People DO NOT know what they want.
Bold claim, but i'll explain what i mean by this and prove why it is the truth, and how it ties to the voting system being a bad choice for development prioritization.
Let's say you put a chocolate cake infront of someone. This individual wants to eat the cake, however.. They don't want to get sick for eating too much cake; but see... They don't know eating the cake will make them sick. They're just seeing the cake, they're not seeing what the cake may lead to. They're not seeing how the cake ties into the grander scheme of the world. They see what they want in the moment, on the micro scale. In that moment, what they may want for the future can be lost; they're not seeing things on the macro scale.
They're not seeing that eating that cake will start them on an addictive food eating cycle which will in turn make them fat. Because they're fat they're rejected by their partner. They're depressed and suicidal, and they slip up in their work performance and get fired.
They lose EVERYTHING because they ate that cake.. Do you think most people see all of that when they see a cake? How it all connects?
NO.
Most people are animals. They feel something, and they go with it. They don't think. This is why democracy and voting are terrible ideas. Most people are ignorant, stupid and selfish. They see things from their perspective, and what they want in the moment; and 9 times out of 10, most people will be guided by it. Why? Because it is uncomfortable to resist ourselves. So most people take the path of least resistance.
People vote for what they THINK they want. They don't vote for what they ACTUALLY want.
Choosing to withhold themselves, not eating that cake might lead to many positive outcomes should they choose not to eat it. It might lead them to achieve their overall goal in life, to be happy (or whatever their goal is).
Most people will choose to feel good now than to feel good later.
How This Relates to MO2
If i were developing for MO2, i'd look at the state of the world. The problems with the game, and i would prioritize and flesh out the areas where the game is lacking.
So let's look at bear armor.
Bear armor ties to the pet system. The pet system which is already pretty fleshed out. Was it perfect? No. But was it something the game needed urgently in relation to other areas of the game? No.
Dungeons are something else that we don't really need as a priority. We have plenty of dungeons already. You don't need to build more on something that is already there. Am i saying add no more dungeons? NO. I'm saying we have plenty of dungeon already. Adding more doesn't really change much.
Meanwhile we have HUGE gaping holes in the game where areas have just been left untouched.
Thievery/Assassin (these two were said to be basically merged into the same thing).
Let's look at the state of the game and see why thievery/Assassin would be VERY helpful to the current state of the game, or even the previous state of the game.
We have a game that is currently very anti-solo. It caters to the mindless zerg. Want to win something? Just get more people. No need to be smart. You have no real way of using guile to get around people as a solo. SURE you can try to trick people with your words, but that is about all you have.
You see a zerg coming for you, you have one logical option : Running away.
We have no real way, as a solo, to circumvent the zerg. Not everyone likes playing in a guild; there is a huge demographic of people who play MMOs yet don't really want to deal with other people in any cooperative sense. They just like the idea of being in a world that is alive and unpredictable as opposed to scripted with NPCs.
A class that operates on sneaking and stealth, is PERFECT to counter-balance the zerg based game, and VERY solo friendly. It is massively one dimensional as it is now, like i said, more numbers = win (assuming they're not naked with fists or something).
It is like building a house, but the house is missing something key to the foundation. It is missing a whole style of play and archtype from the game.
Second.. The game has no real rogue/assassin fantasy archtype. You're a warrior, you're a mage, you're an archer, you're a tamer. You're missing the assassin and thief. You can stick some light armor on and use a dagger, and LOOK like a rogue/thief, but you're not going to get very far playing like that in PVP because there are no real mechanics supporting that style of play.
It is a staple of the genre. What Fantasy MMO have you see that does NOT have some kind of assassin/thief style class? You won't find one.
So in terms of what the game needs; thievery/assassination is like a gaping chasm that has left us all scratching our head as to why it isn't in yet. Things that are already fleshed out are getting more and more stuff, yet you have not even put the foundation down for a guile based style of play.
This is why you should ignore people's votes
When people saw thievery in the vote, you think for a moment they thought about how it'd impact the grand scheme of the game? NO.
They thought about what would help them. People who don't like the idea of playing a thief would merely see it as an obstacle, and so of course they downvote it.
They're not thinking the game is seriously lacking in solo styles of play. They're not looking at the grand scheme. They're thinking from what will benefit them in the game in regards to their success.
When baking a tiered cake, would you put the next layer on before you have the base? No. The game has an incomplete foundation, and you're building into things that already have a foundation layed.
