Trending Games | Elder Scrolls Online | Guild Wars 2 | WildStar | Rift

  Network:  Gamertube FPSguru RTSguru
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Recent forum postsRSS
Active threads
Cloud view
List all forums
General Forums
Developers Corner General Discussion
Popular Game Forums
Click a status to find game forum
Game Forums
Click a letter to find game forum
A-C
2029 Online 2112: Revolution 2Moons 4Story 8BitMMO 9 Dragons A Mystical Land A Tale in the Desert III A3 ACE Online ARGO Online Aberoth Absolute Force Online Absolute Terror Achaea Adellion Aerrevan Aetolia, the Midnight Age Age of Armor Age of Conan Age of Empires Online Age of Mourning Age of Wulin Age of Wushu Aida Arenas Aika Aion Alganon All Points Bulletin (APB) Allods Online Altis Gates Anarchy Online Ancients of Fasaria Angels Online Anime Trumps Anmynor Anno Online Applo Arcane Legends ArchLord ArcheAge Archlord X Asda 2 Asda Story Ashen Empires Asheron's Call Asheron's Call 2 Astera Online Astonia III Astro Empires Asura Force Atlantica Online Atriarch Auto Assault Battle Dawn Battle Dawn Galaxies Battle for Graxia Battle of 3 Kingdoms Battle of the Immortals Battlecruiser Online Battlestar Galactica Online Battlestar Reloaded Beyond Protocol Black Aftermath Black Desert Black Gold Black Prophecy Black Prophecy Tactics: Nexus Conflict Blacklight Retribution Blade & Soul Blade Wars Blazing Throne Bless Blitz 1941 Bloodlines Champions Bounty Bay Online Brawl Busters. Brick-Force Bright Shadow Bullet Run Business Tycoon Online CTRacer Cabal Online Caesary Call of Gods Call of Thrones Camelot Unchained Canaan Online Cardmon Hero Cartoon Universe Castle Empire Castlot Champions Online Champions of Regnum Chaos Online Chrono Tales Citadel of Sorcery CitiesXL Citizen Zero City of Decay City of Heroes City of Steam City of Transformers City of Villains Clan Lord Clash of Clans Cloud Nine Club Penguin Colony of War Command & Conquer: Tiberium Alliances Company of Heroes Online Conquer Online Conquer Online 3 Continent of the Ninth (C9) Core Blaze Core Exiles Corum Online Craft of Gods Crimecraft Crimelife 2 Cronous Crota II Cultures Online Céiron Wars
D-F
D&D Online DC Universe DK Online DOTA DOTA 2 DUST 514 Dalethaan Dance Groove Online Dark Age of Camelot Dark Ages Dark Legends Dark Orbit Dark Solstice Dark and Light DarkEden Online DarkSpace Darkblood Online Darkfall Darkfall: Unholy Wars Darkwind: War on Wheels Dawn of Fantasy Dawntide DayZ Dead Earth Dead Frontier Deco Online Deepworld Defiance Deicide Online Dekaron Desert Operations Destiny Diablo 3 Diamonin Digimon Battle Dino Storm Disciple Divergence Divina Divine Souls Dofus Dominus Online Dragon Ball Online Dragon Born Online Dragon Crusade Dragon Empires Dragon Eternity Dragon Nest Dragon Oath Dragon Raja Dragon's Call Dragon's Call II Dragon's Prophet DragonSky DragonSoul Dragona Dragonica Dream of Mirror Online Dreamland Online Dreamlords: The Reawakening Drift City Duels Dungeon Blitz Dungeon Fighter Online Dungeon Overlord Dungeon Party Dungeon Rampage Dungeon Runners Dynastica Dynasty Warriors Online Dynasty of the Magi EIN (Epicus Incognitus) EVE Online Earth Eternal Earth and Beyond Earthrise Ecol Tactics Online Eden Eternal Einherjar - The Viking's Blood Elder Scrolls Online Eldevin Elf Online Embers of Caerus Emil Chronicle Online Empire Empire & State Empire Craft Empire Universe 3 EmpireQuest Empires of Galldon End of Nations Endless Ages Endless Blue Moon Online Endless Online Entropia Universe EpicDuel Erebus: Travia Reborn Eredan Eternal Blade Eternal Lands Ether Fields Ether Saga Online Eudemons Online EuroGangster EverQuest Online Adventures Evernight Everquest Everquest II Evony Exarch Exorace Face of Mankind Fairyland Online Fall of Rome Fallen Earth Fallen Sword Fallout Online Family Guy Online Fantage Fantasy Earth Zero Fantasy Realm Online Fantasy Tales Online Fantasy Worlds: Rhynn Faunasphere Faxion Online Ferentus Ferion Fiesta Online Final Fantasy XI Final Fantasy XIV: A Realm Reborn Firefall Fists of Fu Florensia Flyff Football Manager Live Football Superstars Force of Arms Forge Forsaken World Forum for Discussion of Everlight Freaky Creatures Free Realms Freesky Online Freeworld Fung Wan Online Furcadia Fury Fusion Fall
