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What Type of Player Are You In An MMO? (Bartle's Taxonomy)
Posted 12/26/15 , edited 12/26/15
Achiever: 73%
Explorer: 47%
Griefer: 47%
Socializer: 33%
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18 / M / Across the Narrow...
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Posted 12/29/15
Achiever: 47%
Explorer: 60%
Griefer: 53%
Socializer: 40%

I'm usually end up soloing everything until end game in every MMO. Not out of choice really; I even make an effort to search for guilds and talk to random people. I naturally level and acquire things faster than most people some reason.
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22 / M / Illinois
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Posted 12/30/15
Your gaming style is
Achiever: 40%
Explorer: 53%
Griefer: 47%
Socializer: 60%

Well rounded.
Posted 12/30/15

Ranwolf wrote:

Your gaming style is
Achiever: 27%
Explorer: 73%
Griefer: 60%
Socializer: 40%

What I always enjoyed PVP more then anything else, any brain dead idiot can do PVE. The real skill is in out playing your human opponents not the AI. The fact they call it griefing just means the maker of this test was a momma's boy who couldn't handle PVP. As for Exploring, gotta get that loot and gear ya dig and friends are the best way to do it. And you ain't gonna find anything in the starting area.


Depends. Griefers is the playstyle of acting on other players to hinder or destroy the gameplay experience for them. It is not necessarily sanctioned PVP. For example, friendly fire. Noob killing. Blueblocking. Etc. I abhor such methods. As for how I handle freedom, I think if players are able to get away with it, they should, but only with a certain amount of skill not accessible to most players most definitely most dependent on stats. Or alternatively, highly discourage acts while maintaining the freedom to do such acts. When you push someone, something should push back.

PVE is actually quite hard depending on how difficult the game was made intentionally. I had a harder time wrangling with Dark Souls 2 compared to Blacklight Retribution.
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20 / M / Epic Funland (Fin...
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Posted 12/30/15
Achiever: 60%
Not enough to get a single 99 in runescape.

Explorer: 53%
GW2 was the closest game where I explored anything.

Griefer: 33%
Just a prank bro? Yeah If I can get away with it.

Socializer: 53%
I'm surprised, I rarely talk or gang up with anyone. I like to think myself as mysterious stranger of some sorts, I'm going to help you with your task, but I'm quite sure that there is nothing in common with us

Dota 2 is the only game I bother to play, rest cant grasp my interest.
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29 / M / B.C, Canada
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Posted 12/30/15

PeripheralVisionary wrote:



Depends. Griefers is the playstyle of acting on other players to hinder or destroy the gameplay experience for them. It is not necessarily sanctioned PVP. For example, friendly fire. Noob killing. Blueblocking. Etc. I abhor such methods. As for how I handle freedom, I think if players are able to get away with it, they should, but only with a certain amount of skill not accessible to most players most definitely most dependent on stats. Or alternatively, highly discourage acts while maintaining the freedom to do such acts. When you push someone, something should push back.

PVE is actually quite hard depending on how difficult the game was made intentionally. I had a harder time wrangling with Dark Souls 2 compared to Blacklight Retribution.


Meh, I like how Archeage handled PVP, they sectioned it off to PVP areas. And made it abundantly clear that stepping into these areas was best left to those good at it. I liked that idea, you walk into a PVP area you should be ready to fight regardless of the colours you're flying so to speak. Of course they went and ruined a great concept with that stupid faction system and made killing a fellow faction member a crime. Which was a freaking stupid idea in my opinion. I say unless you willing to handle true PVP MMO's aren't for you, PVE should only be the domain of single players games.

As for single player games like Dark Souls, giving a boss shit ton of health and high dps does not a difficult fight make. Since they are still moving and acting in a predictable manner. Human players will always be a more difficult challenge since they can act and react in a fashion no AI currently can.
Posted 12/30/15 , edited 12/30/15

Ranwolf wrote:


PeripheralVisionary wrote:



Depends. Griefers is the playstyle of acting on other players to hinder or destroy the gameplay experience for them. It is not necessarily sanctioned PVP. For example, friendly fire. Noob killing. Blueblocking. Etc. I abhor such methods. As for how I handle freedom, I think if players are able to get away with it, they should, but only with a certain amount of skill not accessible to most players most definitely most dependent on stats. Or alternatively, highly discourage acts while maintaining the freedom to do such acts. When you push someone, something should push back.

PVE is actually quite hard depending on how difficult the game was made intentionally. I had a harder time wrangling with Dark Souls 2 compared to Blacklight Retribution.


Meh, I like how Archeage handled PVP, they sectioned it off to PVP areas. And made it abundantly clear that stepping into these areas was best left to those good at it. I liked that idea, you walk into a PVP area you should be ready to fight regardless of the colours you're flying so to speak. Of course they went and ruined a great concept with that stupid faction system and made killing a fellow faction member a crime. Which was a freaking stupid idea in my opinion. I say unless you willing to handle true PVP MMO's aren't for you, PVE should only be the domain of single players games.

As for single player games like Dark Souls, giving a boss shit ton of health and high dps does not a difficult fight make. Since they are still moving and acting in a predictable manner. Human players will always be a more difficult challenge since they can act and react in a fashion no AI currently can.


