I wonder. I think there will always be a market for open world multiplayer RPG’s. Its just not easy to make. Its expensive. It takes a competent Dev team.
I say the MMO market isnt dead! Its just dormant!
I wonder. I think there will always be a market for open world multiplayer RPG’s. Its just not easy to make. Its expensive. It takes a competent Dev team.
I say the MMO market isnt dead! Its just dormant!
It’s not dormant at all, you would just not personally like the ones that are popular atm.
That is an atrocious way to develop a game.
I hope SoD works and people have fun, but if the only way we get Classic+ is to pretend to like something I don’t, then I’ll happily opt out, because the company that does that has no respect for their players.
Some would argue we know this already, but we got hardcore servers and that bought quite a bit of goodwill on my part.
Its not about pretending you like SoD when you dont. Its about getting decision makers at Blizzard to see there is a profit to be made from investing into Classic+. If SoD flops, the higher-ups at Blizzard will not see a purpose in sinking money into Classic servers.
SoM failed. If SoD fails, seasonal servers could end all together. I hope that doesnt happen.
If this were to be the case I would hope the lesson the developers would learn was that seasonal servers might not be what MMO players are really into, not that Classic is not deserving of attention.
A lot of people play MMOs for a long term experience, they get attached to their characters, even if they don’t go full RP. I’m sure if we’re not one, we all know someone who is. These people have no attraction in a seasonal server.
I know this because I am one. And I play with quite a few.
Conversely, if SoD is successful I also hope Blizzard learns everything they wanted to and use that knowledge wisely.
I will not play SoD for even a single second. I have no desire to touch such filth.
If SoD is the future of seasons, then seasonal servers should, nay, must end
It would be ridiculous though, since all they have to do is release vanilla fresh every once in awhile, with optional MINOR changes.
Anyways. To steer the topic back to mob health. I implore the Bliz dev team to add more hp to the world mobs. Make it a grind. Dont let us tear packs of mobs apart with ease!
nah they’ll never do that. you’re gonna have your hack ‘n’ slash diablo game where everything falls like toilet paper enjoy the clown fiesta.
It will be interesting to see how far they go with buffing mobs. There are certainly some areas that are extremely deadly already and even with our extra power, over-pulling in those places will still kill plenty of people.
I just don’t want them to go too far to the point where every normal mob is a 60 second engagement. If they’re treating each level band as its own ‘endgame’, then we should be able to progress to a point where regular combat feels easy.
I also don’t want stuff to be a total faceroll, and the beauty of those level bands is they’ll have tons of data on what is and isn’t too much moving forward. Level 25 will be a big testing phase for this kind of thing.
I’d like it if they started with something like a flat 10% increase on mobs lvl 1-10, increasing to 15% at lvl 10 then again to 20% at lvl 20+ as I don’t expect we’ll have full rune power until then. From there they could fine-tune mob difficulty depending on data/feedback.
I’d also like to see them implement a buff on enemies 5+ levels higher than our current cap which makes them infinitely stronger to deter sweaty behaviour farming high lvl mobs for materials/BoEs before they’re usable.
You definitely need a hug. And to chill just a bit. I’ll save the touch grass advice for later.
Exactly. Anything resembling level scaling should be completely off-limits, as well as all related items.
Seriously. What is the point in giving players more abilities to do more damage and then making the encounters just as long? More danger is one thing. But longer, more tedious fights just negates the cool stuff they’re doing. And, again, with a focus on fun…is even more eating/drinking making the game more fun?
Longer fights mean you can go though your rotation. It also allows the mob to do their attacks and abilities. It allows adds who roam to become something you have to calculate. Now of couse we dont want 60 sec fights - thats not a thing. But I dont want to see fights shorter than what we have now in Classic. Mobs need to be a threat to the player.
A bit of downtime between fights is a necessary hardship. It slows the players pace a bit, allowing you to take in the moment. It stops wholesale farming of mobs, which isn’t immersive; doesn’t inspire a feeling of being in a dangerous world.
Players should have to be aware of pathing mobs, groups of mobs, and elites. Players should have to consider the strength of equal level mobs. If too many surround you, you should be overwhelmed and killed.
Hence the word ‘more’.
By the way, you can’t really talk about authentic Vanilla gameplay when there’s 17 layers and insane dynamic respawn. It’s not the same. Mobs spawn faster than you can kill them. Blizz has already radically screwed it up that experience.
They removed layers on era
The world is packed!!
Only HC has them now.
SoD should be fast paced, if anything, scale the gametime speed up by 20%. it’d still be too slow imo. just make it faster than classic, but not too fast like diablo 4 killing mobs
What does this mean?
this means, like speeding up your youtube video by 20%. essentially the whole game/world/time ticks 20% faster. 10 secs irl would be 12 ingame wow
The game ticks at 1:1 with IRL…
How would faster clock impact anything other than make it hard to align times? It would have zero impact on kill speed or anything like that.