February 22, 2012, 06:30:25 |
#1
Making Wakfu more social.
I've been playing this game for a few days, and I'm already sick of it.
I wanted to give my impression of the game, and a few suggestion as to make the game more social, both of which will likely fall on deaf ears.
Normally I wouldn't even touch a game like this with a 12ft barge pole, but I was bored out of my skull, so there.
The ascetic is fairly good, it's creative and nice to look at. Gueuzav did a good job here.
Combat SRPG is tactical and thought provoking, and is a nice throwback to games like Disgaea.
Overall, the game is a complete piece of crap. It clones the standard fair MMO completely, will little more then a cheap paintjob and frills added on top.
And while you may have copied what works for MMO's by doing this, you also copy all of the same mistakes and flaws, which are painfully transparent if you've ever played an MMO before.
Not only is it painfully dull and repetitive, but worse of all it's incredibly anti-social as well.
It's usage of levels, classes mechanics, and EXP distribution promotes behavior that isolate players, as dissuades group play and interaction.
Long term this winds up crippling communal activity and cohesion, going against the central premise of an MMO. Player interaction.
While it has potential, like many of it's ilk, it's far too set in it's outdated, and completely wrong headed ideas. Which in this over saturated industry, is like a dog-shit bullet right between the eyes.
I have two main suggestions, and a couple of minor ones.
Globalize EXP, and ad-hoc combat.
Global EXP
The current system of 'local' EXP, is where each player only ever get EXP if they themselves engage in combat (and to an extent, quests).
Global EXP is where everyone in the vicinity gains 'EQUAL' EXP for combat, regardless whether he or she actually engages in it.
Say I kill a mob, and it's worth 50EXP, under this system anyone nearby, even if they are not in my party, even if they are not participating in my battle, also gain that same 50EXP that I do.
If there happen to be 10 people nearby, they all get that same 50EXP each.
The practical effect from this is that it causes players that otherwise would not interact with each other to begin to gravitated together and naturally group up, but without any of the usual associated hassles or drawbacks. Grouping, even into large raid size groups, becomes almost effortless at this point.
Ala, Realm of the Mad God.
Although some limitations may be considered to prevent high level players from power leveling low level players.
This could also be extended to apply to crafting skills as well.
Ad-hoc Combat
Currently as I understand it, once combat initiates with whatever players that are there, no other players can also participate during battle.
Ad-hoc is where at any point during combat, any other player can engage in the same fight, in order to help.
Coupled with the global EXP, there would be no drawback to getting more help on any one battle, as everyone would benefit. This leads to greater philanthropy and social cohesion.
This could also be expedited with the citizen point system. Where as higher citizen points acts as a EXP multiplier when ad-hoc battles occur, as well as diminishing returns with negative citizen points.
Of coarse a system should be put in place to penalize grefiers that jump into ad-hoc battles, just to kill other players. A potential drawback.
The point of these suggestions is to make basic social interaction and gameplay between players simple and easy, bordering on effortless. Where grouping into large 20 or 30 man/woman groups is as simple as just showing up and following, and subsequently far more frequent.
Making your MMO more social is the single most important thing you can do for your game.
Because without a thriving community, your completely dead in the water.
Whether you heed my suggestions or not, I really couldn't give a fuck. I had no intention of playing this game for any real length of time anyway, I'm just passing time while I wait for an actual social MMO.
That would be Guild Wars 2 btw.
Kindly (or not so kindly, depending on you view)
~Yoh
Introduction
I've been playing this game for a few days, and I'm already sick of it.
I wanted to give my impression of the game, and a few suggestion as to make the game more social, both of which will likely fall on deaf ears.
Normally I wouldn't even touch a game like this with a 12ft barge pole, but I was bored out of my skull, so there.
Impression
The ascetic is fairly good, it's creative and nice to look at. Gueuzav did a good job here.
Combat SRPG is tactical and thought provoking, and is a nice throwback to games like Disgaea.
Overall, the game is a complete piece of crap. It clones the standard fair MMO completely, will little more then a cheap paintjob and frills added on top.
And while you may have copied what works for MMO's by doing this, you also copy all of the same mistakes and flaws, which are painfully transparent if you've ever played an MMO before.
Not only is it painfully dull and repetitive, but worse of all it's incredibly anti-social as well.
It's usage of levels, classes mechanics, and EXP distribution promotes behavior that isolate players, as dissuades group play and interaction.
Long term this winds up crippling communal activity and cohesion, going against the central premise of an MMO. Player interaction.
While it has potential, like many of it's ilk, it's far too set in it's outdated, and completely wrong headed ideas. Which in this over saturated industry, is like a dog-shit bullet right between the eyes.
Suggestions
I have two main suggestions, and a couple of minor ones.
Globalize EXP, and ad-hoc combat.
Global EXP
The current system of 'local' EXP, is where each player only ever get EXP if they themselves engage in combat (and to an extent, quests).
Global EXP is where everyone in the vicinity gains 'EQUAL' EXP for combat, regardless whether he or she actually engages in it.
Say I kill a mob, and it's worth 50EXP, under this system anyone nearby, even if they are not in my party, even if they are not participating in my battle, also gain that same 50EXP that I do.
If there happen to be 10 people nearby, they all get that same 50EXP each.
The practical effect from this is that it causes players that otherwise would not interact with each other to begin to gravitated together and naturally group up, but without any of the usual associated hassles or drawbacks. Grouping, even into large raid size groups, becomes almost effortless at this point.
Ala, Realm of the Mad God.
Although some limitations may be considered to prevent high level players from power leveling low level players.
This could also be extended to apply to crafting skills as well.
Ad-hoc Combat
Currently as I understand it, once combat initiates with whatever players that are there, no other players can also participate during battle.
Ad-hoc is where at any point during combat, any other player can engage in the same fight, in order to help.
Coupled with the global EXP, there would be no drawback to getting more help on any one battle, as everyone would benefit. This leads to greater philanthropy and social cohesion.
This could also be expedited with the citizen point system. Where as higher citizen points acts as a EXP multiplier when ad-hoc battles occur, as well as diminishing returns with negative citizen points.
Of coarse a system should be put in place to penalize grefiers that jump into ad-hoc battles, just to kill other players. A potential drawback.
Summary
The point of these suggestions is to make basic social interaction and gameplay between players simple and easy, bordering on effortless. Where grouping into large 20 or 30 man/woman groups is as simple as just showing up and following, and subsequently far more frequent.
Making your MMO more social is the single most important thing you can do for your game.
Because without a thriving community, your completely dead in the water.
Whether you heed my suggestions or not, I really couldn't give a fuck. I had no intention of playing this game for any real length of time anyway, I'm just passing time while I wait for an actual social MMO.
That would be Guild Wars 2 btw.
Kindly (or not so kindly, depending on you view)
~Yoh


