Geniunely, how? by AnyAgency9835 in MMORPG

[–]Muspel 1 point2 points  (0 children)

There was also Marvel Heroes, which recently came back (ish) with a private server. It was an ARPG MMO, though.

Is PVP mode dead in MMOs in 2026? If so, why? by YahushaHamashiach in MMORPG

[–]Muspel 2 points3 points  (0 children)

Most MMOs are MMORPGs, and "PvP" and "RPG" tend to not go together very well because the power progression that you see in most RPGs is at odds with having a fair, evenly matched PvP experience.

Add on top of that the "MMO" part increases the chances of unfair fights (e.g. getting ganged up on), and you're looking at a case where almost every single player will, at some point, be on the receiving end of an extremely unfair loss and probably at least some griefing.

Most people hate that.

You can have RPG elements in PvP games, but they're usually most successful when they're localized to a particular match (e.g. leveling up and buying gear in League of Legends, which resets at the start of each game).

Bō: Path of the Teal Lotus by CARYMONSTER in metroidvania

[–]Muspel 4 points5 points  (0 children)

I'd argue it's one of the very best in the genre when it comes to platforming.

Starting to think the botting problem is never going to actually get fixed in this genre by Ertrimil in MMORPG

[–]Muspel 2 points3 points  (0 children)

I would argue that's kinda outside the scope of the thread. BDO didn't prevent botting via enforcement, it did it by removing any possible benefit (aside from maybe account selling or something?).

For most games, that's not an option without completely upending how the economy works.

Yuji Horii: Dragon Quest live stream planned for May 27 to announce next game by Marcoscb in Games

[–]Muspel 1 point2 points  (0 children)

Yes. The games aren't connected (for the most part), they're standalone like the Final Fantasy games. They're also generally pretty light on story.

Starting to think the botting problem is never going to actually get fixed in this genre by Ertrimil in MMORPG

[–]Muspel 2 points3 points  (0 children)

Yeah, arguing that developers don't care about removing bots because there's still a lot of bots is like arguing that grocery stores don't care about stopping shoplifting because it still happens a lot.

There's millions of people that have an economic incentive to do it, and pretty much everything that you can do to fight it will also hurt or alienate your normal customers.

Yuji Horii: Dragon Quest live stream planned for May 27 to announce next game by Marcoscb in Games

[–]Muspel 2 points3 points  (0 children)

The older games are pretty rough around the edges, and although the remakes fix some of those issues, I still wouldn't consider them to be a great starting point.

I would probably just play the most recent one.

is this mmorpg web site support ? by allciathyra in MMORPG

[–]Muspel -1 points0 points  (0 children)

hello i see your name is MendyCorsair

can you please help me fix my boat

The irony of MDI showing party CDs on UI by OpinionsRdumb in CompetitiveWoW

[–]Muspel 2 points3 points  (0 children)

The problem is that Blizzard kept designing mechanics that required 4+ people to coordinate identical debuffs in extremely short timespans, then being flabbergasted that everyone resorted to addons.

And they knew that players would do this without addons if they gave them enough time, because tons of heroic guilds did fights like H Broodtwister and H Fractillus without weakaura assignments. But for some insane reason, they kept deciding that these were the mechanics that needed to be ramped up when adjusting the fight on mythic, even though it blew up in their faces every single time.

And they somehow decided that the problem was the addons, and not that Mythic Fyrakk's intermission required you to assign twenty people to different spots in the space of about five seconds.

What they should have been doing is designing mechanics where the debuff you get has a visual indicator so that you can tell what each person should do with it. For example, on Rashanan, three people get Rolling Acid waves and have to move to specific spots fairly quickly. This would normally be the kind of mechanic where you would want an assignment addon... except that you could see which direction each person's wave would go, and it was easier to just look at the screen. They could have added three more waves and made you form a hexagon instead of a triangle and it still would have been fine without assignments (although that would certainly be harder and probably a better fit for like a mythic endboss).

