| 34 posts found | |
|---|---|
|
9/05/08 10:49:48 PM#21
Originally posted by Vhati
I know AoC is easier than WoW, I have had many lengthy forums battles with simpilton AoC fanbois on that topic. But name one single mmo rpg with harder raid boss encounters than lets say....any of the Black temple or sunwell fights in WoW:BC? name one that isn't just a generic tank and spank with some novel distractions thrown in for 'difficulty'.
Age of Conan can never have dynamic raid encounters due to the silly combat mechanics and bad class structure. |
|
|
9/05/08 10:55:44 PM#22
D&D online. |
|
|
9/05/08 11:08:55 PM#23
Originally posted by Vhati
...is that game still running? wow |
|
|
9/06/08 1:45:43 AM#24
Originally posted by Malickie
Don't worry, once Blizzard makes an FPS game, the MMO genre will slowly return to normal and the FPS game market will get saturated with a bunch of Starcraft Ghost clones or whatever. Just like the RTS market got saturated during Starcraft's time to the point of failure, before returning to what it is today. I know this from experience in working in a game store during the crappy RTS explosion. Too bad no one can remeber any of those hundreds of medivel RTS games now that littered computer shelves. |
|
|
9/06/08 2:05:10 AM#25
Originally posted by Urrelles I bought a couple of them for 5 bucks a pop. They looked like they would at least be fairly pretty to look at. I couldn't even have that, as I could not play the game for its broken-ness prevented me from getting past the 5 minute mark in its tutorial. the RTS genre has definitely gotten a whole lot better though. Between the Warhammer 40k, and more recently ___________________ http://www.penny-arcade.com/comic/2006/12/13/ |
|
|
9/06/08 4:48:59 AM#26
Originally posted by Urrelles
Don't worry, once Blizzard makes an FPS game, the MMO genre will slowly return to normal and the FPS game market will get saturated with a bunch of Starcraft Ghost clones or whatever. Just like the RTS market got saturated during Starcraft's time to the point of failure, before returning to what it is today. I know this from experience in working in a game store during the crappy RTS explosion. Too bad no one can remeber any of those hundreds of medivel RTS games now that littered computer shelves. Now that you mention it, I do notice a trend here. Blizzard will make a game that completely sets the new standard and becomes very popular, then the other devs will come out with a flood of crap...happened with the warcraft, starcraft and Diablo IP's.
I remember the RTS explosion well....although at the time there were a few good ones like TA and dark reign. |
|
|
9/06/08 1:43:18 PM#27
Originally posted by Hydrakana
...is that game still running? wow
i expected more out of you than that remark. I guess that means i win?
In a just world, TA would have gotten the popularity that SC got. Instead we lost the company(cavedog) that developed a genre changing game, and got one(blizzard) that is afraid to take a step outside the box. |
|
|
9/07/08 5:49:52 AM#28
Originally posted by Hydrakana
I know AoC is easier than WoW, I have had many lengthy forums battles with simpilton AoC fanbois on that topic. But name one single mmo rpg with harder raid boss encounters than lets say....any of the Black temple or sunwell fights in WoW:BC? name one that isn't just a generic tank and spank with some novel distractions thrown in for 'difficulty'.
Age of Conan can never have dynamic raid encounters due to the silly combat mechanics and bad class structure. Well, my wife still raids in EQ1 and my son is a hardcore raider in WoW and they both say that the majority of raid bosses in EQ1 pretty much beat the WoW Bosses in the area of difficulty. I havent played EQ1 in about 3 or 4 years now but that game have content second to none and the raids all seem to be based on solid tactics and not Zerging. |
|
|
9/08/08 12:16:35 PM#29
Originally posted by Vhati
-Lum |
|
|
9/09/08 12:08:37 AM#30
you really think i am a fanboi? I feel no need to respond to your post any further than that. |
|
|
9/09/08 4:57:57 AM#31
Originally posted by Vespers Well, my wife still raids in EQ1 and my son is a hardcore raider in WoW and they both say that the majority of raid bosses in EQ1 pretty much beat the WoW Bosses in the area of difficulty. I havent played EQ1 in about 3 or 4 years now but that game have content second to none and the raids all seem to be based on solid tactics and not Zerging.
Hmm, I'd have to disagree, Eq1 fights are far more basic compared to WoW and other games due to it being so old - the next gen games have moved on from this with more innovation (except AoC of course). I don't define difficulty in how much health a boss has and the length of time it takes to take it down, its the depth in the tactics involved to win and the difficulty in coordinating everyone in the raid to follow the plan. Sure, after a few months of raiding and everyone gearing up plus getting the tactics down pact, its easy for someone to sit there on the 50th run through and say how easy it is. |
|
|
Distopia
Drifter
Joined: 11/22/05
If it contains the words video and game, it must be a WOW clone. |
9/09/08 5:22:06 AM#32
Originally posted by Hydrakana Old usually actually means it was more complex and less streamlined IMO. Think of it like the streamlining done to strategy games over the last few years. Old school gamers prefer micro management, SWG combat is a prime example of a transition from micro management to streamlined game play. In the beginning there were so many variables to worry about. From state affects like dizzy, blindness(when blinded you were useless), knockdowns (dizzy kd's that made you flop around like a fish out of water :)). Dots were deadly, you also had three health pools to keep track of. Any one running out meant death, fire burned until you had a fire blanket applied to it , which could burn until you had zero health to replinish and then you would have to have someone heal you (for a long time) to be able to fight again (this could be all three pools as well). Diseases had the same affect. Another issue that had a huge affect on strategy was template building and alpha classes, That's a whole different discussion all together. For every minute you are angry , you lose 60 seconds of happiness."-Emerson If you can't argue the point don't say anything at all. |
|
9/11/08 9:13:45 PM#33
Originally posted by Malickie Old usually actually means it was more complex and less streamlined IMO. Think of it like the streamlining done to strategy games over the last few years. Old school gamers prefer micro management, SWG combat is a prime example of a transition from micro management to streamlined game play. In the beginning there were so many variables to worry about. From state affects like dizzy, blindness(when blinded you were useless), knockdowns (dizzy kd's that made you flop around like a fish out of water :)). Dots were deadly, you also had three health pools to keep track of. Any one running out meant death, fire burned until you had a fire blanket applied to it , which could burn until you had zero health to replinish and then you would have to have someone heal you (for a long time) to be able to fight again (this could be all three pools as well). Diseases had the same affect. Another issue that had a huge affect on strategy was template building and alpha classes, That's a whole different discussion all together.
There is a fine line between a game being difficult due to cumbersome and bad game design and a game being difficult because the content is challenging. Streamlining is not always a bad thing when it takes the emphasis off strain injury enducing game control and puts it on well designed and balanced gameplay |
|
|
9/12/08 5:16:08 AM#34
Originally posted by Malickie Old usually actually means it was more complex and less streamlined IMO. Think of it like the streamlining done to strategy games over the last few years. Old school gamers prefer micro management, SWG combat is a prime example of a transition from micro management to streamlined game play. In the beginning there were so many variables to worry about. From state affects like dizzy, blindness(when blinded you were useless), knockdowns (dizzy kd's that made you flop around like a fish out of water :)). Dots were deadly, you also had three health pools to keep track of. Any one running out meant death, fire burned until you had a fire blanket applied to it , which could burn until you had zero health to replinish and then you would have to have someone heal you (for a long time) to be able to fight again (this could be all three pools as well). Diseases had the same affect. Another issue that had a huge affect on strategy was template building and alpha classes, That's a whole different discussion all together.
You made me cry Fungerer som det skal |
|