This game is being ruined by the random factor

zeruel1223 Profile Options #81

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Malpherian on 06/08/2012, 02:54 PM - view
zeruel1223 on 06/08/2012, 02:50 PM
Nisu on 06/08/2012, 02:33 PM
No grind in EVE Online?:
EVE Online is a game that's often lauded by players as having eliminated the grind present in other MMOs. However, it's clear that EVE still has a large amount of repetitive gameplay that can be considered grind. While nothing is forcing you to run missions over and over again or mine for hours on end, those areas of gameplay where heavy grind exists are very heavily used. When given a universe in which they don't have to grind, why then do so many players actively seek out something repetitive to grind on?

quoted from an article by Brendan Drain

With EVE, players choosing to grind is more about finding one's niche and specializing to maximize your return while minimizing time or effort. You dont have to "grind this then grind that then grind that". It's more like "you can do any of these different things, and stop doing any of them when you feel like it, and continually receive rewards while doing them".

edit: No RNG? What are you talking about? What are officer or faction modules then?


Well I don't really count Officer spawns as RNG because they are not player depreciated or caused, and there not actually random. Theres a formula that says 1 out of "a number" which spawn WILL be an officer spawn. Which is Not RNG since it isn't actually random.

With eve its more about circumstances for something to spawn special wise ratehr then random, but it sems random to players because the devs have a program that continually cycles set peramiters, so while not random you can't make them spawn by taking certain actions in a patern. (If that makes sense).

That's quite the pointless distinction to make if the distinction isn't apparent to players in any way, nor is the result different than if the drop pattern was to be truly random. The drops would still be going to players in a random way, because it is chance that determines which player will be in the right place at the right time.
Malpherian Profile Options #82

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CCPs goals for EvE online have always been sustainability and Longevity, , (More money over a long period of time)

Rather then billions of subscribers, short term life 5-15 years (More money in the short term less in the long term). Like WoW, Aion, Tera, Etc.

Tera has the ability to become, much like EvE in these aspects if the developes simply edit a few key details, and of course [filtered] a lot more content which is ever changing and growing open ended, rather then fixed once this is done it's done.

In Tera, What do you do after you ahve the best gear, plenty of gold, and every achievment?

You have 3 Options:

* Play Politics and Run a Guild
* Stand in your capital city spinning in circles singing I'm a little teapot
* Quit terra for the newly released MMO and Start the process over again.

In EvE this question doesn't even apply because there is no biggest bestest gear or ship, and there is No end. Thus solveing the issue of Lifespan for an MMO.

EME needs to Get with CCP and have a chat to figure out how to Make Tera's lifespan just as profitable and sustainable.
Malpherian Profile Options #83

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zeruel1223 on 06/08/2012, 02:59 PM - view
Malpherian on 06/08/2012, 02:54 PM
zeruel1223 on 06/08/2012, 02:50 PM
Nisu on 06/08/2012, 02:33 PM
No grind in EVE Online?:
EVE Online is a game that's often lauded by players as having eliminated the grind present in other MMOs. However, it's clear that EVE still has a large amount of repetitive gameplay that can be considered grind. While nothing is forcing you to run missions over and over again or mine for hours on end, those areas of gameplay where heavy grind exists are very heavily used. When given a universe in which they don't have to grind, why then do so many players actively seek out something repetitive to grind on?

quoted from an article by Brendan Drain

With EVE, players choosing to grind is more about finding one's niche and specializing to maximize your return while minimizing time or effort. You dont have to "grind this then grind that then grind that". It's more like "you can do any of these different things, and stop doing any of them when you feel like it, and continually receive rewards while doing them".

edit: No RNG? What are you talking about? What are officer or faction modules then?


Well I don't really count Officer spawns as RNG because they are not player depreciated or caused, and there not actually random. Theres a formula that says 1 out of "a number" which spawn WILL be an officer spawn. Which is Not RNG since it isn't actually random.

With eve its more about circumstances for something to spawn special wise ratehr then random, but it sems random to players because the devs have a program that continually cycles set peramiters, so while not random you can't make them spawn by taking certain actions in a patern. (If that makes sense).

