vegetoeeVegetoee
Trakanon Raider
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I would have thought 25-34 would have been virtually nonexistent. That's great!They did a survey in their discord and the largest demographic of people were 35-44, 25-34 was the second largest.
I would have thought 25-34 would have been virtually nonexistent. That's great!They did a survey in their discord and the largest demographic of people were 35-44, 25-34 was the second largest.
Mostly negative word of mouth. LOL It's like 4 or 5 of you (half of which have never even played the game) who are just loud and obnoxious as fuck. The majority of people in the thread have enjoyed playing it.
Now I'm really looking forward to EA just so everyone can laugh at how fucking retarded your last couple posts have been. 300-500 total? Yeah, okay. Want to make a wager on that?
FF 14 does the best job of making things fun and seperate "theme park attractions" as part of the game to build a whole world instead of just an endless gear treadmill of grind through leveling, hit max level, and then play the end game of raid log to chase marginially better numbers.I forget the channel, but someone has been streaming btop and grafana charts for the last couple open sessions. It's cool to see, but I don't think anyone here is going to offer you a mountain of cash based on the metrics lol.
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It's a hard problem to solve. FF14 probably? does the best job of keeping their entire world alive. But that's just due to the nature of how they do jobs on a character, and it encourages queuing up for "old" content. Given x amount of new players and churn, the hard requirement to do all the previous content before the latest, etc. But given this isn't a narrative or smash your dailies and log type of game- they have a harder road. New classes and races have been teased, and twinking alts is always a good time, which will help some. But on the other hand, that's kind of a tomorrow problem too. Best bet given the constraints is probably to not expand the world too wide, but to make more dense or vertical (teh deep?) zones that keep the higher levels circulating amongst the lower. Introducing interdependencies amongst the levels would help too, but i can't immediately brain a way that wouldn't be alien.
Yeah, I agree. This is one of the hardest problems to solve in MMO design, and FFXIV is probably the gold standard for how to keep older content "alive". The way they funnel everyone through the same story, jobs on a single character, and a duty finder that backfills even ancient dungeons. It's all pretty deliberate systems work to keep the world feeling populated.It's a hard problem to solve. FF14 probably? does the best job of keeping their entire world alive. But that's just due to the nature of how they do jobs on a character, and it encourages queuing up for "old" content. Given x amount of new players and churn, the hard requirement to do all the previous content before the latest, etc. But given this isn't a narrative or smash your dailies and log type of game- they have a harder road. New classes and races have been teased, and twinking alts is always a good time, which will help some. But on the other hand, that's kind of a tomorrow problem too. Best bet given the constraints is probably to not expand the world too wide, but to make more dense or vertical (teh deep?) zones that keep the higher levels circulating amongst the lower. Introducing interdependencies amongst the levels would help too, but i can't immediately brain a way that wouldn't be alien.
FF 14 does the best job of making things fun and seperate "theme park attractions" as part of the game to build a whole world instead of just an endless gear treadmill of grind through leveling, hit max level, and then play the end game of raid log to chase marginially better numbers.
All the extra stuff like Gold Saucer, Crafting and Gathering Professions being their own mini games and having fun rewards beyond feeding the gear treadmill, and all the options for esoteric grindy stuff if you want, but arent pressured to do make it fun for a variety of experiences. It creates a fun and immersive world with tons of content thats easily accesable without punishing you into being a mindless time sync of plowing through your vegetables (leveling) to get to desert (end game raiding).
and early EQ used to show exact active player count numbers on the server list, and then they didn't because it wasn't in their best interestWe'll be hosting our own Steamcharts style page so you can track player numbers.
Nobody's out here pretending FFXIV is the "holy grail" of MMOs, but you can't deny they nailed one crucial piece: keeping high-level players cycling through older content so the world never completely dies out. Dungeons from a decade ago still see traffic because the design incentives push people back into them. That's why their world feels alive, even with how massive it is.Let's please not use FF14 as a standard for anything other than Stockholming mouthbreathers into repeating the same boring junk over and over and doing everything they can to take the "multiplayer" out of MMO. If you want to talk about games that did "level scaling" right, let's talk about games like EQ2, where mentoring down to play with lower levels actually let you keep your ability suite instead of people getting a "hell level" dungeon roulette in FF14 and immediately quitting the dungeon, because AFKing in town for 30 minutes is more fun than actually doing dungeons at those level.
