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Reader Comments (40)

Posted: Oct 4th 2011 8:06AM smartstep said

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Don't like this concept to be honest.

Posted: Oct 4th 2011 8:10AM (Unverified) said

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I have to admit I have never really been a fan of the skill up while not in the game thing. I know EVE is a big one that does it and it seems to work fine for them, but it is also another one of those things that if done the same way as EVE makes an unbridgeable gap between a veteran player and a newer player. That is not the way you should tell the difference in how long someone has played, or in this case, how long they have owned the account and clicked on the button to learn a skill.

For crafting in particular it needs to be somewhat interesting, preferably non repetitive, and as little of a grind as possible. It's fine if it takes time, but a lot of games make crafting take an unreasonable amount of time, whether it is gathering mats are just placing too much RNG into the system. If I make something, give me some progress damnit.

Lastly, the afk skilling gives me the feel of some games that actually let you bot your character in the game. Why even play if you don't have to? Where is the fun and challenge? Doesn't sound like a game I would be interested in or spend much time on.

Posted: Oct 4th 2011 8:20AM (Unverified) said

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@(Unverified)
i'm tried EVE so many times, only to walk away from it from being so far behind skill wise and that fact that towards the ends of my trials i was just logging it to set up skill learning and logged off.

the escapist explains it perfect
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Posted: Oct 4th 2011 10:54AM Laurs said

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@(Unverified)

Heh, i'm so glad someone mentioned The Escapist's little review of EVE. Even though it may be a bit blunt and superficial, to the "everyman", as he puts it, that just picks up the game and wants to play (and god forbid, have fun - no, no, no.. you need to WORK for your fun, you can't just have it, you need to suffer and sweat blood before you can actually have your fun), he sums up the game perfectly.

For reference, here's the video: http://www.escapistmagazine.com/videos/view/zero-punctuation/208-Eve-Online
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Posted: Oct 4th 2011 11:38AM DeadlyAccurate said

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@(Unverified) "it is also another one of those things that if done the same way as EVE makes an unbridgeable gap between a veteran player and a newer player."

Not true. Every skill in EVE is capped at 5, so a new character that specializes can be just as good within a few months in one thing as a veteran. The veteran just has more options (like ships to choose from).

My main in EVE has about 25 million SP. Almost half of those are in missiles alone. My DPS usually means I'm the main damage dealer in a fleet fight. Going up against a guy with 50 million SP doesn't automatically mean I'm going to lose.
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Posted: Oct 4th 2011 5:48PM Doran7 said

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@(Unverified) ," but it is also another one of those things that if done the same way as EVE makes an unbridgeable gap between a veteran player and a newer player. "

in eve this is not true, specialization makes it possible to catch older players in single aspects of the game. in as little as 2 or 3 months I can be mining as well as people who have been playing since 2003.


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Posted: Oct 4th 2011 8:17AM Koontzinator said

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I'll take what is sure to be the unpopular position and say that I support AFK progression. It levels the 'player versus time' playing field, so people who have more free time aren't inherently more powerful than people with full-time jobs, families, etc. It also encourages people with more free time to do something else with it every now and then.

Posted: Oct 4th 2011 12:52PM Tizmah said

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@Koontzinator You should only get out what you put in, in my opinion.
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Posted: Oct 4th 2011 8:20AM (Unverified) said

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Love it. As a Fallen Earth level cap PvPer I hate grinding the levels. I really like that Fallen Earth gives me an alternate way to level without having to grind. I have 5 clones at the cap and they got there mostly through crafting.

Posted: Oct 4th 2011 8:22AM Baby Choo Choo said

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Well, I play Eve so I guess I'm technically okay with it lol. Though, no matter how many skills you have, a bad pilot is still a bad pilot so I'm fine with afk progression in this case since nothing is actually given to the person with more sp except for options. They still have to learn how to play the game to truly be skilled.

Posted: Oct 4th 2011 8:26AM Yarg2011 said

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Divided on this.
One hand crafting.. make 200 of x and dump in NPC since no one buys the crap produced. Then repeat until you hit a level where stuff is actually usable until next update.
Other hand not being in game loses some of the interest in actually playing that game.

