Why mmos are boring
This is like complaining that you can't get into hard drugs. You should consider yourself fortunate. Mattmoo inactive View Profile View Posts. For me it depends on the MMO, and who I'm playing it with. Runescape has probably been my favorite one so far, lots of interesting quests. Wow isn't too bad though, it's actually interesting if you take your time doing the quest and storylines, it just tends to be quite grindy.
Originally posted by Black ginger :. O yea and the guild, I have tried to join diffrent ones but they never talk lol, hell talking to people randomly in the world results in silence or getting told to piss off.
Lovely, even when I reach the endgame on solo I can't do it without a guild? I'll play that. I am quite enjoying the game myself even though my main mmo I focus on is way different and I play 2 others casually like I am playing this.
So I love this is different and for me it is a breath of fresh air for playing casual. Play for a couple hours to unwind. Read the story and lore pages. They are actually pretty interesting. Grab a bunch of town board, faction, and quests. Go out, do stuff and gather.
Take a break and fish. Get into a brawl with other players. Head on back. Even in games like ffxiv, questing is still go here, do this, come back. So basically you wanted an option lvl up to 60 in 24 hours, is that? I find leveling up actually way too fast. The Scaling is not good enough to justify roaming PvP flagged and also the Item Decay hit is not to my advantage I adventure with gear in my bags that I can switch as needed etc. Dying in PvP sets me back in terms of Repairs and Gold…it is not well thought out.
All other quests I press Next next next accept, and open M to see where I have to go and read the small description of what I have to do. Since usually is gather this or kill that it has been easy and simple to do the quests.
Oh yes, I neglected to mention that I also enjoy reading all the various Pages of history and events and stories that we find here and there, amazing source for Lore and Role Play to set the tone and immersion. It is a misconception to think that just because they are made for massive number of players that it means they are also made for a massive variety of players. Nevertheless I agree of course that feedback should be constructive and concerns should be openly discussed and not shut down, all I am saying is that it is normal for some players to respond like that they have not been taught otherwise.
Also, this is a game where the players are making History and new Stories. As a sandbox player I prefer the Story unfolding Live based on player interaction, intrigue, the Lands Factional Politics and its Wars. Agreed, game is boring, and its because of the endless running objectives and not fun content grind just makes me regret purchasing this game.
Fishing is far more entertaining than doing missions in this game. So maybe it is time to just say good-bye to the traditional mmorpg genre as it tries to adapt to this new style of less than social player base? Here I thought I play mmos because I want to play with other people. Is this post really a long and subtle way of saying you think classic players are awesome and retail players are awful?
Yes, the way people socialize in and around games changed, probably permanently. People would meet people in the game itself, join a guild, hop into its vent, and so on — these people were not typically RL friends although may have included a few but people met in the game itself, or in extensions like forums and websites and the like.
A few things were at play in changing that. One is that social media became a massive thing, and online socialization became concentrated on the social media platforms. When people were playing games, they were socializing with RL friends in social media and therefore much less interested in socializing with people in the games themselves.
People arrived in the MMO game with a premade set of friends, often a premade guild, which effectively was a closed social group. Only very few did this in A large proportion did it by It was a massive shift. At the same time, apart from the changes in the way socialization itself happened around MMOs, the MMO genre was constantly changing to adapt to the then current experience of players in this game — which was becoming every year more streamlined, faster-paced, more competitive, and with more QOL functions to facilitate ease and speed of accessing group content without socialization being required.
These changes came about in part for QOL reasons in an established game, and in part to accommodate the kinds of changes in socialization that were already happening in the gaming world at the same time, but they also themselves sped up and catalyzed the de-socialization of the in-game experience to a large degree.
Other games had to be designed more or less to accommodate this because, as with other design features, because WoW was the million-pound gorilla in the MMO space, it formed expectations of MMO players, and so new MMOs which were designed with th expectation that players would socialize in the game like they did in failed, mostly, unless they quickly adopted the same kinds of changes WoW had done … because their players expected this, based on their time in this game.
And, finally, the rise of other game genres in the online gaming space — MOBAs and then later team shooters and royales — provided even more pressure on making the MMO experience something that could be consumed by players in bite-sized chunks of time, which, as a practical matter, means with very limited required social interaction i.
This was a competitive issue in the online gaming world at the time, and it has continued to be that way … MMOs were no longer the only, and frankly quickly no longer the predominant, online gaming form as the market moved to these other, newer forms of online game.
New World's engaging crafting and faction rivalries are held back by abysmal PvE and a boring world. What is it? Amazon's attempt at building an MMO. New World feels like it's been algorithmically designed to ensnare anyone craving a big MMO. It ticks all the boxes and, as a bonus, smartly takes advantage of the seemingly inexhaustible desire for new crafting and survival games. It ensorcels with its many progression systems and has this impressive ability to make chopping down trees at 2 am seem like a reasonable, even entertaining, prospect.
This is true of the early days, at least, when everything is new and the island of Aeternum stretches out before you, beckoning you to explore it.
But this is a game of diminishing returns that obstinately refuses to evolve, and with the honeymoon period well and truly over, I'm looking for an exit. With its beefy crafting system, open PvP, player-led wars and dynamic economy, it does so much right on paper, but the reality is a lot less scintillating: hour after hour of running through forests you've long grown sick of seeing, facing the same enemies over and over for most of those 60 levels, praying for any kind of novelty to liberate the experience from the doldrums.
Even though so little has changed after hundreds of hours of grinding, I still can't say I know New World. It is an MMO in desperate need of an identity. There's a colonial aesthetic and old world pioneers exploring a magical island that looks like a big North American forest, but the themes of colonialism aren't really explored at all.
It's just cosmetic. And the PvE quests and quest-givers that normally do the crucial work of fleshing out an MMO setting do nothing of the sort. New World's quests are dire. It's the same handful of mindless objectives and just as few enemy types repeated ad nauseum, with a structure that invites exasperation. Instead of popping into a settlement and grabbing loads of quests for a specific area, you'll grab a couple, run all the way across the territory to kill ten bison, and then run all the way back.
As a reward, maybe you'll be treated to another quest, sending you back to that area once again. With no mounts and a fast travel system that charges you currency with a fixed cap, you'll be doing an absurd amount of running around.
If Aeternum was the kind of place that inspired exploration, this might be less of a pain in the arse, but these journeys are devoid of interesting diversions. Aeternum is a pretty place, certainly, and for a long time I was happy to slowly saunter through its forests and swamps, admiring the natural world and the occasional ruin, but there just isn't much variety.
It's very plain, too, absent the kind of spectacles or surprises that make areas memorable. Combat is in a similar situation, where the choice to use an action-based system instead of rows of hotbars is initially very welcome, but quickly runs out of steam. Things do get a bit more challenging as you approach the endgame, encouraging you to engage with the system more, but for hundreds of hours you'll see little growth.
When you level up you get more points to put into your strength, dexterity and so on, but each weapon type also has an experience bar, as well as two progression trees with three abilities each.
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