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Dont play MMOs,
It tend to be cancerous and RPG tend to head p2w, rarely you'll find as good as World of Warcraft in long terms run.
It's this expectation that you need to grind though, to 'slog through the boring stuff to get to the end' that irks me. Stuff like solo questing because the quest mobs don't have shared loot, or because your friends are all different levels or stages. It doesn't matter if it's Vindictus, WoW or Runescape, they all had their end-of-grind rewards where you got to go on a special quest or hit a milestone, but it's maddening the amount of repetition one has to go through to get there. It's more fun with friends, but god, they still haven't figured out a system that lets people of different levels play together, and when you're leveling alone to catch up to someone, it's just as bad as anywhere else.
Some games are about the journey and the experience leading up to the destination. In an MMO, the journey is the painful part you muscle through to get to the destination so you can finally start having fun.
He made some good points and said a system where RNG is better but I disagreed as I believe RNG ruins games.
If you can think of another way which can make players stay subscribed, not gear to the max and is fair, please share it.
As it is now, the tomes are pretty much the only thing that keeps suckers like me and a few other thousand logging in each week so we don't fall behind the playerbase.
I feel your pain on this one. I used to play Vindictus. If you want to gear up in that game, you're looking at running and rerunning raids and dungeons for about a ~2-5% chance at a fifth of a max-level weapon (it used to be less, clocking in under 1%). But since it's the only way to both earn money and gear up, people ran... every day. That's not even counting enchants which drop separate, or enhancement which has a chance of breaking your weapon the higher you go and making you start from zero. I still did it because, hey, I enjoyed the combat, but god, the grinding was absurd, and that's saying something considering I was lucky.
But here's the thing, and you brought it up, how else does a company get players paying 15 a month, or repeatedly logging in to spend money on their shop? If there's no reason to log in, there's no reason to spend money, and goodness knows you can't have someone "finish" the game by maxing out everything and leaving nothing to shoot for, because that's a lost customer too.
You can't even say that the supreme answer is PvP, because not every player even likes PvP. But creating enough fresh PvE content to justify a minimum ~40 hours a month would be ludicrous.
Whatever the solution is, the MMO genre has not discovered it yet. For someone to invest over 1k hours into a game, they have decided that some of that time needed to be padded, because trying to create 1000 hours of unique content that's not simply a hard mode of something else is an impossibility; you'd have to have writers working around the clock coming up with new ideas, a world large enough to implement them all, and a quality control team that could ensure every single one worked. It's just not possible, and yet that's what it would take to demand 100 hours a month playing. Some games like RIFT tried dynamic events, or Guild Wars with its world bosses, and yet despite genuine effort, there's still just not enough to do unless you make people do "daily" quests to pad time.
Procedural generation of questlines is the only thing I can think of. But trying to get an AI who can not only generate enemies, but also a plot is something reserved for science fiction at this stage.
Oh come now, you don't play MMO's for ten years and not know what a skinner box is :p.
Heck, I wrote an essay about it five years ago in college.
You can run the dungeon 1000 times, play for hundreds of hours and potentially never get that weapon/drop but then some beginner joins your team and gets it first try, how does that honestly make you feel? Especially since mmos are generally not made for the gameplay aspect and it's main stigma is gearing up/collecting items.
The only solution that I can think of is fun, a fun MMO where people can actually socialise on and relax, no restrictions, no gear advantages, just pure skill but I believe a pure skill MMO would require a superior input method depending on the genre.
Pvp in global skill cooldown mmos are usually terrible, it's not fun, at all and of course a lot of classes are extremely unbalanced, some can push you off cliffs while some can run and shoot at the same time so you have melee running after them trying to hit them etc.. No.
The only problem I have with procedural generated games is the fact it feels empty, no fun in completing trash quests most of the time.