Lazarus Magni wrote...
Ok, my bad MM, you got me. Basically WOW is a NWN knock off, with less diversity and modability, and yet pay to play, and even worse pay to win.
What? The whole point of the P2P is that it is NOT P2W. Where in the world are you getting that? There is ZERO money you can spend to give you an advantage in-game.
Lazarus Magni wrote...
You have 9 classes, we have 22. You can specialize, we can multiclass.
There is more difference between the three specializations of Warrior in WoW than between Fighter, Barbarian, Weapon Master, and Dwarven Defender. It would practically be apt to say "WoW has 34 classes, NWN has 22 classes and can multiclass."
Lazarus Magni wrote...
Tell me? Can you make a mod on WOW where assassins use intelligence for AB and AC? We can. Can you make a mod where people need to get food and water to survive? We can. Can you do a 1000 other amazing things modders of NWN 1 have been able to do, and share it in a multiplayer format? We can. Can you create an environment that is completely to your own liking, and what you would like to see in such a game? We can.
It’s true, I am no WOW expert, but I do know one thing for damn sure. WOW is no NWN 1, and NWN 1 is no WOW. Thank goodness for that.
My only hope, in this regard, is we might see a modern day equivalent of NWN 1. What is your hope?
No, the only thing you can customize in WoW is your user interface (which you can completely change, unlike NWN). WoW is like an extremely high quality NWN PW with a specific ruleset. If you want a different ruleset, you need to find a different game.
In regards to your last question, I'm pretty sure I'm on record multiple times as saying I would absolutely love to get a game with the toolset of NWN that has a decent combat engine. That would be amazing. The best combat engine I know of currently in WoW, but if they come up with something better I'd be all ears.
So yes, a modern day equivalent of NWN 1 would be amazing.
WebShaman wrote...
No, what you are describing is what one gets for *one* subscribed channel - various different shows all based on the same *theme*.
Eh, not really. You have...
1. History Channel (lore and archaeology style things)
2. Discovery Channel (exploration and questing)
3. Sports Channel (PvP, including BGs, Rated BGs, and Arenas)
4. Team Obstacle Courses (PvE, including Dungeons and Raids)
5. Reality shows (social playing and guild drama and such)
Etc. They're all based in WoW, sure, but the shows would be from different channels.
WebShaman wrote...
The biggest difference between WoW MMO style and NWN IMHO (apart from the RP aspect) is that I can add content to NWN at my fancy. Thus, when including, say, the PRC, my choice of classes, Races, etc increase exponentially - something one cannot do with WoW MMO style games.
I can even set up my PW like this - as long as my Players have access to the content needed to play.
This ability to "tailor-make" NWN to one's own preference, is, IMHO, the biggest difference there is between the two styles. And it is free-to-play.
Oh, absolutely. And it's why I still play and build in NWN.
WebShaman wrote...
So why would anyone want to do this to themselves?
Play NWN, where you have a .bic of your online Character that you can play offline with when you get fed up (or whatever) playing online. Granted, you will probably not be able to take that Character to another PW - but you could try to recreate it (assuming it is possible).
Why would anyone join a competitive team that has regularly scheduled practices and games? If you want to be an important part of a team you need to be reliable.
If you just want to fiddle around on your own or do shorter dungeons (which even have an automated tool for making groups easier to find for casual players), you're free to do so! Never have to join a raiding or PvP guild with attendance expectations.
But if you want the social and competitive team environment? You have to commit.
WebShaman wrote...
One thing I do wish to discuss a bit here with MM - you say you can reach max level in, what, 100+ hours of play in WoW??!!
That is pretty quick!
I admit I find this amusing.
The original campaign was touted as, what, like 40 hours? And SoU and HoT as 20 hours each? Mass Effect 2 and 3 probably average about 30 hours per playthrough if you do everything and Mass Effect 1 was a bit longer.
So, just as a basis of comparison, we're saying $60 for a 30 hour game is worth it but 100+ hours a month for $15 is a terrible deal. And this is ignoring the fact most people probably take longer to level and the "serious" game doesn't even start until maximum level. Unlike DnD, which, as I understand, generally doesn't revolve around max level players.
WebShaman wrote...
So...that is obviously under a month ala $15. So what do you do with your...time after that? Items gathering? Or are the raids really made for those who have maxed? And I suppose the only feeling of accomplishment is "beating" the raid-made boss, right (besides whatever item(s) one receives)?
If it takes 120 hours to level (semi-randomly picking number that probably is reasonably accurate for a decent but not amazing player, so they aren't being perfectly efficient or anything), that would require 30 hours a week to reach max level in a month. If you're new to the game, I'd expect closer to 200 hours since you're figuring everything out and probably are "wasting" a lot of time exploring and just looking at things. So if you play one hour a day on average, you're looking at about seven months for your first character to hit max level. If you play two hours a day (14 hours a week on average), that would be three to four months.
I just went ahead and looked at a character I leveled up this expansion. I wasn't trying to powerlevel, but I went reasonably quickly and had an experience bonus that you can earn for alternate characters when you're maximum level. It took me 102 hours. So yeah, 200+ hours for a newer player would probably be accurate.
Yes, the raids are really made for those at maximum level, you can't even enter the current raids if you aren't at the current level cap. People do a lot of things at maximum level (many of which do involve getting more powerful items in some fashion):
1. Battlegrounds
2. Rated Battlegrounds/Arena (Competitive PvP)
3. Dungeons/LFR
4. Raids (Competivie PvE)
5. Daily Quests and Reputation
6. Achievement hunting (ranging from exploration to collecting mounts/pets to participating in World Events)
I love raiding. It's why I play. We have our own guild site
here, but there's a lot more to it than that. For example, there's a site called WoWProgress which tracks raiding guilds world-wide, and there's a lot of prestige to being highly ranked. Our page is
here, which shows that during this last set of raid bosses we finished about 700th in the entire world while playing two nights a week. There are over 60,000 raiding guilds in the world, and those guilds still only comprise at most like 20-30% of the playerbase.
Each time a new set of bosses comes out we compete for rankings. On the previous set, for example, we were closer to 500th world (we fell behind another two night a week guild by two weeks, and they were ranked 300th...that two week period is the jump from 300th to 700th). Higher rankings, especially compared to the few other stellar two night a week guilds, help us find the recruits we need to maintain our roster.
And the content itself is very difficult. We've tried bosses over 150 times before finally beating them. The
video I linked earlier is from the top guild in the world at the time, and they had over 500 attempts before winning. Yes, the best guild in the world still took over 500 tries before the guild won a single time.
And it's not fake difficulty, like "Oh, you didn't have X item which gives 100% fire immunity and thus you instantly die." It's execution, coordination, maximizing DPS and minimizing damage taken, communication, and so much more. It's what I love about WoW.
Modifié par MagicalMaster, 30 août 2012 - 06:20 .