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10/24/11 11:24:58 AM#81
Originally posted by xKingdomx
I miss the MMORPG genre. Will a developer ever make one again? Explorer: 87%, Killer: 67%, Achiever: 27%, Socializer: 20% |
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10/24/11 11:26:49 AM#82
Originally posted by Nerf09 Wealth Progression is the same as Character Progression.... I miss the MMORPG genre. Will a developer ever make one again? Explorer: 87%, Killer: 67%, Achiever: 27%, Socializer: 20% |
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10/24/11 2:57:01 PM#83
Originally posted by VirusDancer We might as well say that...if we treat wealth progression the same way the OP treats character progression. That is, reduce it to one single small component, instead of the overarching category it is. So let's just say from here on out that wealth progression = any game where you earn money. I wonder how the OP would feel about that. |
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10/24/11 3:21:10 PM#84
Originally posted by Homitu It is curious, that the OP has tried to maintain their argument in the manner in which they have - when several of us have given the OP outs in regard to the argument... the key somewhat being tactical vs. strategic. To an extent, one could say the OP is asking the following: What do you prefer? FPS Progression OR RTS Progression So perhaps it is just a case of us getting caught up in the semantics of the argument, but we have tried to get the OP to agree to common terms that all could use rather than persist with his or her subjective terms that almost everybody has had a problem with... Perhaps we could look at it from the auspice of what kind of god would you be? Are you the big picture kind that is working the deal as some kind of mastermind or are you dropping an avatar on the ground to handle things face to face? There are so many ways to look at this; but I just do not see it in the way that the OP has addressed it. Regardless of that, even the question itself presents a problem...as we have seen with some of the replies in the thread. Some people want both. Yes, the OP is asking for a preference - but it is also more a case of if you could only have one. Choose. Right there, you are imparting a limitation - and well - people are going to rebel against something like that. Imagine where we would be if the question posed was this: Do you prefer vanilla ice cream or apple pie? What would have happened to pie a la mode...? I miss the MMORPG genre. Will a developer ever make one again? Explorer: 87%, Killer: 67%, Achiever: 27%, Socializer: 20% |
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Originally posted by VirusDancer In WOW-clone owning a house, or owning a POS in Eve Online, is endgame content, yeah it is the same as character progression in a wow-clone. But that's not what I'm talking about. |
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Originally posted by Loktofeit Outside of MMO's, all Real Time Strategy games are zero character progression + pure wealth progression games. The goal in RTS is to own more land close to resources and defend it, well if you're interested in having a fun game and not grinding on crack-speed on a ladder (SC2). CivWorld? I just googled it. No. It will somehow be fucked up like Age of Empires Online was fucked up. Especially if it's a facebook game. |
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Originally posted by Loktofeit There's no difference, a hitpoint is a hitpoint. "Character progression", you are progressing you're single avatar with levels or gear (or even instanced housing that only affects you and you're singular avatar and nobody else), doesn't make a difference in the big picture.
Character progression: -Levels -Gear (especially in this bind on equip/pickup world) -Instanced or quasi instanced housing that effects nobody but you're character -Crafting bind on pickup, or crafting systems that only affects your character and only your character. In WOW you sell very very little of what you craft, effectively making most of WOW crafting system a form of Character Progression. -Any activity that increase the ooberness of your singular character and only affects your character, and there are lots of them in wow-clone.
Wealth progression: -Anything you acquire that is fungible. |
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10/24/11 10:07:30 PM#88
Originally posted by Nerf09 That red area is debated that gaining more gear, crafting, or levels does not effect anyone but you. Since as a tank or other role the more gear you gain the more you contribte to the group and as such the farther you as well as the group may progress in the field of what you are doing. I am not sure abotu you but when i was in wow i sold just abotu twice what i crafted in gear or items for myself on the ah or thru trades. I actually spent as much time crafting (this fell off after halfway thru lk though) gear as well as other items gfor both my guildies, players, and just to gain wealth to gain more of what i needed. HOW each player plays their character will change the definition. For instance two characters gain gear in a instance, one of them goes around showing it off to get into more raidss, while the other player uses his added gear to help others increase their own gear via his help. THis is two sides of character progression wih one being selfish, and one being selfless overall.
With regards to your "Instanced or quasi instanced housing that effects nobody but you're character" is alittle since it is kind counter to what most as you would put want in a wow-clone which is being more ubber (ie showing off your gear and achievements to the world seeing hwo you are better then them.) |
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I am not sure abotu you but when i was in wow i sold just abotu twice what i crafted in gear or items for myself on the ah or thru trades. That's funny cause most players spend a vast majority of their time leveling up their crafting skill, vendoring crafted items (or just destroying their crafted items cause it's cheaper to destroy them than to walk 30 seconds to a vendor), and then losing money at the AH cause raw materials cost more than finished product. The only time I made money at the AH was the disenchant Lifebound Alchemist Stones into Maelstrom Crystals exploit, before it was closed a couple months after Cataclysm. What exploit did you make money on in your crafting profession? Eve Online has the same economy as WOW, raw materials are more valuable than finished product. Mine away. |
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10/27/11 5:00:28 PM#90
Yea...gotta love games, nothing like an accutal ecconomy...selling products for less than the base material cost o.O SKYeXile |
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10/27/11 5:07:03 PM#91
Originally posted by skyexile It is an issue with gear progression games. You get better gear from questing, dungeons, raiding, PVP. Crafting is almost meaningless in many games other than a side thing to do (or for certain things like pots and bags). EVE's economy, as an aside, I believe was screwed by the introduction of PLEX and thus pseudo-RMTs. I miss the MMORPG genre. Will a developer ever make one again? Explorer: 87%, Killer: 67%, Achiever: 27%, Socializer: 20% |
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