The MMORPG Genre

Honestly, if Phantasy Star Online II was made fully available to non-jap/asian countries to buy and play on servers without fear of being banned because WHAITU PIGGU GO HOMU, it would be the most successful MMO ever to normies and to autists.

I will forever be in confusion why SoJ continues to be such giant autists about non-Asian countries ever touching the game fully, or about making NA or EU servers for it.

sounds like you want to force everyone to play crafters.

I think crafting definitely has a place, but I think PvE attained gear from great challenges also has a place. I'd like to see several crafting things present as a part of end game content. Apothecary makes end game healing / oh shit button items. Chefs make gear that gives specific buffs. Enchanters add additional properties to items. Blacksmiths increase overall % bonus to items.

Let PvE end game bosses give you an item that gives the highest possible armor / primary stat. Let the rest of the stats need to be added by craftsmen. Allows for high variety of class personalization, and makes optimizing more than just fighting 10 bosses 100 times till they drop the gear you need.

>That image
Fuck dude...

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Im still mad about this, loved PSO ep 1 and 2 though Id actually prefer a remaster of that game over PSO2. I liked the overall setting of PSO1

noob

I just think that 90% of all people just are not skilled at playing games and would like an mmo that would reflect that. Leave combat to the people who have superhuman reflexes and let everyone else contribute in their own way. A combat class should have zero options to gear up by themselves.

Think of it this way. Any combat class would be directly analogous to a member of the nobility in the middle ages. The nobility had the best weapons and armors but none of them actually made a single thing they had it made. Your combat characters in the guild should be rare like a noble but have a high responsibility of protecting all the members of the guild, in return they get to benefit from the labor of their guildmates.

But MMOs offer you the experience of player interaction. You know there is a human behind the character and the more an MMO game system is reliable on player interaction the more successful it is. Convenience kills this genre. Oh you can enchant equipment with permanent buffs, what if we give you a tablet you can enchant for the same buffs so that you can put it on the auction house without having to deal with player interaction? Amazing right? Wrong.

MMOs would be a lot cooler if they ran like more traditional RPGs, and each realm had a dungeon master who could host events and put some importance on the actions of the people playing. Grinding to level cap with "you're the hero" quests and then farming instanced content with a hundred other jackasses doesn't evenly meter out the sense of reward that it once did.

world of warcradt

With "relevant" I mean "worth it", as in people doing that to progress and improve. A good example is RO, almost every map and dungeon stays relevant since they are either good spots for leveling, grinding or have good drops (cards, slotted gear) that are relevant for all the players.