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RE: The real villain in MMO's : gamer toxicity

That has been a good analysis of the situation. What you say makes a lot of sense to me. Before, when I was a child, I remember that at the beginning I did not understand the logic of some sports, but by learning the rules of each of them, I could understand the games much better, but at the same time it was harder to enjoy them, Only when two very good teams played could I have fun, otherwise, it would not be like that. In a certain way, when we understand something in its entirety, it loses part of its magic. On the other hand, it is true that when we receive what we want in an easy way, it ends up losing the attraction that it previously had for us.

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Good points here. Something that has changed massively over the years in this game is the "gear stats" on armor. Armor penetration, MP5, hit rating, elemental resistances, and spirit have disappeared. The need for theory crafting, and following number crunching sites such as "Elitist Jerks" has disappeared. Instead, armor has practically been simplified to intellect, strength, agility, and stamina, with all of those automatically switching depending on the spec/class equipping the item. Yes, it could be a pain in the ass to figure out creating a perfectly balanced character and attack rotations, but it also added to the intrigue of the game, and the challenge.
Instead of spending time perfecting a mastery of a class and how it is played, using dps meter addons and training dummies, players now just complain in forums or give up on their character altogether if they are not seeing numbers that are competitive with other team members. And this isn't a trend just happening among new players to the game. I see this behavior most of all among the players who have been around the longest.

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