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That's not really my point. My point is that it reuses old content in a way that benefits the player, in a way that mabinogi can replicate. Any game will seem like it's not built for longevity when you play for 11k hours.
I don't think their point was that the game promotes 11k hours of play, as much as they're trying to tell you they're very familiar with what Warframe offers. I have 5k hours there.
A lot of what you're talking about players have chosen to skip/ignore in Mabinogi and Warframe. For instance, stats show only 30 percent of players bother getting MR 10. When Nexon saw similar stats, they introduced Blaanid, which made it possible to skip most of the 'old content' skill gathering, like skill books and page drops. Players can still opt out of that, if they want-- they just choose not to.
All of the points you make about 'gimping' dungeons reflect Mabi's particular pain points of players who are even lazier than Warframe players. For instance, we have the journal achievements in Mabi, which require doing all the old content on every difficulty. How many players bother with those versus afk in Dunbarton and turn off their journal so no one can shame them for it?
Talking about equipment without stat identity and weapon variety is definitely ignoring Warframe's meta, which typically comes down to half the playerbase using a currently high damage setup.
I can continue on, but while your comparisons are interesting, a lot of them underestimate how different the player demographics and types of players are who play the two games. Nexon well knows about Warframe: that's why First Descendent exists. But personally, I think Devcat and Nexon have all the data and stats they need to make intelligent decisions about the game for THEIR playerbase, it's just upgrading the engine likely has more precedent right now. Anything you're writing about here may be reflected in Eternity.
Also, I don't think this is the proper place for feedback to devs. Maybe write a ticket or go to the official discord?
Last week I did a daily bounty and got a riven mod, after unveiling the riven mod, it was for the Opticor, that's a pretty old weapon, but I like that it's a big cool laser that punches through enemies. It also has a fairly high disposition, so my riven is going to be pretty strong on it. I decided to spend the week using the weapon so I could upgrade it enough that I could do this silly build. Because it was weak while grinding, I had to play differently to still contribute to my squad's damage. After finishing, it's both a fun weapon and does enough damage to be meaningful in steel path. I decide to go into Duviri, a game mode that gives you random equipment options, sometimes including ones you own and what do you know, it's my Opticor. So now I can use this weapon I just built in this entirely different game mode.
I just spent a week's worth of my playtime on this side project no developer intentionally put in the game, this was all my idea, my build. This is the kind of experience I want to have in an MMO, a game that presents me with a new idea, gives me a reason to spend time on it, then rewards me for the effort. That I think is core to a live simulation game like Mabinogi.
Oh I dont think any dev will ever read anything I write. I dont want to join the discord just to post a 3 page essay about my opinions, worry the mods with my psychopathic behavior, then leave because that would be rude. Nor do I want to throw this into a web form and never see it again. Any feedback they’re gonna read will be in Korean or Japanese. I do have a mental illness that makes me think about mabinogi several times a day and I wanted to get this out and at least talk about it.
I do appreciate you reading the whole damn thing and replying though.
Anyway, I do agree that my wants for the game are probably way different from the typical Mabinogi player. And while Warframe has a meta, in my opinion it’s a soft meta. And you’re right, I did ignore Warframe’s meta because Warframe allows me to ignore it and still do difficult content like steel path. My big point is that you can find a way to run pretty much anything if you put your mind (grind) to it. That’s the kind of gameplay I like. Which admittedly is antithetical to the way 00’s MMOs like Mabinogi are designed.
I understand this and I thought I had implied that its ignored because it’s unfun and worthless to do. Gimping the dungeons and Blanaid is a necessary evil. My rant is just a lamentation on how the original game’s vision was lost in the process. No matter how you cut it, the legacy questline being a miserable solo slogfest is not great for on-boarding a player. It’s not even that they're lazy, it’s that it’s a lonely, slow grind nobody was ever meant to do.
Unless you count 2013 beta Warframe, the grind does not remotely compare to Mabinogi. I did want to highlight that they completely redesigned the intro questline, rather than just add a skip button. I hope eternity can do something similar.
- Feature Creep
- Heavy Reliance on RNG
- Lack of Vision
There's other issues I could list about Warframe, but my points are that Warframe has it's fair share of issues.Releasing new/innovative ideas/mechanics/gamemodes and not doing anything further with them, and constantly trying to chase the newest big thing, before even fleshing out the thing before it
Game did not value your time. You could spend hours farming for items, mods, etc. all of which had % rng values that dictated if you'd get said item. (recall the mods that'd have a .005% rate of dropping?) These days there's still rng, but it's a lil better with modern things have a sorta token system.
As much as I love Steve (the former Creative Director) he was a dreamer, and this left Warframe with many, many unanswered things in both the lore and the setting/story of Warframe. For example; When I took a hiatus from Warframe around 2020/2021, a warframe called Yareli came out, and (story wise) it brought up many concerning questions that just felt to conflict with the whole lore/concept of Warframes.
