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 Thread (15 posts)
darkboaz  4/25/08 5:01:17 PM

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If you could take any 2 things from games you have played before and put it into a new game what would you take to put in? Would you take it as was or changing it in some way?
 
muleskinner  4/26/08 6:12:55 PM

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While this may seem silly, i believe that having player cities/housing offer the biggest attraction in a game, I.E swg,. Because of the social interaction. Crafters,buffers, have a home to work from, and warriors/hunter types have a resting place to kick back, be in the game but not in a lag infested area such as the large cities in any game. YOU have access to stored loot in  your house/bank to trade or showoff, and have your own lil safe haven , surrounded by family and friends .  The days you dont have time to go on a Four hour quest/hunt/instance you can pop in and socialize and maybe putter around the house or set up your auctions/vendors/ etc. which leads me to the second choice.

 

Crafting needs to be very diverse and not generic, (forget the term i looking for) cookie cutter, but where the materials used and the skill lvl has an effect on the end item. Then the crafter should have means to set up their own shop.

YES i know, these ideas were from swg. but i am serious . pre-cu swg had this part of the game right and if other games, hopefully SGW finds ways to interject these into the game, i believe it will add the diminshin to the game that seperates it from all others.

 

 
darkboaz  4/27/08 12:09:18 AM

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I agree with you a game like SGW can lend its self easly to such a concept. In the shows there is a lot of go back to the home base of operations.

 
Samuraisword  4/30/08 6:46:09 PM

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Gamers who use RMT are like athletes who use steroids.

Well If I am limited to two things, I would say I want to see:

1. A significant battle loss aka death penalty. Too many games these days just give a temporary small  reduction in stats and maybe a corpse run, both of which amount to nothing to fear. It's important for both immersion and playability, that losing in battle has significant consequences, otherwise players won't respect the environment, they just zerg attack everything, and everyone maxes out their characters too quickly and becomes bored.

2. A Sandbox open environment. Most leveling/skill experience should be achieved from combat aka "so called grinding" to some players, instead of the curent trend of leading players by the nose from one quest to another with unrealistic stupid icons marking the questgivers and minimaps with arrows pointing the way. The trend of this linear dummied down style of gaming is killing the genre. Players should be expected to explore and decide what to do and where to go with little direction. 

 

With PvE raiding it has never been a question of being "good enough". I play games to have fun, not to be a simpering toady sitting through hour after hour of mind numbing boredom and fauning over a guild master in the hopes that he will condescend to reward me with shiny bits of loot. But in games where those people get the highest progression anyone who doesn't do that will just be a moving target for them and I'll be damned if I'm going to pay money for the privelege. - Neanderthal

Ponico  5/01/08 10:07:17 AM

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Can you imagine what I would do if I could do all I can?

- Sun Tsu

I'll be really happy with player housing or a homebase. Just that is enough to keep me glued to a game.

pozag Xfire Miniprofile
darkboaz  5/02/08 1:59:12 PM

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I love sand box, I HATE having to play a game the way some one tells me it aught to be played. I hate the hand holding of step by step progress.

Agreed no risk no reward.  Im ok with no corps run or no exp loss but not boath.

It was in CoX that I for the first time realy begain to like having a base of operations. i had always over looked such parts of the games.

 
Falcon4196  5/17/08 7:44:01 AM

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If WAR is everywhere why aren''t I in beta yet?

What I'm really looking for us this game to recreate the feeling of SG1 an SGA, that you really won't know what to expect each time you step through the gate.  I understand that there is an upper limit to the number of planets that you can fit into the game but the longer that they can make me feel like I am exploring the galaxy the longer they will keep me interested with the game.


Games I've Played: WoW, FFXI, SWG, CoH, EVE Online
Games I'm Waiting for: WAR, Stargate Worlds

bal65456  5/17/08 12:35:41 PM

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What i would like to see ingame is a guild banking facility. With this you could seet vaious stipulations for withdrawing items(similar to wows). This way it allows for easier trading within guilds.

The second thing i would like to see ingame is a diverse crafting abilty so that what you find in end game raids is just a tad better than what you can craft. This way it rewards end game raiders without making people who don not raid easy targets in pvp

 
mbd1968  5/25/08 8:51:42 AM

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I'd like to see a complex crafting and R&D side of the game. For example, R&D can invent or an upgrade an item which they can put into a schematic. This they can sell to a crafter. I like the EVE did it (I played the first 6 months after launch, it may be different now). Limited run blue prints.

I'd like to see crafted items on a par with raid drops. If they don't it's pointless crafting. Thats where WoW went wrong, crafting is pointless.

Current: WoW
Played: EVE, Lineage II, SWG (Pre CU), CoH, EQ2.
Waiting for: Stargate Worlds

diegooo1972  5/25/08 9:27:02 AM

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I want to have open world completely explorable without instance and zoning.

 
minocin  5/25/08 9:28:23 AM

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Originally posted by diegooo1972

I want to have open world completely explorable without instance and zoning.

Except gating to other worlds of course

Ealdorman  5/25/08 10:22:31 AM