G-L
GalaXseeds Galactic Command Online Game of Thrones: Seven Kingdoms Gameglobe Gate To Heavens Gates of Andaron Gatheryn Gekkeiju Online Ghost Online Ghost Recon Online Gladiatus Glitch Global Agenda Global Soccer Gloria Victis GoGoRacer Goal Line Blitz Gods and Heroes GodsWar Online Golemizer Golf Star GoonZu Online Graal Kingdoms Granado Espada Online Grand Chase Grand Fantasia Grepolis Grimlands Guild Wars Guild Wars 2 Guild Wars Factions Guild Wars Nightfall Habbo Hotel Hailan Rising HaloSphere2 Haven & Hearth Hawken Helbreath Hellgate Hellgate: London Hello Kitty Online Hero Online Hero Zero Hero's Journey Hero: 108 Online HeroSmash Heroes & Generals Heroes in the Sky Heroes of Bestia Heroes of Gaia Heroes of Might and Magic Online Heroes of Thessalonica Heroes of Three Kingdoms Holic Online Hostile Space Hunter Blade Huxley Illutia Illyriad Immortals USA Imperator Imperian Infinity Infinity Iris Online Iron Grip: Marauders Irth Worlds Island Forge Islands of War Istaria: Chronicles of the Gifted Jade Dynasty Jagged Alliance Online Juggernaut Jumpgate Jumpgate Evolution KAL Online Kakele Online Kaos War Karos Online Kartuga Kicks Online King of Kings 3 Kingdom Heroes Kingdom Under Fire II Kingdom of Drakkar Kingory Kings and Legends Kitsu Saga Kiwarriors Knight Age Knight Online Knights of Dream City Kothuria Kung Foo! Kunlun Online L.A.W. LEGO Universe La Tale Land of Chaos Online Lands of Hope: Phoenix Edition LastChaos League of Legends - Clash of Fates Legend of Edda: Vengeance Legend of Golden Plume Legend of Katha Legend of Mir 2 Legend of Mir 3 Legendary Champions Light of Nova Lime Odyssey Line of Defense Lineage Lineage Eternal: Twilight Resistance Lineage II Linkrealms Loong Online Lord of the Rings Online Lords Online Lost Saga Lucent Heart Lunia Lusternia: Age of Ascension Luvinia Online
M-Q
MU Online Mabinogi Maestia: Rise of Keledus MagiKnights Magic World Online Manga Fighter MapleStory Martial Heroes Marvel Heroes Marvel Super Hero Squad Online MechWarrior Online Megaten Meridian 59 : Evolution Merlin MetalMercs Metaplace Metin 2 MicroVolts Midkemia Online Might & Magic Heroes: Kingdoms MilMo Minecraft Mini Fighter Minions of Mirth Ministry of War Monato Esprit Monkey Quest Monster & Me MonsterMMORPG Moonlight Online: Tales of Eternal Blood Mordavia Mortal Online Mourning My Lands Myst Online: URU Live Myth Angels Online Myth War Myth War 2 Mytheon Mythic Saga Mythos N.E.O Online NIDA Online Nadirim Naviage: The Power of Capital Navy Field Need for Speed World Nemexia NeoSteam Neocron Neverwinter Nexus: The Kingdom Of The Winds NinjaTrick NosTale Novus Aeterno Oberin Odin Quest Ogre Island Omerta 3 Onverse Order & Chaos Online Order of Magic Origins Return Origins of Malu Orion's Belt Otherland Forums OverSoul Overkings Oz Online Oz World Pandora Saga Parabellum Parallel Kingdom Parfait Station Path of Exile Pathfinder Online Perfect World Perpetuum Online Phantasy Star Online 2 Phantasy Star Universe Phoenix Dynasty Online Phylon Pi Story Picaroon Pirate Galaxy Pirate Storm Pirate101 PirateKing Online Pirates of the Burning Sea Pirates of the Caribbean Online Pixie Hollow Planeshift Planet Arkadia Planet Calypso PlanetSide 2 Planetside Playboy Manager Pocket Legends Pockie Ninja Pockie Pirates PoxNora Prime World Prime: Battle for Dominus Priston Tale Priston Tale II Prius Online Project Blackout Project Powder Project Wiki Puzzle Pirates Quickhit Football
