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So i think.
Anyone knows any manner to make a mmo's "endgame" content be no-repetitive (or no-previsible) without any kind of pvp?
Artifical Intelligence that's capable of learning?
SWTOR is adding a Flashpoint(Dungeon) that randomises the combat scenarios within it. How random they are is yet to be seen. Something like that could prolong endgame.
Depending upon the game play I really do not mind content that is repetative as long as it is fun to do. Personally, I'd like to see more games with absolutely no-PvP of any type in them or at least games that do not give PvP a centric role in the game.
Just my 2 copper.
"This is life! We suffer and slave and expire. That's it!" -Bernard Black (Dylan Moran)
PvP isn't repetitive?
Originally posted by Rusque PvP isn't repetitive?
When your losing it can seem like it is.
I think OP may have mean't most PvP is dynamic/different each time you partake (unless your very unlucky to play against the same person day in day out. )
PvE can be dynamic depending on the players your playing with. However your opponents in PvE are not dynamic, they regurgitate the same skills in the same order. They're very predictable and get boring more quickly (IMO).
It depends on the game and your tastes imo.
In something like WOW it can get repetitive from some viewpoints. Some can still find it fun and interesting after a while though in that no fight plays out exactly as the one before it. And you can always find a way to challenge yourself to play better and overcome that next obstacle.
In something more open and less scripted like Mortal Online though I wouldn't say it ever gets repetitive unless viewed from the most short sighted of viewpoints. Games like that have their own issues, but repetitiveness isn't one.
Dynamic dungeons generated procedurally would break up the repetitiveness of PVE endgame.
On triggering an instance to spawn, the server would run a procedure that produces a maze from individual components then setup matching mob spawns based either default or customized difficulty configuration.
The more diverse the components (dungeon segments), perhaps including multiple art sets, the more diverse the interior.
All sorts of potential options could be available:
It wouldn't be as diverse as having dozens of custom designed dungeons, but it would be far more diverse than running the exact same dungeon over and over.
Even PvP can be repetitive. Killing the same group of people over and over again gets old fast (even faster for those being killed). I don't care what anyone says about possible outcomes or any of that foolishness. This holds especially true for designated PvP areas (think arenas, instance maps and zones). And although open world PvP would be the best form of breaking that repetition, boredom will eventually set in for even those who hold PvP at a higher value than all other social interactive systems available for mmorpgs. This is what leads some into deviant behaviors like ganking and griefing. Repetition--->Boredom--->Undesired/Deviant Behaviors (whether that's ganking, griefing or quitting)
So until someone can think up a system that successfully pacifies these two types of deviant behaviors, no form of open world PvP will be embraced by the masses who don't go looking for a fight. And those that do embrace it will continue practice their form of endgame content on the minority of players who do accept open world PvP. That is until of course they too grow tired of the repetitive action of getting targeted and killed constantly.
So how do you stymy the feeling of repetition found at endgame? Because please understand, eventually all players will find themselves at this point even with a perfect endgame system in place. The key is multiple endgame systems. Not one, not two, not even three. There needs to be at least four. Four endgame systems in place to curb players from feeling repetitiveness too quickly. More importantly each of those systems has to have two variations: solo and group.
Not an easy task. Furthermore these systems have to be interwoven and dependent on each other. Each needs a desire, a penalty and a countermeasure that is acceptable by a large majority of the player base. And that includes being accepted by those practicing deviant behaviors. So 4 systems x 2 variations = 8 endgame systems working in harmony. Good luck trying to figure that one out.
"Small minds talk about people, average minds talk about events, great minds talk about ideas."
PVP can or can't be repetitive, but PVE in the "endgame" is always repetitive.
Originally posted by maccarthur2004 Originally posted by Rusque PvP isn't repetitive?
PvP is always repetitive.
if you fight arena style combat it is repetitive you have a tactic against a certain team and you react towards the actions from that team. but you always use the same strategy its repetition.
and even in large scale combat it is repetitive. But on a bigger scale. kill healers first. deploy siege weapons bring down the gate and send a advance scout team to a position etc.
its abit more out of the box and stuff are not set in stone but when you get tacticaly into a situation it becomes repetition.
For you. Raiders as a whole would most likely say otherwise. As far as I'm concerned, MMOs are all about repetition, in fact, most gaming is in general. The best we can do is to make it as fun as possible. Pvp is fun for some gamers and not for others, just like pve is for some and not for others and crafting and gathering and roleplaying, loot gathering, puzzle solving and any other kind of gaming system. I personally prefer games that have no pvp what-so-ever. I can tolerate games that have both with the focus on pve and pretty much can do without those with pvp focus or pvp only. If I forced myself into a game like Eve or Planetside 2, I'd go insane from boredom and irritation and the whole thing would feel like some kind of repetitive hell.
Both PvP and PvE are repetitive - as is all gaming right now. But done right the players will feel a sense of mastery as they become better at playing and defeating more difficult content. With each bump in the progress the players will feel happy. This is why farming isn't as fun as progression raiding. It's the same thing with arena - matchups vs. tougher and tougher opponents are more and more fun.
It's the old easy to play hard to master. Tetris is very repetitive - but its fun because it gradually becomes more and more difficult. This is incidentally where Blizzard has messed up of late. Leveling is easy, low level dungeons are easy. lfr and regular dungeons are easy - but normal raiding has some difficulty and Heroic raiding is hard.
So instead of easy - less easy - slightly challenging - challenging - hard to super tough.. They skip most of the in between steps because now everyone has to see the content. They should be thinking about content that's right for everyone..
Originally posted by maccarthur2004 So i think. Anyone knows any manner to make a mmo's "endgame" content be no-repetitive (or no-previsible) without any kind of pvp?
Pvp has to be done right or it also becomes repetitive real quick. Jump in a few WoW battlegrounds if you don't believe me
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