Another thing that you should take into consideration is that both Mabinogi and Warframe are two very different games. Yes, they are both online games with multiplayer aspects. Yes, they are both older games at this point. But that's really it.
I do think it's a little unfair to compare an actual MMORPG (Mabinogi) to an Online 3rd Person Shooter with RPG elements (it's not even an mmo).
Whilst that's not to say you can't compare the two, you have to take their stark differences into consideration when looking & comparing at what element(s) you'd like to see in each game.
You're missing the forest for the trees here. I took some very specific things Warframe does well from a live service RPG standpoint, and applied them to Mabinogi.
RPGs are gameplay agnostic, it doesn't matter that Warframe and Mabinogi are completely different genres. They follow very similar patterns of building a character and gathering resources for progression.
Forget that I mentioned Warframe altogether - I regret that I spend so much time on it, clearly it's distracting from my points - do any of my suggestions not make sense in the context of Mabinogi?
Good such example is your viewpoint on Warframes Rivens and Mabi's Reforges.
Yes, both provide a general rng increase in stats which boost a users weapon. They're similar in that regard, however this is what I mean in by which the manner doesn't align.
Rivens in Warframe are primarily used as an incentive for players to revisit old weapons and find new uses for them to be competitive with more of the stronger/meta weapons.
Whereas Mabi's reforges simply provide an upgrade stat boon, reforges aren't designed to make older gear more effective anymore than they do endgame gear.
Even if they were (as you suggested), people will most likely hoard any reforges earned and use it on late/endgame gear regardless, as you don't often see new players going through the hassle of fully upgrading, erg enhancing, enchanting, and/or special upgrading beginner gear to begin with (disregarding story or events), despite blacksmith and special upgrading being pretty simple/affordable. Only way to convince players then to want to spend the mats, time, money, & resources on upgrading lower tier stuff is if said lower tier gear can grow to be as comparable to endgame gear, which (if it was done) would most likely upset majority of the playerbase, and defeat the point in really farming or working towards endgame gear to begin with, as you could gain the same stats with weaker weapons earlier on.
They can, but they also don't. For gear it works completely different in these two games.
In mabi, you can have different loadouts you can sorta hot swap between to change your playstyle, but the gear progression in mabi is very much linear, and more stationary. You wouldn't often find yourself in a situation wanting to swap out your enchanted, upgraded, erg, ego'd, R1 Reforged gear for lower, less powerful gear. In mabi, the only difference gear of the same class type have between each other is just their visuals (ie. how they look) and their stats (ie. base stats, are they upgradeable, enchantable, erg compatible, etc.).
In warframe though gear offers other factors such as their built-in mechanics, how they're modded, how they feel to use, etc. No two weapons in Warframe really feel/act the same, whilst in Mabi a 1h sword will always feel/act the same as another 1h sword, a lance will always be a lance, etc, etc.
It's that difference in nuance in how each weapon handles and feels for the user that makes them even want to invest time/resources at making them better (which is also where rivens comes in). There is no incentive for Mabi players to want to revisit old/dated gear from that standpoint, as they don't have such a thing.
Which is fine, as it would be unrealistic to ask Mabi devs to make each weapon feel unique to each other...
..but that's why I'm reinforcing that just cause Warframe and Mabi share RPG elements, it's not always fair to compare the two when pointing at one as the solution for anothers issues.
I should also clarify that I'm not arguing against changes to be made towards the Reforge system as (I'm sure we all know) it could use a better rework, but the ways in which you're proposing I can't see working as well as you think it would in an MMORPG such as Mabinogi.
I agree that just giving reforges a disposition mechanic would not be effective, since weapons of the same type play the same. I bring this up when talking about weapon identity. It's essential that weapons do more than just apply their stat block onto enemies. It would also be very unprofitable, since nobody would bother farming the most recent weapons if they could just use a broadsword with busted stats.
It's unreasonable to expect devcat to remake every single item to have some sort of gameplay quirk, but adding them to new and a couple old weapons periodically would make progression a lot more open ended, without disrupting development. I also like the idea that development time spent on those weapons wouldn't be wasted with subsequent updates, which is how it works in the standard MMO power creep model.
Of course, unless they say they're going to radically change gameplay in Eternity, all of my ideas are fantasy, I can't imagine they'd be able to add weapons with compelling quirks without rewriting the entire combat system. I do however, think adding random alerts would be doable within the existing game.
I just personally don't expect a 17 year old game to make such drastic changes, but I will be pleasantly surprised if they ever do.
I'm no grizzled vet, but I was playing when the game first came out in the US, so I know that it's unlikely for anything to change. The one spark of hope I have, is that they've been modernizing things in the game since the beginning like UI and auto pathing, so they're been taking steps into changing core things like that. I have some suspicions that the back end of the game is so difficult to modify without breaking, that core changes take way longer than just making a new feature.
I'm just gonna wait and see how Eternity goes.