R-S
R2 Online RAN Online RF Online ROSE Online Rage of 3 Kingdoms Ragnarok Online Ragnarok Online II RaiderZ Rakion Rappelz RappelzSEA Realm Fighter Realm of the Mad God Realm of the Titans Realms Online Reclamation Red Stone Red War: Edem's Curse Regnum Online Remnant Knights Renaissance Repulse Requiem: Memento Mori Rift RiotZone Rise Rise of Dragonian Era Rise of Empire Rise of the Tycoon Rising of King Risk Your Life Rivality Rockfree Rohan: Blood Feud Role Play Worlds Roll n Rock Roma Victor Romadoria Rosh Online Roto X Rubies of Eventide Ruin Online Rumble Fighter Runes of Magic Runescape Rusty Hearts Ryzom S4 League SAGA SD Gundam Capsule Fighter Online SMITE SUN Sagramore Salem Scarlet Blade Scions of Fate Seal Online: Evolution Second Life Secret of the Solstice Seed Serenia Fantasy Seven Souls Online Sevencore Shadow of Legend Shadowbane Shaiya Shattered Galaxy Sho Online Shot Online Shroud of the Avatar SideQuest Sigonyth: Desert Eternity Silkroad Online Skyblade SmashMuck Champions Smoo Online Soldier Front Soul Master Soul Order Online Soul of Guardian Space Heroes Universe Spellcasters Sphere Spiral Knights Spirit Tales Splash Fighters Squad Wars Star Citizen Star Sonata 2 Star Stable Star Supremacy Star Trek Online Star Trek: Infinite Space Star Wars Galaxies Star Wars: Clone Wars Adventures Star Wars: The Old Republic StarQuest Online Stargate Worlds Starlight Story Starpires SteelWar Online Stone Age 2 Storybricks Stronghold Kingdoms Sudden Attack Supremacy 1914 Supreme Destiny Sword Girls Sword of Destiny: Rise of Aions SwordX Swords of Heavens
T-Z
TERA TS Online Tabula Rasa Tactica Online Tales Runner Tales of Fantasy Tales of Pirates Tales of Pirates II Talisman Online Tamer Saga Tank Ace Tantra Online Tatsumaki: Land at War Terra Militaris TerraWorld Online Thang Online The 4th Coming The Agency The Aurora World The Chronicle The Chronicles of Spellborn The Legend of Ares The Lost Titans The Matrix Online The Missing Ink The Mummy Online The Myth of Soma The Pride of Taern The Realm Online The Repopulation The Secret World The Sims Online The Strategems The War Z The West Theralon There Thrones of Chaos Tibia Tibia Micro Edition Titan Siege Toontown Online Top Speed Topia Online Torchlight Transformers Universe Traveller AR Travia Online Travian Trials of Ascension Tribal Hero Tribal Wars Tribes Universe Trickster Online Troy Online True Fantasy Live Online Turf Battles Twelve Sky Twelve Sky 2 Twilight War Tynon U.B. Funkeys UFO Online URDEAD Online Ultima Forever: Quest for the Avatar Ultima Online Ultima X: Odyssey Ultimate Soccer Boss Uncharted Waters Online Undercover 2: Merc Wars Underlight Unification Wars Universe Online Utopia Valkyrie Sky Vampire Lord Online Vanguard: Saga of Heroes Vanquish Space Vector City Racers Vendetta Online Victory - Age of Racing Vindictus Virtonomics Vis Gladius Visions of Zosimos Voyage Century Online W.E.L.L. Online WAR (Warhammer Online) WAR2 Glory WYD Global Wakfu War Thunder War of 2012 War of Angels War of Legends War of Mercenaries War of Thrones War of the Immortals WarFlow Waren Story Wargame1942 Warhammer 40K: Dark Millennium Online Warhammer Online: Wrath of Heroes Warkeepers Warrior Epic Wartune WebLords Wild West Online WildStar Wind of Luck WindSlayer 2 Wings of Destiny Wish Wizard101 Wizardry Online Wizards and Champions Wonder King Wonderland Online World Golf Tour World of Battles World of Darkness World of Heroes World of Kung Fu World of Pirates World of Tanks World of Tanks Generals World of Warcraft World of Warplanes World of Warships World of the Living Dead WorldAlpha Wurm Online Xenocell Xiah Xsyon Xulu YS Online Yitien ZU Online Zentia Zero Online Zero Online: The Andromeda Crisis Zodiac Online eRepublik