Nobody's out here pretending FFXIV is the "holy grail" of MMOs, but you can't deny they nailed one crucial piece: keeping high-level players cycling through older content so the world never completely dies out. Dungeons from a decade ago still see traffic because the design incentives push people back into them. That's why their world feels alive, even with how massive it is.
MnM, on the other hand, seems to be setting itself up for the opposite. Designing obsolescence straight into the core loop. Once you outlevel an area, it's basically gone for good, and in a game with giant zones and a much smaller population, that's a recipe for ghost towns. It's not just a density problem, it's a structural one.
So what ff14 did to fix this dumb design was add a max level daily to run a random dungeon, and the random dungeon finder queue can potentially select befallen (or any other of the msq dungeons you are required to complete) and it auto levels the content to you so that you can now end up grouped with all the newb players stuck at lvl 8 until they completed befallen.
This would work for instance games but I don't see it working well for open world games. Also makes any progression pointless but end game if you can group 10's with 50's for anything, or am I misunderstanding and this is only for low level content?Yeah FF14's deleveling system was ass, but EQ2's system was also just a different flavor of ass with less calories. Having to manually "mentor" and delevel isn't needed in 2025, hasn't needed to be a thing since like 2010 actually.
Even 2 man private servers are smart enough to code it so that the world and dungeons will just auto level the content to the player so that all players can group with one another without any special systems needed or mechanisms needing to be activated, it's all just automatic and seamless. if i'm level 15 then i see the mobs as lvl 15 and the trash does 5% of my health per hit, the heavies do 10%, and the boss does 20%. If i'm a tank it deals less. Heals on me heal % based on cast time/resources alotted/etc the design/mechanic of the class healing me. It doesn't matter that I am level 15 or you are level 40, all dmg/heals/etc is all just fuzzy percentages anyway, and the truth is, it always has been, the numbers that show up on your screen in your client or combat log are just fluff. it doesn't matter if my level 10 ass got hit for 10 dmg or 10% of my 100 hp and your lvl 50 got hit for 100 dmg or 10% of your 1000 hp, only way to even see it would be if you're using a parser.
levels are just artificial barriers you end up spending all your resources designing a way to circumvent anyway.
Now all you need to do is take that final plunge and remove the concept of levels entirely. They haven't been needed for a long, long time, and aren't even used in many games and entire genres of persistent online character or skill based advancement.
playing longer > (insert levels here) > more of your kit unlocked/rotation available > more enjoyable gameplay/combat so you can stomach the gear/raid grind > increases your actual performance/capabilities vs designed content > can tackled more advanced content tuned for that increased performance > repeat.
the level part can easily go away.
Yeah FF14's deleveling system was ass, but EQ2's system was also just a different flavor of ass with less calories. Having to manually "mentor" and delevel isn't needed in 2025, hasn't needed to be a thing since like 2010 actually.
Even 2 man private servers are smart enough to code it so that the world and dungeons will just auto level the content to the player so that all players can group with one another without any special systems needed or mechanisms needing to be activated, it's all just automatic and seamless. if i'm level 15 then i see the mobs as lvl 15 and the trash does 5% of my health per hit, the heavies do 10%, and the boss does 20%. If i'm a tank it deals less. Heals on me heal % based on cast time/resources alotted/etc the design/mechanic of the class healing me. It doesn't matter that I am level 15 or you are level 40, all dmg/heals/etc is all just fuzzy percentages anyway, and the truth is, it always has been, the numbers that show up on your screen in your client or combat log are just fluff. it doesn't matter if my level 10 ass got hit for 10 dmg or 10% of my 100 hp and your lvl 50 got hit for 100 dmg or 10% of your 1000 hp, only way to even see it would be if you're using a parser.
levels are just artificial barriers you end up spending all your resources designing a way to circumvent anyway.
Now all you need to do is take that final plunge and remove the concept of levels entirely. They haven't been needed for a long, long time, and aren't even used in many games and entire genres of persistent online character or skill based advancement.
playing longer > (insert levels here) > more of your kit unlocked/rotation available > more enjoyable gameplay/combat so you can stomach the gear/raid grind > increases your actual performance/capabilities vs designed content > can tackled more advanced content tuned for that increased performance > repeat.
the level part can easily go away.