That's quite the pointless distinction to make if the distinction isn't apparent to players in any way, nor is the result different than if the drop pattern was to be truly random. The drops would still be going to players in a random way, because it is chance that determines which player will be in the right place at the right time.


I wont disagree with this, but it also not a programed RNG like other MMO's have, if anything it is true random chance unenforced and definitely not designed as a money sink or time sink, since there is no requirement to kill said Officer spawn, and you can easily buy its drops off the market.
CommanderFrail Profile Options #84

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Malpherian on 06/08/2012, 03:07 PM - view
zeruel1223 on 06/08/2012, 02:59 PM
Malpherian on 06/08/2012, 02:54 PM
zeruel1223 on 06/08/2012, 02:50 PM
Nisu on 06/08/2012, 02:33 PM
No grind in EVE Online?:

EVE Online is a game that's often lauded by players as having eliminated the grind present in other MMOs. However, it's clear that EVE still has a large amount of repetitive gameplay that can be considered grind. While nothing is forcing you to run missions over and over again or mine for hours on end, those areas of gameplay where heavy grind exists are very heavily used. When given a universe in which they don't have to grind, why then do so many players actively seek out something repetitive to grind on?



quoted from an article by Brendan Drain


With EVE, players choosing to grind is more about finding one's niche and specializing to maximize your return while minimizing time or effort. You dont have to "grind this then grind that then grind that". It's more like "you can do any of these different things, and stop doing any of them when you feel like it, and continually receive rewards while doing them".



edit: No RNG? What are you talking about? What are officer or faction modules then?




Well I don't really count Officer spawns as RNG because they are not player depreciated or caused, and there not actually random. Theres a formula that says 1 out of "a number" which spawn WILL be an officer spawn. Which is Not RNG since it isn't actually random.



With eve its more about circumstances for something to spawn special wise ratehr then random, but it sems random to players because the devs have a program that continually cycles set peramiters, so while not random you can't make them spawn by taking certain actions in a patern. (If that makes sense).


That's quite the pointless distinction to make if the distinction isn't apparent to players in any way, nor is the result different than if the drop pattern was to be truly random. The drops would still be going to players in a random way, because it is chance that determines which player will be in the right place at the right time.




I wont disagree with this, but it also not a programed RNG like other MMO's have, if anything it is true random chance unenforced and definitely not designed as a money sink or time sink, since there is no requirement to kill said Officer spawn, and you can easily buy its drops off the market.
zeruel1223 Profile Options #85

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Malpherian on 06/08/2012, 03:04 PM - view
CCPs goals for EvE online have always been sustainability and Longevity, , (More money over a long period of time)

Rather then billions of subscribers, short term life 5-15 years (More money in the short term less in the long term). Like WoW, Aion, Tera, Etc.

Tera has the ability to become, much like EvE in these aspects if the developes simply edit a few key details, and of course [filtered] a lot more content which is ever changing and growing open ended, rather then fixed once this is done it's done.

In Tera, What do you do after you ahve the best gear, plenty of gold, and every achievment?

You have 3 Options:

* Play Politics and Run a Guild
* Stand in your capital city spinning in circles singing I'm a little teapot
* Quit terra for the newly released MMO and Start the process over again.

In EvE this question doesn't even apply because there is no biggest bestest gear or ship, and there is No end. Thus solveing the issue of Lifespan for an MMO.

EME needs to Get with CCP and have a chat to figure out how to Make Tera's lifespan just as profitable and sustainable.


I'll just wait until CCP or someone else implements most of EVE's features into a fantasy style world. Has an MMO done that yet?

Unfortunately, one thing that is amazing about EVE is the absurd number of star systems to visit and reside in, both in real space, and in wormhole space, you cannot possibly build a fantasy world that is as big as EVE's universe.
Ahicze Profile Options #86

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jeez guys, you signed up for a freaking asian grinder, did you really not know what a huge role RNG plays in them?

oh and fyi, I got +8 boots on my first try, +9 on my first try..both with blue fodder

clearly I am the most skilled TERA player in the world
Edited by: Ahicze 12 months ago
EaterOfWorlds Profile Options #87

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Tenkuro on 06/08/2012, 09:58 AM - view
...but I don't mind it because I know that when I finally do get it, I'm going to celebrate!