MMORPG.com Discussion Forums

General Discussion

General Discussion 

The Pub at MMORPG.COM  » Forgotten features of a golden era: long travels

7 Pages « 1 2 3 4 5 6 7 » Search
138 posts found
  BadSpock

Elite Member

Joined: 8/21/04
Posts: 6738

Logic be damned!

12/21/11 7:54:18 PM#61

You want long travel times you should play TOR.

Sheesh.

It's murder before 14 when you get sprint, then at 25 when you get mounts the worlds you go to are fucking massive.

One town in the tiny corner of Tatooine is bigger then whole WoW zones.

 

Love the game, but honestly it's almost too big.

Still, got the wide open wasteland feel of Tatooine just right...

MMO History:
UO, SWG, WoW, E&B, EQ2, EVE, FFXI, GW2, LOTRO, RIFT, WAR
Beta/Trial: EVERYTHING else
Looking To: FFXIV, ESO, AA, BLACK DESERT

  Xzen

Advanced Member

Joined: 5/01/06
Posts: 2550

A sword is never a killer, it is a tool in the killer's hands.
- Seneca

12/21/11 7:55:01 PM#62

I used to like the Lord of the Rings trilogy... Then I watched Clerks 2 and Randal ruined it for me. http://www.youtube.com/watch?v=AxAEo3CWeq8

  Vryheid

Novice Member

Joined: 7/29/10
Posts: 471

12/21/11 7:57:21 PM#63


Originally posted by Cuathon
Making an mmorpg work like skyrim is impossible. Skyrim only has to account for one autonomous individual. For one thing scaling content isn't realistic. You want immersion but encounters have to spring out of thin air? Creating a natural environment is impossible when it can't respond to the uneven influx of players. And since you can't control the creatures behavior based on the number of players trying to scale the numebr of creatures just raises the difficulty level for individuals.

Nobody said that an MMO should work like Skyrim. What we're saying is that MMO environments should have the same design philosophy as a game like Skyrim, which in my opinion is entirely possible regardless of the number of players. If you can have as much fun adventuring from point A to point B as the actual quests you do when you arrive, you've found a game that has enough interesting environmental content to render fast travel unnecessary.

There has yet to be any MMO even close to fitting this category.

  Cuathon

Hard Core Member

Joined: 10/24/04
Posts: 2244

Draw Something is now an MMO. God has forsaken us.