Posted: Oct 4th 2011 8:27AM Yarg2011 said

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@Yarg2011
Just a reply that another review site just trashed Glitch to hell and back again.
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Posted: Oct 4th 2011 8:29AM GrumpyGnome said

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I am against it in all forms.

You get what you put into it; if you are someone who has a ton of time, and you only play Game X, then you deserve to be more powerful, better equipped, and have higher skills than someone who only plays a few hours a week. I used to be able to play for well over 40 hours a week, now I can find 2-3 hours here and there. I am fine with just playing my little characters.

I have never understood how people can expect everything with out putting in the effort. Of course it's the same in RL too; why work when the system will reward you for doing nothing. We all deserve that nice house and BMW don't we...

Posted: Oct 4th 2011 10:36AM Seffrid said

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@GrumpyGnome

Spot on.

Whether it's paying someone to power-level them or levelling up while they're not even in the game, some people just seem to want it all now and without any effort on their part. I just don't get it.
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Posted: Oct 4th 2011 8:31AM Grinstone said

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To me AFK progression is a decidedly odd prospect.

Honestly, it strikes me as a marketing gimmick. "We let you continue crafting even if you're offline, unlike all those other games!" Of course, in those 'other games' crafting several items doesn't take so long that you might as well log out while they're being worked on. That's certainly not a time saving feature. In general, the real time sink in crafting is gathering the necessarily materials, or even finding the appropriate recipe, to be able to do the crafting.

Why not shorten the crafting times so I don't feel the need to go AFK while I'm finishing the task? (Granted, I've gone AFK while crafting in WoW because I was leveling up a skill and crafting up to 20 items in one sitting.)

I do agree with Koontzinator that in a game like Glitch, which Rubi mention in the article, it could help level the playing field a bit for people who don't have much time to play. Since I've never seen such a system in action I can't comment beyond that.

Posted: Oct 4th 2011 8:36AM (Unverified) said

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It's a gateway drug to afk raiding. WoW will probably be the first.

Posted: Oct 4th 2011 8:36AM Seinaru said

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I like it as long as it doesn't overshadow other growth methods, is offline as opposed to afk while logged in, and has a limit. For example I probably wouldn't play Vindictus at all if it didn't have its meditation system, but every now and then I feel like logging in to spend the AP I've gained and then I feel like doing a few dungeons.

Posted: Oct 5th 2011 6:13AM Space Cobra said

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@Seinaru

I am the same way. A bit divided, but as long as it doesn't overshadow things, even the main gameplay.

While this could indicate a bad game, again, people play differently, casuals vs. non. It would have to "fit" in the game. Of course, one way around this, as with crafting, is to make your crafting game much more enjoyable than simple grinding. Either mini-games or a whole class offering in the game on-par with a combat class.
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Posted: Oct 4th 2011 8:39AM Orrin said

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I much prefer offline skill progression over use-based systems that encourage grinding.

While yes these systems do "reward" you for not playing, they also allow you to spend your play time doing different fun things rather than grinding skills.

You can make a similar case for online skill progression that isn't tied to use, but then you'll just get players afk'ing and consuming your server resources.

You could also have a hybrid system with daily or weekly caps for both online and offline progression.

Posted: Oct 4th 2011 8:40AM nimzy said

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I hate it. Several reasons why:

The developers are basically telling you they recognize that the aspect of the game they're automating and letting you advance in while not actually playing the game is so boring and time-consuming they'd rather just do it for you.

Not only that, but this is also one of the most cynical ways to extend game time available. Want to get something done when a game is using this system? Better hope they've got a cash shop, because getting anywhere is going to take forever.

Let's not forget the biggest problem EVE Online has in attracting new players: "Welcome to the game! It will be five weeks of (not) playing the game before you can actually do anything interesting!" That's two months of subscription fees wasted while you sit around gaining skill points. And since the whole thing is time-based, you will never be at the same level as someone who started playing the game before you.

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