poiumty said:
Sorry but it's pretty obvious you have neither MMO nor balancing experience.
A) This would just frustrate players. Death also happens because of accidental disconnects or just not being where you're supposed to, which is normal when you're relaxed. If it's a quest-based MMO and you die too much you'll run out of quests for that level and be forced to grind instead. That is a horrible situation.
And yes you can reward players for skill in an MMO. Ever heard of PvP? If you're better at something than another player, my guess is you got more skill. WoW's arena is almost an e-sport so no arguments about how it's more luck and gear-based than skill-based.
spartan231490 said:
WOW also shouldn't give such good gear just as rewards for quests. You should either have to keep running dungeons long enough to get the random drops
That is exactly what raids are, and if you would've played wow for enough time you'd know that. But running dungeons over and over is repetition, and no one likes repetition.
B) Gearscore was never much of a problem, at least not a gamebreaking one.
C) So your ideas on how to fix MMOs are a half-assed mechanic, can't be fixed, and can't be fixed. That's not much to work on, is it.
You can't provide viable solutions because you don't understand the problems. You should play some more if you want to gain wisdom on the matter.
firstly, I never claimed to have a massive amount of MMO or balancing experience. I would say that I do have a fair amount of balancing experience, but not in an MMO setting, so it's not really that applicable. I wasn't putting forth these solutions as the suggestions of an expert, just a fan.
I know that A would frustrate players, it would also make them be more cautious and "smarter." I played wow with the crappiest internet I can imagine other than dial-up, and most of my deaths weren't due to disconnects. Some were yes, but not all, and with work you could adjust the game to recognize when a player died because they disconnected, and not give them a huge exp penalty.
Personally, I would have found wow more entertaining if death had exp penalties, but I can see how some people wouldn't. As for pushing people to grind, that isn't always a problem. In most non-MMO RPGs(at least the ones that I've played) the main exp source is grinding, but the grinding is driven by quests or story so it's less onerous. If you introduced gear-based quests, it's a perfect opportunity to make grinding less onerous.
Honestly, the 25%-50% figure was pulled out of the air. 5%-10% would probably be more appropriate, but I wouldn't mind even a 50%, it would add weight to the decision to go try and complete a quest, or go into an instance. I like games that have heavy consequences for failure, especially failure induced by trying something that should be out of your league.
And I didn't say that you couldn't reward players for skill in an MMO, or at least I didn't intend to. I was trying to say that almost any skill based objective that you set, the one that gives the skill based reward, can be conquered without skill if you're willing to throw enough time at it. With the amount of time you see MMO players put into the game, this is a big problem for an MMO. I was suggesting that the best way to counter this is to introduce penalties for failure that make a trial and error approach too costly to be worth the rewards. Like the exp penalty when you die.
And I'm well aware that raiding is exactly what I said about gear, I was referring to the entire game, not just top tier, end game content. and I know it's repetition and no one likes it, which is why I suggested adding quests which reward the player with gear instead of extra exp.
Maybe I don't understand the problems, but I think I have a better understanding of them than you think. I never pretended to be an expert, I was just offering my opinion on ways to improve a game, in fact a genre, that I should really like, but can't really get into the way it stands.