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> MMO Play time, time spent to play
Anigav
post Jan 11 2007, 09:53 PM
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Hmm, yeah, that would be helpful to deffine abilities and skills. Although we are just talking in general terms.
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RicoSuave
post Jan 12 2007, 12:51 PM
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Why not make it so you MUST be logged off to accomplish something? Why not make it so that in order to level, or complete a quest, or whatever we decide on, the character needs to take a long boat ride (8-12 hours, w/e) and not be able to do anything else?

Thoughts?
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echorev
post Jan 12 2007, 01:06 PM
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im not sure about most people, but if i got a game i'd want to play it when i wanted to play it, and not be forced to wait until the game is ready for me to do something. if i devote twice as much time into the game as someone else, then there should be SOME bonus for me, and I shouldn't stay at the same level as someone who only spends half the time. This said, the person who only spends half the time should not feel like they are progressing so slowly that they will never catch up with someone who spends more time. however, i don't feel like mandatory rests are the way to do this. instead of more time played inciting detriments, maybe people who play less can get certain bonuses to help them.


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Maxwell
post Jan 13 2007, 09:15 AM
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I am on both sides for this subject. I love the Idea of making the players have down time, but I also hate it. Down time would be nice because that would allow some of us with busy lives feel like we can still play and be competitive every time we play. While on the other hand as Drizzit said, what if we have down time in real life and want to play 20 hours straight.

I am unsure of any good Ideas for this, I like Echo's Idea of having bonuses for both downtime and playtime, so no one feels left behind. I think the forum about leaving the world and scripting is a good Idea that could solve this problem. It gives the players that can't play some standing and makes the world seem less empty, while on the other hand it give the hardcore players a chance to play as long as they want. Just my idea of a solution.

This post has been edited by Maxwell: Jan 13 2007, 09:19 AM


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Zhiroc
post Feb 21 2007, 08:28 AM
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I've gotten to the point that I won't play a game without real-time advancement (RTA). The grind for advancement IMHO turns into a crutch for content and fun. Take a standard MMOG, remove the advancement grind mechanism--is there anything left to do?

I don't care about the argument that whoever is there on day 1 has the advantage in skill points. The fact of the matter is, someone is always at an advantage. In a standard XP game, it's the person who can play the most without getting mind-numbingly bored.

The next consideration is why there is a race for the most skills? Is there a player vs. player competition where this makes a difference? If there's a lot of PvP in the game, then I suppose there's a point. But if you think about it, normal XP systems give the top players two advantages: by playing more, the player is better at the gameplay mechanisms, and then you top it with more character skill. RTA simply removes only one of these two advantages. And I'll point out that one of the best PvP games out there (not to my liking, but I think soundly considered the best) is Eve Online, and it solely uses RTA and a classless skill system.

But the problem with RTA is that it forces a game to really think about "fun" and not just design time-sinks.
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