| 73 posts found | |
|---|---|
|
12/08/10 10:51:16 AM#21
I think it should be there in mmorpgs. was in UO, EQ's, SWG, AO, Vanguard, FFXI, etc, ect. but which one did it the most fun. I think the instance ones are ok. but I like the look of external houses you can actually see like the ones Vanguard tried to achieve or SWG. who concept gives much more to the game. It is a ROLE-playing game. can't forget about the capital R. |
|
|
12/08/10 11:02:32 AM#22
I really enjoyed the player housing and crafting of SWG... infact i still play it for that reason... walk into my mustafar bunker, have some classic starwars jams playin.. couple of rad paintings on the wall.. all kindsa goodies, love it..
Downside alot of ghost towns because lets face it... people jump on a bandwagon, and ride that shit home.. when it comes too games... PRENGC or w/e it was called, never played then, only fired it up after they "ruined" the game... and yet i havent had this much fun in a while |
|
|
12/08/10 11:06:33 AM#23
Its a feature that always excites me, but always became a lack luster feature for me in the long run. I don't think its as vital as everyone makes it out to be. Games like UO and SWG, it works well. Player buildings became gathering places and made you feel apart of the world. There was a definiate sense of ownership. Games like DAoC and LotRO, it works but its just a bullet point to add to a feature list. I never felt like I "owned" anything. SE did something interesting where depending on how you decorated your apartment, there were gameplay implications in combat, crafting, etc... I found that both fun and intriguing. Horizons and Vanguard had preset plots that you had to build up - this I liked because there was a huge sense of accomplishment when you finished your building. However, I wasn't too keen on "preset" locations, and once you were done, you were done.
|
|
|
12/08/10 11:22:31 AM#24
Originally posted by Skillzeroo I don't think its necessarily player housing that is the key. The key is that the player has something to call his own (or the illusion of this) in a world that is dictated by the game creaters.
There is a reason games like farmtown are so popular. There is a sense of personal pride found in those games that cannot be found in many MMOs, save the time commitment it takes to reach max level.
More content that allows the player to feel attached to the world and that he is actually "making a difference" (can be just decorating his house or saving a life) is what the key is. Even if its merely an illusion. Playing: Tera, BF3, ME3 Waiting on: Guild Wars 2 |
|
|
Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
12/08/10 11:32:03 AM#25
Originally posted by Skillzeroo Persistent world customization with a purpose, specifically. Housing for the sake of housing is of little interest to most MMO gamers, especially when coupled with some kind of rent or maintenance system. Player owned areas or structures that can be effectively utilized for player interaction on any level - creafting area, store, meeting place, etc- seems to be what players enjoy most. To facilitate that, some of the features that could be integrated are
UO and Puzzle Pirates have great examples of functional and meaningful housing in an MMO. filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
|
12/08/10 11:36:59 AM#26
Originally posted by Loktofeit This, in the most hardcore sense but I think LotRO's housing is almost enough for casuals. It allows you to decorate your place within some limits. The problem is those limits are a bit too restrictive for it to appeal to the farmtown crowd. Playing: Tera, BF3, ME3 Waiting on: Guild Wars 2 |
|
|
12/08/10 11:37:37 AM#27
I prefer games to treat housing as optional, like crafting. I don't like crafting, so I don't want to be made to craft in a game. If other people want to craft, that's fine. I don't care about housing, so I prefer a game that doesn't make me deal with it. I don't want to have to have a house to bind in a city, or have to have a house to use the auction system, have to have a house to store my items, etc. All I need is a "bank" and I'm good. I really dont' want to decorate, spend time by myself inside my "house", etc. If you want to play with housing, cool. It's a great feature for those that are entertained by it. |
|
|
12/08/10 11:39:56 AM#28
I think it's subjective. I don't think player housing is needed.