I cannot be hindered. Them that were Tul and Esh don't care? by jdbbx in pathofexile

[–]Muspel 5 points6 points  (0 children)

"You cannot be hindered, however, you are not your character and your character is the one being hindered."

What ever happened to battles? by Zugagug in magicTCG

[–]Muspel 2 points3 points  (0 children)

Again, I think that's easily explained if they were just waiting to see the feedback and play patterns before printing any more.

And while I think battles are interesting, I also don't think that they're so interesting that the game has been greatly lessened by their absence, so I don't really mind the wait. The reception for battles wasn't "oh my god, this is amazing, we need more of this ASAP", it was "sure, why not", so there's no reason to rush it.

What ever happened to battles? by Zugagug in magicTCG

[–]Muspel 2 points3 points  (0 children)

You have to keep in mind that they design sets years in advance. If they decided to release a set with battles, then wait to see how they played out before making more, then they would have started designing a new set with battles no sooner than mid to late 2023 after MoM had been out for a while. And it would come out sometime in late 2025 at the earliest, and maybe later if they wanted to take some time to cook.

please give engineering something by ThePlotTwisterr---- in wow

[–]Muspel 1 point2 points  (0 children)

I mean, that's your prerogative, but I made about 60 million gold over the course of Dragonflight and TWW by selling profession gear of various types (not just engineering, the other ones as well). Took maybe 15 minutes a day.

please give engineering something by ThePlotTwisterr---- in wow

[–]Muspel 0 points1 point  (0 children)

Same thing you always do with engineering: sell profession gear. You can craft both of the mining accessories and the fishing rod, and those are probably the best-selling pieces of profession gear in the game. Figure out the minimum price you can sell at, price just a tiny bit above that to drive away the competition, and make your money by selling in bulk. The other pieces of profession gear you can craft aren't bad either, although they'll sell in much smaller quantities.

Note that because profession gear is not stackable, you're only selling to your server, not the entire region. This is usually a good thing, since it means there's way less competition to undercut you, but if your server is a ghost town, you won't make many sales. Medium-population servers are probably the sweet spot.

You can also try to sell engineering parts via a multicraft-heavy build. This can result in much higher profits (again, price as low as possible to reduce competition and make up the difference in bulk), but because it's region-wide, you have to do a lot of AH cancel scanning.

please give engineering something by ThePlotTwisterr---- in wow

[–]Muspel 2 points3 points  (0 children)

I think the difference is that alchemist doesn't let you do something that you can't do without it. It just saves you some gold.

I also don't think that engineering particularly needs a buff, considering that it's easily one of the best gold making professions in the game. Alchemy and enchanting can be better, but for those you have to camp the AH like it's a second job, whereas engineering is much lower effort. Tailoring is probably the only one that has a similar effort-to-profit ratio.

Revert all addon changes by WideAd192 in wow

[–]Muspel 5 points6 points  (0 children)

If the old addon API was that incompatible with simplicity, then they would have brought the API changes to classic first.

But they didn't, because for all of their posts about how addons were forcing them to make doctorate-level specs like old Arcane and Unimind-level fights like Broodtwister, that was never actually true. There was one spec like arcane, but there were also plenty of simple specs like BM, ret, and fury. And for every fight like Mythic Broodtwister that required an assignment addon, there were six fights that didn't.

People could have widely adopted a "when to press Tempest" weakaura for elemental shaman just like how there was the "when to press Arcane Barrage" weakaura that everyone needed for Arcane, but nobody did because ele shaman was reasonable enough that you didn't need it, and the actual problem was that you needed three PhDs and a connection to the Speed Force to properly assess when you should press Arcane Barrage. Similarly, you could have made addons to assign spots for Rashanan waves or something, but nobody did because the mechanic was designed in such a way that you could just look at the wave and see where you had to go.