Bold claim, but i'll explain what i mean by this and prove why it is the truth, and how it ties to the voting system being a bad choice for development prioritization.
Let's say you put a chocolate cake infront of someone. This individual wants to eat the cake, however.. They don't want to get sick for eating too much cake; but see... They don't know eating the cake will make them sick. They're just seeing the cake, they're not seeing what the cake may lead to. They're not seeing how the cake ties into the grander scheme of the world. They see what they want in the moment, on the micro scale. In that moment, what they may want for the future can be lost; they're not seeing things on the macro scale.
They're not seeing that eating that cake will start them on an addictive food eating cycle which will in turn make them fat. Because they're fat they're rejected by their partner. They're depressed and suicidal, and they slip up in their work performance and get fired.
They lose EVERYTHING because they ate that cake.. Do you think most people see all of that when they see a cake? How it all connects?
NO.
Most people are animals. They feel something, and they go with it. They don't think. This is why democracy and voting are terrible ideas. Most people are ignorant, stupid and selfish. They see things from their perspective, and what they want in the moment; and 9 times out of 10, most people will be guided by it. Why? Because it is uncomfortable to resist ourselves. So most people take the path of least resistance.
People vote for what they THINK they want. They don't vote for what they ACTUALLY want.
Choosing to withhold themselves, not eating that cake might lead to many positive outcomes should they choose not to eat it. It might lead them to achieve their overall goal in life, to be happy (or whatever their goal is).
Most people will choose to feel good now than to feel good later.
How This Relates to MO2
If i were developing for MO2, i'd look at the state of the world. The problems with the game, and i would prioritize and flesh out the areas where the game is lacking.
So let's look at bear armor.
Bear armor ties to the pet system. The pet system which is already pretty fleshed out. Was it perfect? No. But was it something the game needed urgently in relation to other areas of the game? No.
Dungeons are something else that we don't really need as a priority. We have plenty of dungeons already. You don't need to build more on something that is already there. Am i saying add no more dungeons? NO. I'm saying we have plenty of dungeon already. Adding more doesn't really change much.
Meanwhile we have HUGE gaping holes in the game where areas have just been left untouched.
Thievery/Assassin (these two were said to be basically merged into the same thing).
Let's look at the state of the game and see why thievery/Assassin would be VERY helpful to the current state of the game, or even the previous state of the game.
We have a game that is currently very anti-solo. It caters to the mindless zerg. Want to win something? Just get more people. No need to be smart. You have no real way of using guile to get around people as a solo. SURE you can try to trick people with your words, but that is about all you have.
You see a zerg coming for you, you have one logical option : Running away.
We have no real way, as a solo, to circumvent the zerg. Not everyone likes playing in a guild; there is a huge demographic of people who play MMOs yet don't really want to deal with other people in any cooperative sense. They just like the idea of being in a world that is alive and unpredictable as opposed to scripted with NPCs.
A class that operates on sneaking and stealth, is PERFECT to counter-balance the zerg based game, and VERY solo friendly. It is massively one dimensional as it is now, like i said, more numbers = win (assuming they're not naked with fists or something).
It is like building a house, but the house is missing something key to the foundation. It is missing a whole style of play and archtype from the game.
Second.. The game has no real rogue/assassin fantasy archtype. You're a warrior, you're a mage, you're an archer, you're a tamer. You're missing the assassin and thief. You can stick some light armor on and use a dagger, and LOOK like a rogue/thief, but you're not going to get very far playing like that in PVP because there are no real mechanics supporting that style of play.
It is a staple of the genre. What Fantasy MMO have you see that does NOT have some kind of assassin/thief style class? You won't find one.
So in terms of what the game needs; thievery/assassination is like a gaping chasm that has left us all scratching our head as to why it isn't in yet. Things that are already fleshed out are getting more and more stuff, yet you have not even put the foundation down for a guile based style of play.
This is why you should ignore people's votes
When people saw thievery in the vote, you think for a moment they thought about how it'd impact the grand scheme of the game? NO.
They thought about what would help them. People who don't like the idea of playing a thief would merely see it as an obstacle, and so of course they downvote it.
They're not thinking the game is seriously lacking in solo styles of play. They're not looking at the grand scheme. They're thinking from what will benefit them in the game in regards to their success.
When baking a tiered cake, would you put the next layer on before you have the base? No. The game has an incomplete foundation, and you're building into things that already have a foundation layed.
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