12/21/11 8:32:36 PM#64
Originally posted by Vryheid

 


Originally posted by Cuathon
Making an mmorpg work like skyrim is impossible. Skyrim only has to account for one autonomous individual. For one thing scaling content isn't realistic. You want immersion but encounters have to spring out of thin air? Creating a natural environment is impossible when it can't respond to the uneven influx of players. And since you can't control the creatures behavior based on the number of players trying to scale the numebr of creatures just raises the difficulty level for individuals.


Nobody said that an MMO should work like Skyrim. What we're saying is that MMO environments should have the same design philosophy as a game like Skyrim, which in my opinion is entirely possible regardless of the number of players. If you can have as much fun adventuring from point A to point B as the actual quests you do when you arrive, you've found a game that has enough interesting environmental content to render fast travel unnecessary.

There has yet to be any MMO even close to fitting this category.

You missed the point. You can't set up events in an mmo like you can in Skyrim. It only works with one player. Unless you conjure creatures up as triggered events for an individual player id, in which case you lose the whole immersion thing.

Actually I do have a way to do it in line with flavor, but most games don't have that particular flavor system.

  Najwalaylah

Apprentice Member

Joined: 6/21/09
Posts: 64

What is simple is not always obvious.

12/21/11 8:56:25 PM#65

Not that I said the roads would be overflowing with action every ten feet, but why would any player "need" a road to be a mundane travel lane?  This is why no one wants to do it in the first place. I'm not talking about smothering roads with dangers, I'm talking about making the areas long the roads much more interesting so you want to get off the road and go do things.

I take it you don't do much hiking or adventuring in real life either.  Roads and trails are not just on-rails lanes that you use to get from point A to point B.  

On-rails lanes that one uses only to get from Point A to Point B sound like elevated freeways through either slums or gated suburban wastelands. Possibly the average game designer and average game player alike are necessarily more familiar with that model from Real Life.

I personally enjoyed the brief-seeming period of EverQuest wherein others were often willing to hire my wizardess to take them somewhere and maybe back again, avoiding the built-in dangers and perhaps tedium of travel by other means by seeking out another player and her avatar's abilities. But even then, some howled about being "forced" to interact with others in an MMORPG.


Si oblitus fuero usque ad finem omnia opera eorum.
-- Old Signature

  Vahrane

Elite Member

Joined: 9/03/08
Posts: 340

12/21/11 9:07:36 PM#66
Originally posted by Dibdabs
Originally posted by Metentso

So if you were an Elf, an travelled to the human cities, you draw the attention of everybody, since it was strange for an Elf to travel from such a long distance. You were special and you had a tale to tell and people interested in it.

Nothing "special" about it when hundreds of other Elf, Dwarf and Halfling characters had also made the trip that week.  In EQ, an Elf, Dwarf or Halfling in somewhere like Freeport didn't merit a second glance.  Ditto with the "Evil" races travelling to each others home cities.  I think you're getting a bit carried away with the nostalgia!  I considered lengthy travel a personal achievement, especially if I was low level and it was a tough trip, but in reality nobody else thought it that much of a big deal.  Why would they?  I certainly didn't consider I had a tale to tell.  :D

           I ran a fairly low level troll through to Greater Faydark, all the way to Crushbone, and I can tell most assuredly that I was the only one many people had seen around. Guards roamed the woods all over and it was risky just taking the time to talk to people. It certainly felt like I had more of a tale to tell regarding my trip there than basically any other mmorpg has given me so far. This was original era EQ, of course, when leveling was very very slow coupled with being many peoples first mmo. 

  Vryheid

Novice Member

Joined: 7/29/10
Posts: 471

12/21/11 9:12:33 PM#67


Originally posted by Cuathon


Originally posted by Vryheid
 



Originally posted by Cuathon
Making an mmorpg work like skyrim is impossible. Skyrim only has to account for one autonomous individual. For one thing scaling content isn't realistic. You want immersion but encounters have to spring out of thin air? Creating a natural environment is impossible when it can't respond to the uneven influx of players. And since you can't control the creatures behavior based on the number of players trying to scale the numebr of creatures just raises the difficulty level for individuals.



