2010-06-19, 08:47 PM
You know... aside from #3. The same could be said of every MMORPG that gets content ever; What online game in existence that lacks a true end has ever really managed to provide motivation for the cap besides stat maximization / epic boss/ raid content? How do you keep someone who's done it all going aside from giving them a new place their level to kill and grind at and once leveled past it, is back at square one?
Is it really fair to call it nothing on the account of it not doing something ANY MMO has really ever achieved?
For me, the thing that Maple has going for itself Isn't really endgame content, but endgame people:... finally getting to work with the other established end-game players to take down these bosses. Bosses. PQs/raids and perhaps PvP are usuallythe only major draws ANY MMO has ever had. They all involve other people usually.
But i think most people underestimate the value of other people in these MMOs, I mean, i loved grinding in this game when i used to play; i always had friends rooting for me and all. And i wanted to be even better for my guild's boss runs... I wanted to have a pro character so that when my guild or friends on the server needed an extra attacker for the run; even when i quit someone would message me on MSN and i'd log on just to help them out. I always loved the thought of being one of those players. When i think about why MS was worth it it always boiled down to people.
Thats why i think these balancing attempts are win = people are less likely to be left out... Thats why i think the PQ changes are win= some level 140 joining a 3x PQ to help out and getting much appreciation for doing so, and hopefully, the new HP totals and damage formula changes will make party grinding more appealing; cause grinding alone is boring, but having people there with you adds a great deal of value to the boring experience.
The elite mentality worries me though; trying to be better than everyone else and trying to be as efficient as possible: if you view the game this way, then yeah... every MMO will eventually have its well of amusement dry up as you try to squeeze more damage out of your toon and treat people as faceless soldiers to do "professional" runs by eliminating useless players by class. I'm not telling people how to play a game: that's just not cool, but i am saying that developers can only make so much to "conquer" in a game: New bosses, new PQs, even new classes they've tried and new SCROLLS to make players push stat building even further to give them more to do. If you're set on beating every aspect by any means possible while putting the people factor in the background. Then no matter how hard nexon or ANY MMO company tries... you'll end up perpetually bored.
Is it really fair to call it nothing on the account of it not doing something ANY MMO has really ever achieved?
For me, the thing that Maple has going for itself Isn't really endgame content, but endgame people:... finally getting to work with the other established end-game players to take down these bosses. Bosses. PQs/raids and perhaps PvP are usuallythe only major draws ANY MMO has ever had. They all involve other people usually.
But i think most people underestimate the value of other people in these MMOs, I mean, i loved grinding in this game when i used to play; i always had friends rooting for me and all. And i wanted to be even better for my guild's boss runs... I wanted to have a pro character so that when my guild or friends on the server needed an extra attacker for the run; even when i quit someone would message me on MSN and i'd log on just to help them out. I always loved the thought of being one of those players. When i think about why MS was worth it it always boiled down to people.
Thats why i think these balancing attempts are win = people are less likely to be left out... Thats why i think the PQ changes are win= some level 140 joining a 3x PQ to help out and getting much appreciation for doing so, and hopefully, the new HP totals and damage formula changes will make party grinding more appealing; cause grinding alone is boring, but having people there with you adds a great deal of value to the boring experience.
The elite mentality worries me though; trying to be better than everyone else and trying to be as efficient as possible: if you view the game this way, then yeah... every MMO will eventually have its well of amusement dry up as you try to squeeze more damage out of your toon and treat people as faceless soldiers to do "professional" runs by eliminating useless players by class. I'm not telling people how to play a game: that's just not cool, but i am saying that developers can only make so much to "conquer" in a game: New bosses, new PQs, even new classes they've tried and new SCROLLS to make players push stat building even further to give them more to do. If you're set on beating every aspect by any means possible while putting the people factor in the background. Then no matter how hard nexon or ANY MMO company tries... you'll end up perpetually bored.

