But this could be achieved in a different way, like with the ICC buff (not server-wide, but for every instance). Yes, some guilds need to overgear bosses to a certain degree to be able to progress. Without gear disparities, groups just could concentrate on their favorite activities. Sometimes, grind fits into such social patterns - when people form groups to farm gear on their way to harder content - but sometimes, such things can get a negative touch, like in cases when such groups in a guild begin to compete against each other and possibly even be disruptive to the guild as a whole. Guilds live on communal activities, be it PvP, raids, or anything else. I think, you need some grind for the solo player avenues (like professions or reputation farming), so you keep such people occupied.īut - I think, reducing grind in strict group activities could be achieved if the social component of the MMPRPG is stressed stronger. It feeds the lizard brain in us and we're total suckers for it. You are psychologically programmed to like regularly spaced incremental rewards, particularly if they are semi-random (drops) because you feel like you've earned something, and also been lucky. What you realise is that you actually like the treadmill, and the developers know this too, which is why every (successful) MMO has it. If you want no time sink, then you have no levelling up, no gearing up and no consumable farming. Would you want a game that used the same method as GW2's pvp, but in PvE? You get the game and at level 1 you can join a raid to kill end-game bosses? What about a game like Left 4 Dead, where there is no gear, there is no levelling up, you just get 4 people and go do set-piece levels? ![]() So how would you describe your MMO with no time-sinks? What would be the goal of the game, and what would be considered a sufficient path of progress to attain that goal, that wasn't grindy? I also understood that you had to grind bosses for loot to progress. And I understood that to play at that level, you had to grind materials (or money) for potions, enchants and respecs. What is an acceptable amount of preparation for end-game content in an MMO? I last played WoW in heroic mode when Ragnaros returned. I guess the question needs to be better phrased. But I'd also be open to another game if there's another one that matches my criteria.Guild Wars 2 - You can PVP immediately from level 1, and you don't need (nay can't) do any out of match grinding to get improvements for matches, other than simple gittin gud.Įven in PvE, the super grindy stuff is only cosmetic. Some games that have caught my eye are Warframe, PUBG, and Fortnite, so if there's a particular one of these that you would recommend then let me know. Not an MMORPG (there's a slim chance I could convince my friends to join me on an MMORPG even if I don't necessarily have a problem with them) Online, with a significant and active communityĮnjoyable to play without sinking in much money beyond the initial cost of the game (reasonable microstransactions are fine though) So my criteria are that the game must be: I still play Overwatch every so often, but I'm looking to branch into something new. ![]() This started for me with free MMORPGs like Runescape and Maplestory in my childhood, moved on to MOBAs like League of Legends, Heroes of Newerth, and Dota 2 in my adolescence, and Overwatch more recently. ![]() I really enjoy being able to play with a group of friends, learning the mechanics in-depth, and being able to improve as I learn more about the game. Throughout my gaming past, I've always had an online game that I've dedicated a significant amount of my gaming time to.
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