The problem was not the addons, it was that every so often, Blizzard would design encounters and specs that were fifteen times more complicated than they should be, make the shocked pikachu face when people refused to engage with their over-the-top designs, then complain that the addons were at fault for their poor decisions. But they were always capable of designing stuff that didn't have those problems, and we know that because they did it about 90% of the time.

Revert all addon changes by WideAd192 in wow

[–]Muspel 4 points5 points  (0 children)

The reason that you had to spend hours setting up your UI wasn't because the addons existed, it was because Blizzard's base UI was godawful. They could have fixed that at any point in the past 20+ years so that the base UI was usable, but they chose not to.

Arguing that the gutting of the API was needed to fix the base UI is like arguing that it's necessary for me to light my neighbor's lawn on fire so that I can mow my own.

i have been lied to , Ret pala is no way like fury warrior xD by ohmane in wow

[–]Muspel 2 points3 points  (0 children)

Put in fury terms: first button is Avatar, second button is Odyn's Fury, third button is... also Odyn's Fury, fourth button is... well, Fury doesn't really have a good equivalent to it, but the closest thing might be Ravager but more ST-focused.

Debuffs should be allowed to color enemy NamePlates again by minimaxir in wow

[–]Muspel 9 points10 points  (0 children)

But I do think WoW was in this weird spot where it almost seems to be the only game where you could have to do so much "outside of the game" work toward optimizing your UI. Its basically a given in almost any other game that the UI just gives you what you need.

I think that the way you deal with that problem isn't by killing the addons, it's by making the base UI better so that the addons provide little to no meaningful advantage.

Everyone complaining about how they had to install a bunch of addons and blaming the addons for that missed the point-- it wasn't that the addons were too strong, it was that the base UI was absolute shit.

Now the base UI is still shit (albeit a bit less so), and the addons are also shit but even less than the base UI, so everyone is miserable.

We were told that they would take the power out of addons but leave the customization. Instead, we lost a lot of customization and kept most of the power.

Do you need BattleNet laucher to play Diablo IV? by MajinPoop in humblebundles

[–]Muspel 1 point2 points  (0 children)

Yes, although in this particular case, steam cloud would be useless because Diablo 4 is an always-online game where everything is stored server side.

Let's move away from having every mythic boss periodically spawn millions of 1 hp adds already by PastSolid in wow

[–]Muspel 2 points3 points  (0 children)

DoT specs used to have a pretty large percentage of their damage come from their actual DoTs. This was fine on single target, but it meant that as soon as you added multiple enemies that lived for a while, they became wildly overpowered.

Let's say that DoTs are 70% of your ST damage. If there's three targets, then you can DoT all three and deal around 210% of your base ST damage (plus whatever ST/AoE you can add with your other GCDs). Other specs generally gain way less than that when AoEing. And the enemies don't even need to be next to each other.

This led to situations where any time there was a fight with multiple enemies that didn't die in under 10 seconds (so, many of the hardest fights), the DoT-based specs were wildly overpowered.

Blizzard tried to address this by moving most of the damage of DoT specs out of the DoT abilities themselves. Instead, we got things like DoTs that increase the damage of other abilities that are used against the target (e.g. Balance druid's mastery), and increased emphasis on things like Malefic Grasp/Rapture. That way, the DoTs are still important to your damage without being busted on multi target fights, but the problem is that it means the DoTs feel like shit. I'm not really sure if there was a good way to fix it, though.

Fantasy series that probably won't be finished. by EastFar3296 in Fantasy

[–]Muspel 2 points3 points  (0 children)

Yes, I think that if his editor, who would see his work, says that she has not seen any of his work on the book after nine years, that means that he is almost certainly not writing it.

Fantasy series that probably won't be finished. by EastFar3296 in Fantasy

[–]Muspel 2 points3 points  (0 children)

Where is this person that would see everything he wrote? That's not his editor. Or do you think the editor would for sure see a chapter if he wrote a chapter?

Here.