And what if, hypothetically, you never succeed? Two months from now, your bow is still +8, hundreds of upgrade attempts later. What then? The chance exists. I would have to do the math to figure out which is more likely to happen; perpetually failing for months on end, or +9ing in one go...
Kred3k Profile Options #88

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zeruel1223 on 06/08/2012, 03:14 PM - view

Tera has the ability to become, much like EvE in these aspects if the developes simply edit a few key details, and of course [filtered] a lot more content which is ever changing and growing open ended, rather then fixed once this is done it's done.


Tera will never reach the type of longevity or following like Eve, mostly because they are two radically different games that really can't be compared (themepark vs sandbox). If anything Tera will share the fate of Aion and L2, both games that I really enjoyed, but that were plagued by some design choices that pretty much killed them in the West.



zeruel1223 on 06/08/2012, 03:14 PM - view

I'll just wait until CCP or someone else implements most of EVE's features into a fantasy style world. Has an MMO done that yet?


I suggest you research ArcheAge; you'll be pleasantly surprised.
Edited by: Kred3k 12 months ago
Usagizero Profile Options #89

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Malpherian on 06/08/2012, 02:26 PM - view

Try playing EvE Online. All Creativity, No end game (or rather never ending end game), Infinite possibilities, and NO GRIND. because there is always something to do that is different then what you did 2 minuets ago, and anyone can play the game (To it's fullest) whether they be a 10 year old Veteran, or a 1 hour old noob.


You know what? EvE is the biggest pay to win game out there. I "played" it for a year or so and can't believe i wasted any money on it. No "grind" because nothing you do will advance you, it's click what you want to learn and wait, and when they get up there they take a long time to go up. No reason to even leave space dock, which few people do anyway. Monthly sub is what you pay for skills, it would be like if Tera had it so you could gain levels while logged off, but the higher levels would take a week or two each, if you played or not. Need "stuff"? Buy plex for isk.

Different things to do? Like repetitive missions, the fed ex ones you could set a course and go get lunch. Sometimes a ganker would sit just out of gate range and capsule kill you, but otherwise it was watch your ship for while. I have never seen this mythical "do whatever you want" bs that gets brought up about EvE. I did play Elite back in the day, so i do know the origins of it, but have never seen it. If someone enjoys it, good for them, but it's a mediocre game in my view.
Rhinosauce Profile Options #90

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Littleman on 06/08/2012, 02:20 PM - view
terabeta426 on 06/08/2012, 01:57 PM


Makes me wonder if there is an mmo bubble waiting to burst. When wow loses an enormous chunk of their subscribers (it will happen eventually i'm certain of it), how many of them will jump back into the same exact system?

... this all just seems unsustainable in the long run to me


It is unsustainable and inefficient.

I'm with you in the feeling that the MMO bubble isn't looking too good. Too many MMO's are getting pumped out and they all essentially amount to the same thing with a certain gimmick to set them apart. TERA's gimmick, it's combat, is wonderful, but it most certainly could have been much better.

Sadly, games that do follow the actual sand-box route get little exposure and gain little popularity, because frankly, developers don't seem to be capable of giving them that same shine themepark developers do for their games.


Most Sandbox developers are independent developers. Most theme-park developers are corporations that are only in the game for the money. I'll take an indie game like EvE over a game like WoW any day of the week.

Darkfall was great in its idea, so was mortal online, but they just didn't have the pockets to polish the product. When producers get involved, they are looking for a return on their investment, not a polished game.

On topic - RNG is crap straight up. I would prefer a situation like in Shadowbane where the random factor was fighting over mines; the mines produced resources. When you won a mine fight, you recieved x number of resources over the next 22 hours. But it was a static number of resources to make the equivalent of a +9 item. There was no guesswork to what was needed, only skill in combat to acquire what was needed.