- 58,493
- 143,958
Correction: Panic mode propaganda bullshit that the lead dev is pulling from internal data. And its 674 hours to 60, not 500.
bro i'm talking to people who've actually done it instead of using cybermetrics or whatever
Correction: Panic mode propaganda bullshit that the lead dev is pulling from internal data. And its 674 hours to 60, not 500.
its 674 hours to 60, not 500.
End of discussion.yeah i'm not reading this garbage lol, condense this. if you can't express your thought in a couple of sentances you're rambling.
I actually agree with a lot of what you're saying here, which is probably why I think we're closer in position than it might seem. And secondly, I always appreciate a good faith reply so I will respond in kind..I doubt I answered anything Kirun.
More like concern trolling. Just don’t play online videogames if you’re so worried the demands of your real life will inconvenience your virtual one. At least have the honesty to lobby for changes on the basis of internal consistency instead of external contingencies like the house catching fire or little Timmy falling down a well lol.The second is something much more fundamental - a player's ability to safely disengage from the game when real life demands it. That's where my concern comes from.
Just don’t play online videogames if you’re so worried the demands of your real life will inconvenience your virtual one.

For real. Just having Scrolls of Town Portal or whatever be reasonably available for melee is completely fine. Literally anything other than melee having to bind in the furthest away locations and casters getting a free shortcut for their own convenience. You are punishing a player for class choice in terms of basic game mechanics.I think its an easy solution if they really want to maintain the authenticity, lore, economy, whatever of their classes. Casters should have a personal gate and port spells throughout the lower levels and have more specialized ports in the higher level/endgame that would be more valuable and convenient. There should be a quest for a "Home" ability that anyone can learn/maintain with a decent cooldown. For groups there should be banner system for folks to come to and from dungeons/raids (again, some type of quest, tradeskill, or skill to promote class or tradeskill value). There should also be potions that melee classes can buy that also come from alchemists with limited charges for gate spells and maybe even certain locations.
I think there are plenty of creative ways to provide everyone the ability to travel all while supporting the economy and maintain the integrity of class roles and lore. It doesn't have to be complicated.
I DEFINITELY want to pay a monthly sub to NOT play a game....A ton of AFK hours, playing other games while waiting for potentional group invites to only deny them because i'm playing something else.

Best innovation for MnM is renaming your pet to Nirgon Tyen or Sidfarkus
“Playing casually”Playing casually, forgetting to log off because this game doesn't log you off if afk for a time period...
Made it to 49
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on my bard, level 52 that I stagnated when they finally pushed charm changes.
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Realistically you can cut these played down by logging out but I would say about 1/4 to 1/3 of that time is spent doing nothing at all and possibly up to 1/2 the time if you count the time running from camp to camp.

“Playing casually”
then posts a screenshot that shows you have been logged in literally an average 2.7 hours (edit: second screenshot is 3.7!) per day every single day for over 3 months… oh but you can really shave 1/3 or 1/4 off lmao


Where I think we differ is that I don't view a personal recall mechanic as being in direct opposition to those systems. To me, there are really two separate conversations happening.
The second is something much more fundamental - a player's ability to safely disengage from the game when real life demands it. That's where my concern comes from.
I'm thinking about the human sitting behind the keyboard. The examples you gave about finding a quiet corner and logging out are perfectly valid when life is predictable. But that's also kind of the point. Emergencies aren't predictable. Kids get hurt. Work calls unexpectedly. Family situations happen. Internet dies. Life happens. And when those things occur, I don't think the game gains anything meaningful by punishing the player for circumstances completely outside their control.
That's why I keep separating "world friction" from "life friction." I like world friction. I like dangerous zones. I like "meaningful travel" (as much as it's possible in an MMO). I like preparation. I don't mind economies built around geography. I enjoy having reasons to care about where I am in the "world". What I don't particularly enjoy is mechanics that effectively say, "You should have planned your real life emergency better."
To your point about the druid evacuation story? I completely agree. I have a very similar story with a friend of mine who was playing a Wizard. That's an awesome moment. I wouldn't want to remove experiences like that. Group utility, class identity, emergency saves, and unique abilities are all valuable. But I don't think those experiences require players to lack a basic failsafe for real-world interruptions. The druid evac was cool because it solved an in-game problem. The group was in danger. Decisions mattered. Players worked together to survive. That's very different from somebody suddenly needing to leave because their kid fell off a bike. One creates gameplay. The other creates frustration that many players will quit over.
And I think that's where my philosophy differs from a lot of "old-school" MMO design. I generally want consequences to emerge from choices players make inside the game world, not from circumstances occurring outside of it. So while I absolutely understand the appeal of preserving travel, logistics, and preparation, I still think there's room for a universal "I need to leave now" solution that protects the player without dismantling all the systems you described (give it a long cooldown for all I care - that way casters still preserve an "advantage" by being able to cast it whenever they want and martial classes are subject to a cooldown).
Those two goals don't feel mutually exclusive to me.