Why should PVE be single player? It has shown to be quite successful. Not all games need PVP. I myself seen what type of community PVPers are. They're either to busy to talk or hurling out profanity like bullets in a gun.

It might interest you that PVP could fall under the improvisation strategy, whereas other games are more into planning and practice.


I think if you make a game so difficult in its AI it could be harder than most players.
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29 / M / B.C, Canada
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Posted 12/30/15 , edited 12/30/15

PeripheralVisionary wrote:



Why should PVE be single player? It has shown to be quite successful. Not all games need PVP. I myself seen what type of community PVPers are. They're either to busy to talk or hurling out profanity like bullets in a gun.

It might interest you that PVP could fall under the improvisation strategy, whereas other games are more into planning and practice.


I think if you make a game so difficult in its AI it could be harder than most players.


Of course a dedicated group of PVP players aren't going to talk to randoms. It's the first rule of PVP, form a group with people you know and trust and then go hunting everyone else. Randoms aren't to be trusted nor communicated with save at the end of a weapon. And unless some raid boss is dropping good gear PVPers aren't going to be forming large groups. And if they are they are going to be doing with other PVPers whom they know can handle themselves and not a bunch of randoms. You earn a reputation for knowing how to play and PVPers will give you the time of the day. Kinda like the army now that I think about it...or high school if you want to be pedantic about it.

As for PVE, it belongs in the improvisation strategy category. All there is to it is sending in a few tanks with some healers to keep them alive and see how the boss reacts, it's attack patterns, seeing what sort of last ditch attacks it has. Then you hit it for real. Rinse and repeat for every boss ever created.

And maybe in the future when computing power is vastly and I mean vastly increased will PVE be considered anything more then grinding for gear in a MMO in my opinion. There is no real challenge in a AI controlled boss. Every single game, and I mean every single game thinks high health and high damage is what makes an enemy challenging. It's not, I've played against glass cannons and low damage but high survivability builds played by humans that have given me more challenge then anything AI controlled.

It's the ability to think outside the box, to react in unforeseen and unpredictable manner that makes a challenge. An AI has yet to achieve that.
Posted 12/30/15 , edited 12/30/15

Ranwolf wrote:


PeripheralVisionary wrote:



Why should PVE be single player? It has shown to be quite successful. Not all games need PVP. I myself seen what type of community PVPers are. They're either to busy to talk or hurling out profanity like bullets in a gun.

It might interest you that PVP could fall under the improvisation strategy, whereas other games are more into planning and practice.


I think if you make a game so difficult in its AI it could be harder than most players.


Of course a dedicated group of PVP players aren't going to talk to randoms. It's the first rule of PVP, form a group with people you know and trust and then go hunting everyone else. Randoms aren't to be trusted nor communicated with save at the end of a weapon. And unless some raid boss is dropping good gear PVPers aren't going to be forming large groups. And if they are they are going to be doing with other PVPers whom they know can handle themselves and not a bunch of randoms. You earn a reputation for knowing how to play and PVPers will give you the time of the day. Kinda like the army now that I think about it...or high school if you want to be pedantic about it.

As for PVE, it belongs in the improvisation strategy category. All there is to it is sending in a few tanks with some healers to keep them alive and see how the boss reacts, it's attack patterns, seeing what sort of last ditch attacks it has. Then you hit it for real. Rinse and repeat for every boss ever created.

And maybe in the future when computing power is vastly and I mean vastly increased will PVE be considered anything more then grinding for gear in a MMO in my opinion. There is no real challenge in a AI controlled boss. Every single game, and I mean every single game thinks high health and high damage is what makes an enemy challenging. It's not, I've played against glass cannons and low damage but high survivability builds played by humans that have given me more challenge then anything AI controlled.

It's the ability to think outside the box, to react in unforeseen and unpredictable manner that makes a challenge. An AI has yet to achieve that.

I guess it's because I don't typically play against the same person or the fact that I've learn to avoid certain arenas for snipers. I think high health and high damage is challenging, because you, the player, have to find a way to cope with that. Ofc, the only PVP game I play is Blacklight and its dying. Most people have left sadly. But I still enjoy a match every now and then.


I think you're overrating players. There's only so much action a player can take against a player. While AI monsters can have a variety of attacks that can be switched up at any moment not normally accessible to players.


Look at it this way. Gary Kasparov was defeated by blue. Chinook beat chess so anyone playing against it will draw at most. Meanwhile players in FPSes are limited to actions others can take against them. Now if we're talking about League of Legends, where the options great expand, then that's a different story.
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Posted 12/31/15
Achiever: 47%
Explorer: 40%
Griefer: 67%
Socializer: 47%
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21 / F / USA
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Posted 12/31/15
Achiever: 67%
Explorer: 80%
Griefer: 13%
Socializer: 40%

Dude. I'm here for the story.
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23 / F
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Posted 1/26/16
Achiever: 53%
Explorer: 60%
Griefer: 20%
Socializer: 67%
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22 / M / Hongdae
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Posted 1/30/16
Achiever: 67%
Explorer: 13%
Griefer: 87%
Socializer: 33%

I go for the top of leaderboards in PVE mostly.
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Posted 4/19/16
op nuked
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