I have seen the UI changes and heard of the auto pathing. No doubt changes being made in preparation for their Unreal engine switch.
And yeah, I can't imagine the amount of old code that's holding their game together.
I've done well to temper my expectations, (especially in this day/age of gaming and state of most mmos). Mabinogi has been (and still is) one of the most unique mmo's I've ever played, and I do hope the Eternity project sheds new/fresh light onto it, but only time will tell~
2 I am kind of for this at least for the celtic and later weapons. Why those 3 and not the before ones? You can get a celtic weapon for free after I think G15 or G16. It is annoying and it says in the lore that it is a rewriting of the lore but the reward is a free celtic weapon.
3 Weapon leveling will be used to make the end game weapons even better. Even if you put it onto only celtic weapons the objective best might move back to an entirely maxed out celtic weapon again instead of the ruination weapons.
4 Nexon did revampl old content 3 or 4 times already. The last time was most likely to make it so we can just speed thruogh it all to get to be able to do techs with the rest of the population of the servers. Yes servers as the last server merge did not happen yet.
Now for how to make the story better? Do what they are doing with Chapter 7 ( G22 through G25) that is saying go closer to the mythology instead of putting a nexon spin onto it. Yes it makes for much more dialog but the story makes more sense why stuff is happening. They kind of did that in G1 through G3 before the first story revamp.
For Matchmaking there is already a find a party system would be nice as yes it is already in mabinogi. The issue is no one uses it as it s easier to find a party with party sign instead of a party listing.
I highly doubt Nexon will do anything to hurt their profits. So gacha RNG, gacha having the subjective in Nexon’s mind best fashion, Nao stones, etc. wills stay. I do wish that the pet shop went back to having all the pets again instead of time release pets depending on the time of the in real life year it is. As even though they are marked as “limited time” in reality they are a time of the year pet or partner thing in the web shop.
Another thing I wish Nexon would add is a way to get partners to be stronger. There is an entire skill set around getting pets stronger but after you hit partner level 200 they stop getting stronger which makes the newer pets the better option if you want something to fight beside or for a tank or to take the aggro off you during skill cool downs.
A way to summon a partner and a pet would also be nice but in that it would be kind of balance breaking. As a partner is a character before arcana and for most of them without music buffs it would increase the effective party from 8 characters to 16 characters and 8 pets. 8 of those characters being controls by the game AI that you can customize in game. Why would that be helpful? For people who have yet to reach end game and for people who are still struggling with the story missions.
Now like I do agree revamping world raids would be good as it most likely is not made for 1 person without buffs of any kind to kill a world boss for whatever it drops. Maybe if mabi was single player I could see people having that much power but thankfully as mabinogi is a MMO world bosses should not be solo able bosses. Implementing something like 1 person can only do up to 90% of the world bosses hp bar would be a simple fix for this. As that would only apply to people trying to solo a boss not the parties that change channels eto kill the dragons together. Yes it is a way to force people to play with others but it is a MMO the reason for MMOs is to play with others.
The part I really ope they fix in the Eternty Project is the air commerce gliches and bugs. Go to any mabinogi streamer on I think Friday and they will have an air commercing thingy. At least 1 of the 8 or more people in the stream will get the bug of they cannot move nor use any skills until they log out and log back in. Another one that will happen is the wyverns and/or red dragon will spawn above where the air can aim.
Most of the time it is in the cor area that those happen but not only there as for me I have had it happen around filia and around qillia camp. Wierdly never in the phsis place.
Now to adress his thing of “content creep” that happens in every MMORPG that newer content gives better stuff than older content did. Just be happy most of it you can now buy on the auction market
OG players returning have the same issues as new players, that's why there's so many posts here from confused returners.
I've been paying a lot of attention to the QoL updates, but none of them have really restored the type of gameplay I yearn for as an old player. As you've seen, there's no gameplay hook for new players, they just try their best to have players catchup ASAP.
No QoL update will fix Devcats reductive game balance, instead of remaking or tweaking old mechanics, they will remove or cripple them into triviality. This is because they are working on 20 years of tech debt on a proprietary engine, where any retroactive change is like playing jenga.
An example of this is that you used to have to fight enemies with a high "Combat Power" to rank up skills, this became both confusing and broken as powercreep and catchup mechanics made it difficult to make any skill progress unless you were constantly doing difficult content. Instead of coming up with a new skill progression system, they removed it from the equation entirely. Any joy from grinding a non life skill is lost, and rips any motivation to do higher level content. Now progression is about feeding gold and resources into machines that adds minute stat increases to your equipment, which is not reason I play any RPG.
They have an immense opportunity with the Unreal 5 update to fix these old systems, but until then I wont be playing. My best case scenario is that they release it in a G3 state and carefully add back content. But they already promised character transfer and their intent seems to be to replace this version of mabinogi seamlessly. So it's more likely to be a 1:1 port than anything else.