06-28-2004, 08:33 PM
The example was exaggerated to show the types of problems that crop up, so that you could read only 3 weekly summaries instead of a dozen or so. I quickened the pace of exacerbation there to illustrate the matter.
;)
What happens in most groups is that they play together whenever possible. (In the above example, there would be 4 players playing 10 hours a week, 3 players 10 hours a week, 2 players 20 hours a week, and Alex soloing for 20 hours.) When thatâs not possible, the people who want to play usually take a âDang, sheâs not comingâ approach and go off and play with as much of the group as they can. When the absent players come back, they are of course behind.
Now correct me if Iâm wrong about WoW, since I havenât had a chance to play, but in most games, a character can be up to ~30% weaker and still hide behind the front line and participate, as long as the players are skilled with aggro distribution. This makes for valid groups with a level spread of up to, say, 20-30. Below that, players are going to have to drop out and find a slower, lower-level group. (In the example, the group would probably split in two when the problems got serious, with Alex and Bart leaving Charlie and Diana, and both sub-parties seeking new members to fill the void.)
The point in having a rest state (besides Blizzard wanting it in the game!) is to assist a sizeable number of players in keeping up with their friends. It does not erase the level gap entirely, because that would necessitate enormous experience gains for the casual players that would totally turn the power gamers off and make them quit in disgust. I believe the rest state and experience bonus represent a happy medium between the two extremes â certainly, some power gamers will resent it, but also a fair number of casual players will be assisted to the point that they can still play with their friends without being a burden. If the rest state is dropped entirely, we have a casual/power grouping problem of Everquest proportions, which I think Blizzard is trying to avoid.
I believe the problem of power gamers running out of quests will be solved as more content is put into the game. From the number of placeholders and unfinished areas Iâve read about, it sounds like the game is going to be much bigger upon release than it currently is. Note that the game is not forcing you to stop playing; it is encouraging you to play with a different character. This is your opportunity to play the other faction for awhile and experience some different quests. If you donât take that opportunity, and are thus âforcedâ to level grind, then that is something you are willingly doing to yourself.
The second idea of casual players being overwhelmed with content and choices, being âforcedâ to do only the quests they find appealing and leaving the rest, I donât see as a problem. Theyâll get items from their friends.
In a good group, the question of quality gear belonging to the higher level characters only is largely irrelevant, since the higher levels give their quality cast-offs to the other members. They also help them with expenses. This is common not only in friendly groups, but in competitive guilds as well, because guilds want as many powerful characters as they can muster.
I can understand how the rest state makes the game less fun for power gamers â they feel that they are being penalized for playing heavily. But if they really feel the need to exploit the rest state experience bonus, they can log off with their tired characters and switch to other well-rested ones, and level all day, every day, with maximum efficiency.
But how could the casual players find the rest state makes the game less fun? They canât have a problem with the bonus. Is it the idea of inns that they would find disagreeable?
;)
What happens in most groups is that they play together whenever possible. (In the above example, there would be 4 players playing 10 hours a week, 3 players 10 hours a week, 2 players 20 hours a week, and Alex soloing for 20 hours.) When thatâs not possible, the people who want to play usually take a âDang, sheâs not comingâ approach and go off and play with as much of the group as they can. When the absent players come back, they are of course behind.
Now correct me if Iâm wrong about WoW, since I havenât had a chance to play, but in most games, a character can be up to ~30% weaker and still hide behind the front line and participate, as long as the players are skilled with aggro distribution. This makes for valid groups with a level spread of up to, say, 20-30. Below that, players are going to have to drop out and find a slower, lower-level group. (In the example, the group would probably split in two when the problems got serious, with Alex and Bart leaving Charlie and Diana, and both sub-parties seeking new members to fill the void.)
The point in having a rest state (besides Blizzard wanting it in the game!) is to assist a sizeable number of players in keeping up with their friends. It does not erase the level gap entirely, because that would necessitate enormous experience gains for the casual players that would totally turn the power gamers off and make them quit in disgust. I believe the rest state and experience bonus represent a happy medium between the two extremes â certainly, some power gamers will resent it, but also a fair number of casual players will be assisted to the point that they can still play with their friends without being a burden. If the rest state is dropped entirely, we have a casual/power grouping problem of Everquest proportions, which I think Blizzard is trying to avoid.
I believe the problem of power gamers running out of quests will be solved as more content is put into the game. From the number of placeholders and unfinished areas Iâve read about, it sounds like the game is going to be much bigger upon release than it currently is. Note that the game is not forcing you to stop playing; it is encouraging you to play with a different character. This is your opportunity to play the other faction for awhile and experience some different quests. If you donât take that opportunity, and are thus âforcedâ to level grind, then that is something you are willingly doing to yourself.
The second idea of casual players being overwhelmed with content and choices, being âforcedâ to do only the quests they find appealing and leaving the rest, I donât see as a problem. Theyâll get items from their friends.
In a good group, the question of quality gear belonging to the higher level characters only is largely irrelevant, since the higher levels give their quality cast-offs to the other members. They also help them with expenses. This is common not only in friendly groups, but in competitive guilds as well, because guilds want as many powerful characters as they can muster.
I can understand how the rest state makes the game less fun for power gamers â they feel that they are being penalized for playing heavily. But if they really feel the need to exploit the rest state experience bonus, they can log off with their tired characters and switch to other well-rested ones, and level all day, every day, with maximum efficiency.
But how could the casual players find the rest state makes the game less fun? They canât have a problem with the bonus. Is it the idea of inns that they would find disagreeable?