomasterXXX

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Re: MMORPG: Mining Materials of Randomness instead of Playing a Game
« Reply #3 on: May 24, 2011, 02:59:28 PM »
So i've been looking at mmos forever and one thing that has driven me to my wits end.

why is it EVERY game out there, free, little indie games i mean, practically forces you spend hours in a tutorial learning how to fight monsters, cast spells, attack enemies, and the like. killing enemies to kill more enemies, collecting various experience points left by monsters to kill other crap with.

goblin fighting making is one thing, but come on.

Games should be about crafting items. Skills should be herbalism, and engineering, not stabbing and punching.

so why is it EVERY game out there has these functions that are practically required or else you don't survive in the game world?

does anybody actually like this stuff? Who enjoys killing fake things to gain fake experience to kill more fake things with? I for one like gathering fake things that are already and using them to make other fake things.

the bizaare thing is this sounds like something that requires a lot of programming. mmos have to have a basic gathering system, so why not expand on that instead of adding all this lame junk to it?

honestly its disturbing that programmers and designers out there have the talent and resources to make playable mmos and instead of creating epic fantasy worlds they make gnoll punching simulators.

i've dabbled in indie game design but coding is beyond me. if i had the abbility to make something half as good as any of the games out there, i wouldn't fill them with pointless enemies and fighting.

i'd keep things simple. make your character, hub town(s) and a portal that leads directly to the wilderness. that's it. thats what people want. at least what i want.


so does anybody actually enjoy crap like that?
anybody know why its featured in every game?
whats in your dream mmo?
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Offline HobomasterXXX

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Re: MMORPG: Mining Materials of Randomness instead of Playing a Game
« Reply #4 on: May 24, 2011, 03:01:14 PM »
Seriously though you're being pretty ridiculous. I have never played a single MMO where any of the gathering and crafting stuff is anywhere near required, or even that massively advantageous. Some people like to break up the monotonous grind of pretty much every MMO ever, which is a good thing. You're generalising to hell and back. What MMOs do you even mean? Did you just like, play Runescape and assume every single MMO is like that?
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Offline fruckert

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Re: MMORPG: Mining Materials of Randomness instead of Playing a Game
« Reply #5 on: May 24, 2011, 06:45:14 PM »
As Hobo just said, it's to break up the monotony.
Games where you do nothing but kill **** and dungeon delve for hours on end are monotonous as hell, and monotony drives players away.
So, the game designers put in little things where you can use **** that you've gotten from killing (i.e. leather), or exploring (i.e. herbs and mining), and make stuff that's practical and useful.
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Offline HobomasterXXX

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Re: MMORPG: Mining Materials of Randomness instead of Playing a Game
« Reply #6 on: May 25, 2011, 06:33:04 AM »
It's also worth noting you're in an MMO. As in, massively MULTIPLAYER. Pay other people to craft **** for you, hey presto you don't have to do any of it yourself.
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Offline Prpl_Mage

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Re: MMORPG: Mining Materials of Randomness instead of Playing a Game
« Reply #7 on: May 25, 2011, 07:10:27 AM »
Well, to be honest. If fighting monsters was all that players wanted... Why is WoW dropping in player activity?
In cataclysm they improved most dungeon systems. You put yourself in a que, get teamed up with people from any server and enter a dungeon within your level and equipment range. Then when you leave the party you get teleported back to where you were. This has lead to a pretty darn empty world. Everyone is hogging the capitol cities since you don't even have to visit the places where the dungeon is. Hell after a wipe there's always someone who wonders how to get from the graveyard back into the instance.

Also, most people online tend to do all these secondary things such as archaeology and their professions lately. Selling stuff for 50k gold and spamming the trade chat.


Games need a balance. Monter hunter 3 had a great balance like that. i could make equipment from items and improve equipment. I either went to some place to farm or I got into harder battles to get more valuable materials. I could fish, I can mine, gather mushrooms ect. It's all part of the game and pretty okay. It isn't demanded of you but it helps when you're trying to get that new 15 yard sword. Battle is fun and challenging, there is no exp or levels but equipment = stats and : stats = survivability. 'cuz let's face it. No matter how good you are at side steps and dodge rolls you're gonna need some better armor.
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