Nobody said that an MMO should work like Skyrim. What we're saying is that MMO environments should have the same design philosophy as a game like Skyrim, which in my opinion is entirely possible regardless of the number of players. If you can have as much fun adventuring from point A to point B as the actual quests you do when you arrive, you've found a game that has enough interesting environmental content to render fast travel unnecessary.
There has yet to be any MMO even close to fitting this category.


You missed the point. You can't set up events in an mmo like you can in Skyrim. It only works with one player. Unless you conjure creatures up as triggered events for an individual player id, in which case you lose the whole immersion thing.
Actually I do have a way to do it in line with flavor, but most games don't have that particular flavor system.

Nobody with a brain think's that it's possible to exactly imitate a single player RPG in MMO format. This isn't some profound observation you're giving here. Nobody even suggested that developers try to copy the event format of Skyrim, so I don't know why you bring this up.

What annoys me is that you're using this as a strawman to attack an unrelated but widely supported argument for the future of MMOs simply because they both admire Skyrim's design philosophy. The fact is that most MMO travel environments are shallow as hell, and simply saying that players should have fun talking to strangers while traveling across barren environments is not a reason to get rid of fast travel.

  Cuathon

Hard Core Member

Joined: 10/24/04
Posts: 2244

Draw Something is now an MMO. God has forsaken us.

12/21/11 9:22:43 PM#68
Originally posted by Vryheid

 


Originally posted by Cuathon


Originally posted by Vryheid
 



Originally posted by Cuathon
Making an mmorpg work like skyrim is impossible. Skyrim only has to account for one autonomous individual. For one thing scaling content isn't realistic. You want immersion but encounters have to spring out of thin air? Creating a natural environment is impossible when it can't respond to the uneven influx of players. And since you can't control the creatures behavior based on the number of players trying to scale the numebr of creatures just raises the difficulty level for individuals.



Nobody said that an MMO should work like Skyrim. What we're saying is that MMO environments should have the same design philosophy as a game like Skyrim, which in my opinion is entirely possible regardless of the number of players. If you can have as much fun adventuring from point A to point B as the actual quests you do when you arrive, you've found a game that has enough interesting environmental content to render fast travel unnecessary.
There has yet to be any MMO even close to fitting this category.



You missed the point. You can't set up events in an mmo like you can in Skyrim. It only works with one player. Unless you conjure creatures up as triggered events for an individual player id, in which case you lose the whole immersion thing.
Actually I do have a way to do it in line with flavor, but most games don't have that particular flavor system.


Nobody with a brain think's that it's possible to exactly imitate a single player RPG in MMO format. This isn't some profound observation you're giving here. Nobody even suggested that developers try to copy the event format of Skyrim, so I don't know why you bring this up.

What annoys me is that you're using this as a strawman to attack an unrelated but widely supported argument for the future of MMOs simply because they both admire Skyrim's design philosophy. The fact is that most MMO travel environments are shallow as hell, and simply saying that players should have fun talking to strangers while traveling across barren environments is not a reason to get rid of fast travel.

I am not using a strawman. Get bent. The system used in Skyrim is not feasible in an MMO. So someone needs to develop a system that is. But although the result of Skyrim's system is great, its implementation is not useful for an MMO.

I have traveled in games plenty and I like long travel times. In fact I am fine with fast travel as long as people are willing to pay a price. I would prefer if people were motivated to travel slow but in some cases it would be reasonable to travel quickly. I prefer systems not constrained by class, but I don't care if every player can fast travel. Exploring the world should be incentivized enough that people choose to do it even with the option of fast travel available. There are a lot of ways to make this work. The question is whether there is a financial incentive to do so for developers. If players are willing to sacrifice money and time spent on graphics you may be able to do it, but players generally want perfect graphics and hard to produce gameplay.

