That’s counting total exp and not including the amount of exp per mob per hour.
Renewal or Pre Renewal?
Also, the exp gap is kinda large.
That is pre-renewal numbers.
RO was the game that have the most excessive amount of bot in history of mmorpg, guess why?
Interesting claim you make there. You are welcome to prove it.
Because Renewal came.
Now the game is a bothelm due to renewal removing everything reason to grind.
Most of the RPG are like you said :
GW2 is that kind of game where you can enjoy all lvls to the end game.
But RO and TOS are designed for PvP, for the end game, you just have to take a look at classes, many of them are using mecahnics from RO. RO : Grind to lvl max then PvP. TOS : Grind to lvl max then PvP.
I’ll say :
Devs know the exp system has many issues and they will not make it harder or everyone except “”""“hardcore gamers”"""" will stay on this game.
I can think of quite a few games with more bots than RO. Games like Lineage II, RF Online, and Silkroad Online were even more grindy, and yet more heavily botted. I actually know of very few people who actually played Lineage II in its heyday without botting, and I (personally) know someone who botted for 7 months straight to reach max level in Silkroad. In do agree with the sentiment, however, that grindy games typically encourage botting rather than player investment.
I don’t believe any developer can satisfy the content locusts. Attempting to cater to them will simply produce an unsustainable product. You have to have a game that people can play and enjoy without overbearing investment, and placing an upper progression limit out of reach of the majority of players cannot accomplish that goal. Either you have too much content invested at upper levels which most players will never see, or you have too little content at high levels and the content locusts pack out for greener pastures anyway.
I believe:
- Quest to level is a failure for MMO - because you cannot party, and it becomes an offline game. It simply defeated the purpose.
- Grinding - it is not meant for leveling, but it is there for people to accomplish the same task, which allows people to meet new friends (even it is not the best way to do so)
- MOBA - it should have PvP MOBA giving exp, which contains “fun” element to the game.
- MOBA with guild or party bonus - this would be the ideal way to level if it gives exp. It allow players to meet different people, and add them into guild or party.
The above explained why League of Legends is being popular, because it has many elements people are looking for (except not having an official guild). Also, this can eliminate bots, and reduce contents (you don’t need much content, just keep balance classes).
So far I am a little disappointed, and the game seems to be designed to contradict other successful games. Opposite of Open World (Story Quest), Class Dynamic (suppose you want C3 classes to be the strongest with at most 3 C3 in each character, now every is just taking the basic with the same built), Itemization (Add multiple bonuses or incorporate skills - maybe end game? But too conservative, unlike Path of Exile), PvP and GvG, management (farming - maybe Templar has this feature, but not all character wide), and etc. The only good thing I like are number of classes and can be combined, crafting system with huge database content, and puzzle/hidden map area.
Your argument doesn’t seems better.
