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Leisure and Society
Fellowship and Games
Gamers Zone
What is fundamentally wrong in MMORPG's, and what can be done to fix them?
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<blockquote data-quote="FamilyFriendlyGaming" data-source="post: 22940118" data-attributes="member: 119517"><p>I would have to say that the biggest problem I have found with every MMORPG I have played is - magic is way too powerful.</p><p></p><p>As a Christian I am not big on usage of magic in a game I play. Given the choice, I will avoid the magic, and use a character who relies on their brawn. Herein lies the problem - every MMORPG I have played gives the advantage to the magic user.</p><p></p><p>I got so disgusted with this promotion of magic that I turned off playing any games online for a great many years. I have since played games like Animal Crossing, and Mario Kart online.</p><p></p><p>Another rather large problem with the MMORPG's in my book is the pricing plans. You buy a month, or two, and then cram as much play time into that month. This really is not a lot of fun, since the entire concept has the player obsessing over the game. Sure you can play a little here and there, but then you feel like you wasted your money.</p><p></p><p>Solutions:</p><p>Problem 1: Better balance, and have magic do less damage. Also allow fighters to actually crush mages if they get in close.</p><p></p><p>Problem 2: Better pricing is one idea. The second idea I have is a complete overhaul of how the game is played. Think about this: you buy the game, and play it on your PC. The player is then allowed to purchase online where different areas can be accessed, and other players can be met up with. This way online is additional to the existing game. If a player wants to work on skills offline, they can. That takes away the feeling of wasting money, and obsession. The online communities could be as robust as they are now, and it would not be turning as many people away.</p><p></p><p>Anyways I am curious to what some of ya'll think.</p></blockquote><p></p>
[QUOTE="FamilyFriendlyGaming, post: 22940118, member: 119517"] I would have to say that the biggest problem I have found with every MMORPG I have played is - magic is way too powerful. As a Christian I am not big on usage of magic in a game I play. Given the choice, I will avoid the magic, and use a character who relies on their brawn. Herein lies the problem - every MMORPG I have played gives the advantage to the magic user. I got so disgusted with this promotion of magic that I turned off playing any games online for a great many years. I have since played games like Animal Crossing, and Mario Kart online. Another rather large problem with the MMORPG's in my book is the pricing plans. You buy a month, or two, and then cram as much play time into that month. This really is not a lot of fun, since the entire concept has the player obsessing over the game. Sure you can play a little here and there, but then you feel like you wasted your money. Solutions: Problem 1: Better balance, and have magic do less damage. Also allow fighters to actually crush mages if they get in close. Problem 2: Better pricing is one idea. The second idea I have is a complete overhaul of how the game is played. Think about this: you buy the game, and play it on your PC. The player is then allowed to purchase online where different areas can be accessed, and other players can be met up with. This way online is additional to the existing game. If a player wants to work on skills offline, they can. That takes away the feeling of wasting money, and obsession. The online communities could be as robust as they are now, and it would not be turning as many people away. Anyways I am curious to what some of ya'll think. [/QUOTE]
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What is fundamentally wrong in MMORPG's, and what can be done to fix them?
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