Yeah I definitely think the fact that they have to put all these fights publicly to test them is not a good thing since it means that there’s no sense of how do we overcome this everything is already strategized and determined the minute it comes out.
If anything this game is a textbook example of what can be done differently
I haven’t played non-trinity MMOs but I fear that this would only shift the problem around a little bit if the game isn’t doing something that makes people want to roll with builds that are more tanky or utility-focused. The biggest challenge in my eyes, trinity or not, is designing the game such that those roles are just as desirable to play as DPS.
I’m a bit torn on this; I love situational abilities that don’t really need an action bar slot, but feel really good to have on the odd occasion they’re needed. It’s just so much nicer than having to make do with something more general-purpose.
Yeah I definitely feel the sweet spot would be around 20 active abilities that you press regularly. Preferably less but that would be the upper bound there doesn’t have to be 50 abilities on your bars for it to feel good or complicated and I think one of the worst myths in this genre is the idea that things need to be overly complex in order to feel rewarding
We don’t see a soul anymore in these new MMOs, we see a better graphical version of Wow with the same dull and lifeless grinds we have been doing for over 17 years.
we need innovation. We need people with a passion to make these again. even Wow is suffering from a lack of passion from Ion who spend most of his time designing raids for a niche group of players who only log on to buy tokens and wipe until they near a complete mental collapse. that is not fun it is a waste of resources while the rest of the game suffers for it. Ghostcrawler MMO needed to be simple and fun, that is the foundation you should build on. if it fails?. well, keep innovating and building until it starts to be a fun game.
Go play Destiny 2 for a bit, you’ll see what I mean. It’s all pretty much viable because the encounters aren’t designed around absolute DPS checks. My main on there is a tanky titan, but I still do pretty much the same dps as pure dps do, I just don’t burst as frequently.
Well sometimes you have to rip the bandaid off and get it over with. That model is dead-weight in 2022.
Exactly, Diablo 3 pulled off complexity just fine with only a handful of abilities. So does Destiny 2. They shift the build diversity around with gear, skills slots, weapons etc.
All in all, yeah, traditional MMOs are mostly on their way out now. There will always be that million or so that are diehard about them and will play them till the sun turns into a red giant. But for big companies, it’s mostly not worth the risk/reward anymore. You can’t put out an MMO with even vanilla WoW’s amount of content and expect it to work anymore. Player minimum expectations are far too high now for the minimum amount of content and things to do. Now couple that with the higher demand for graphical quality, voice acting, cutscenes, etc, and you’ll quickly see why it’s a scary venture for big studios. Look what happened to SWTOR… They dumped hundreds of millions of dollars into a good MMO, that flopped within a year. We’re talking freakin STAR WARS and it still flopped… It wasn’t a bad game at all and was actually quite enjoyable, it just didn’t have enough content to compete and players were not going to wait years for them to add it in.
I think a big issue with that though is that people are too endgame focused. Like if you had a MMO with barely any raids and such, people would riot whether or not that was the focus; they are so ingrained to the wow style that it’s all but expected to have a focus on endgame activity, and that’s also why WoW has declined because they have only focused on endgame.
That’s the double edged sword. People keep trying to recreate the peak of WoW, and want to attract WoW players rather than do what they think will be good and let it stand on its own merits.
Yeah, the dulled out double-edged sword. The model needs to be broken and started from scratch. Even from a corporate standpoint, trying to retain a small million or so gamers that cling to a nostalgic model from decades ago, is a downhill slope, which we know is definitely the case(it was highly evident in WoW subs before they stopped showing the sub count at the tail end of the bell curve). Reinventing the model runs the risk of losing your million diehards, but if you do it correctly, you might attract ten million new gamers that hated the old model. It’s a high risk and potentially high reward situation, that I’m sure they’ll have to address at some point in the future.