I have to admit that I rarely used the housing in eq2 when I tried the game and though I bought something in LOTRO, I also never used it. I would use it if there was extra storage or there was some benefit. I have to admit that I don't like the idea of crafting in player housing becuase that then takes people out of the cities. |
|
|
12/08/10 11:41:37 AM#29
Originally posted by Ihmotepp I'm the same way. I despise crafting the way it's done in games. I'd rather just buy things off of people who like crafting. If a game requires crafting or if it looks like I'm going to undergo a lot of hardship if I don't craft I tend to stop playing that game. |
|
|
Methos12
Hard Core Member
Joined: 9/05/08
Its better to be quiet and perceived as stupid, than to open your mouth and remove all doubt. |
12/08/10 11:43:46 AM#30
If there's 1 thing that LotRO kinda solved when it came to housing it was the whole "instances vs non-instance" by placing you in a instanced neighborhood that you shared with a certain number of other people because each neighborhood had a limited number of house slots. Now, if houses actually served any purpose other than as your strong boxes, there could've been some neighborhood-level cooperation stuff (quests or other activities). Nature without Technology is little more than animals running about. |
|
12/08/10 12:39:27 PM#31
Originally posted by Cephus404 Wow, this is the first time ever. I'm actually in complete agreement with Cephus! I've really never seen the point of player housing except as an extended bank. I'd rather be out playing the game than, you know.. logging into a game from my house to.. be in my house. Give me dragons to fight and undead to battle in an MMO, if I wanted to build a nice house I'd load up a game of Sims 3. |
|
|
12/08/10 12:41:40 PM#32
I like player housing.. it gives me a hobby to fool around with like fishing.. lol No offence, but I think questing isnt' needed in a GOOD mmo.. Oh granted, there are times doing an epic quest would be fun, like the EQ1 one's.. But running back and forth from a quest hub (town or camp) to the mob to gain MOST of your exp is boring and agrivating.. I mean really... Quest Giver says, "I need for you to kill 10 orcs" ------- (quest complete) Quest Giver says, "well done, however did you happen to collect their teeth, I need 5 of them"........... ( GRRR quest complete) Quest Giver says, "excellent, oops did I tell you to kill the named one too in the back tent?"......... ( 3rd trip back to the SAME FREAKING CAMP.. quest complete) This shit was stupid, lazy and a royal pain the arse.. I don't ever remember Frodo or Sam running back and forth to quest givers.. Why can't MMO's just be more like adventuring camps.. IMO todays mmo are to focus'd on NPC involvement and questing.. it's almost like gamers need someone to hold their hand.. |
|
|
12/08/10 12:49:44 PM#33
I also don't care a bit bout housing, at least not in the sens it is being implemented in any game i had chance to play, namely purly cosmetic vanity thing. There is a way to change it: logging out in your house could grant you some bonuses, rest xp etc. after coming back. The house's workshop coud be a crafting stations that improves crafing abilities depending on the quality of appliancs it is equipped with and so on, but so far housing is simply to useless and pointless to care for. |
|
|
12/08/10 6:51:54 PM#34
Housing wasn't enough to offset the generally lackluster feel of EQ2 for me. It's solid fun, but I wouldn't call it the key to enjoyment. |
|
|
12/08/10 6:59:02 PM#35
wizard 101 has player housing.
many drops from monsters are furniture.
|
|
|
12/08/10 7:02:30 PM#36
Not for me or many I know.
It just never pans out to be all people expecti to be or that companies hype it up to be.
UO: Was tolerable but made a mess of the landscape AC1: Looked nice, implementation was a nightmare IMO, totally under estimated demand AO: horribly lacklustre SWG: was ok but ended up being, as someone above said an extended bank, littered the landscape, I did like you could set up a vendor EQ2: boring, but I did like the fact that you could set up a shop from your instanced apartment LOTRO: implemented I think just to shut people up about since nothing has been done with them since, nice looking but no real reason to go there other than to drop off loot.
Well, I think you get the idea. The only time I liked player housing was probably SWG. The world was vast enough it wasn't too littered with houses, you could set them up anywhere for the most part, and you could set up a shop out of your house.
The problem I have with housing is implementation. If you make housing too useful, the cities are empty. Not useful enough, empty houses litter the landscape and they serve as little more than virtual vanity decorations.
Other than that, I think they are a waste of time and development resources. If I want to play house decorator, I'll play the sims...or better yet, decorate my own house.
All that being said, I have no problems with them in game for others, I just have no use for them. Einherjar_LC says: WTB the true successor to UO or Asheron's Call pst! |
|
|
12/08/10 11:17:36 PM#37
I absolutely grow to LOATHE games that don't care enough about my suspension of disbelief and feeling of "belonging" in their game world to offer me player housing. It literally PISSES ME OFF. If you don't care enough to give players that OPTION....I will eventually (if not right away) cease to care about your bloody game. Period.
And when I say player housing.....I mean highly customizable housing like in EQ2.....NOT like in LotRO.
President of The Marvelously Meowhead Fan Club |
|
|
12/08/10 11:40:51 PM#38
Originally posted by Rydeson Frodo and Sam were *cough* spending days~weeks in Mordor avoiding the orcs and everyone else while pretty much traveling a small distance everyday, thanks to Frodo's illness with the Ring. Now, you wouldn't want to play that, right? Because, after all, just travelling is booooooring when translated to games. How about days of travelling the similar-looking expanse of land with no clear indication of how much further it is till you reach the Mountain? Boring. Even Tolkein cut short the "traveling" bit by just skipping ahead a few days in the book because when put down into narrative form, it's also boring.
I'll amend my first comment to state: Housing isn't necessary in themeparks such as LOTRO, but for games where you can fit housing in without jarring gameplay/lore/etc, I would greatly recommend it, even if it might not be to everyone's tastes. It's one of the few features these days that don't directly involve killing monsters/etc. |
|
|
Ceridith
Novice Member
Joined: 11/24/09
The more you hype an upcoming game in your mind, the more it will fail to meet your expectations. |
12/09/10 12:01:37 AM#39
Originally posted by jpnz And yet instanced dungeons and the phasing mechanic are used quite liverally in WoW, with the same effect of segregating the player population... however most people don't even care. |
|
12/09/10 7:45:06 AM#40
I think housing is a great addition to an MMO if done well. Not necessarily the 'key,' but definitely worth the time if done correctly. I have memories of people designing and decorating their houses to hold auctions in, it's where guild meetings were done. People would set up an entire casino, or turn it into a large shopping mall with their own vendors. None of this stuff is necessary. All that can really all be done effectively in a small space where you put an auction house, a guild chat, and a dice mechanic without having to give an individual player anything special, but the point was to offer immersion and freedom. Having a place to decorate was never important to me. So a random piece of data that only I could access I don't really care about. Having my own house in a world with limited space, where not everyone would have one, made it something I aspired to someday afford. All depends on how it's done I guess. |
|