  Axehilt

Elite Member

Joined: 5/09/09
Posts: 6471

12/21/11 9:39:21 PM#69
Originally posted by Cuathon

Making an mmorpg work like skyrim is impossible. Skyrim only has to account for one autonomous individual. For one thing scaling content isn't realistic. You want immersion but encounters have to spring out of thin air? Creating a natural environment is impossible when it can't respond to the uneven influx of players. And since you can't control the creatures behavior based on the number of players trying to scale the numebr of creatures just raises the difficulty level for individuals.

At least in terms of travel you can make it work like Skyrim.  SWTOR's fast travel options are extremely similar.  You can't always fast travel on demand (30 min cd) and you can't do it instantly (6 sec activation) but it's still really close.

  Cuathon

Hard Core Member

Joined: 10/24/04
Posts: 2244

Draw Something is now an MMO. God has forsaken us.

12/21/11 10:50:24 PM#70

but in terms of the content of slow travel it can't really be the same.

  viletoto

Novice Member

Joined: 9/30/04
Posts: 23

12/21/11 11:23:18 PM#71

lol, i have been walking....yes WALKING quite a lot while playing SWTOR.  its kind of funny seeing everyone else run run run everywhere.  they look at me like I must be an NPC :)  don't think I have seen another soul walking in that game..guess what, there is a walk/run toggle :)  I feel like there is enough scenery to look at as i travel to warrent walking in this game and it adds to that "long travel time"  feel.

  gaeanprayer

Advanced Member

Joined: 8/06/08
Posts: 2327

12/22/11 12:20:47 AM#72
Originally posted by Lexin

People are lazy and they want everything within a month. Do I really need to say anything else?

More like people have jobs and familiies and actual ~lives~ these days and don't want to waste it doing mind-numbingly boring things like walking half an hour just to get to a spot where you grind mobs for hours for a percentage of your level bar. I understand there are lot of kids playing games that have nothing better to do with their lives (well, they do, but they won't) but the larger majority of the MMO audience realize that in the end, it's just a game. And if you spend more of it preparing to play, rather than getting to actually play it, it stops being a fun passtime and just becomes a waste of time.

A lot of people are failing to take into account the repetitiveness of an MMO. No world, no matter how lush and vibrant and well-made, is going to be interesting enough to explore hundreds of times unless it actually changes along the way. The MMO world doesn't have a way to do that now. So yes, while it's fun getting lost the first few times, evetually you've explored all the world that's been created, you can't get lost anymore, and you've explored all there is.

Now, travel is just a boring void of time spent with Numlock (or whatever the auto-run button in your game is) on while you alt-tab to set up your music playlist or talk to people on Vent. Yes, most of us want to be able to skip that part, and that's why those options are now available. No one is forcing you to use them, so if you want to take the long road by all means, go for it. But the only reason you have to ask for that feature to be forced on people is because you don't want to do it by yourself, but you know no one else wants to. So essentially, you're asking that devs force everyone else to do something they despise just because you enjoy it. Put that into perspective, for you?

"Forums aren't for intelligent discussion; they're for blow-hards with unwavering opinions."

  Cuathon

Hard Core Member

Joined: 10/24/04
Posts: 2244

Draw Something is now an MMO. God has forsaken us.

12/22/11 12:48:08 AM#73
Originally posted by gaeanprayer
Originally posted by Lexin

People are lazy and they want everything within a month. Do I really need to say anything else?

More like people have jobs and familiies and actual ~lives~ these days and don't want to waste it doing mind-numbingly boring things like walking half an hour just to get to a spot where you grind mobs for hours for a percentage of your level bar. I understand there are lot of kids playing games that have nothing better to do with their lives (well, they do, but they won't) but the larger majority of the MMO audience realize that in the end, it's just a game. And if you spend more of it preparing to play, rather than getting to actually play it, it stops being a fun passtime and just becomes a waste of time.

A lot of people are failing to take into account the repetitiveness of an MMO. No world, no matter how lush and vibrant and well-made, is going to be interesting enough to explore hundreds of times unless it actually changes along the way. The MMO world doesn't have a way to do that now. So yes, while it's fun getting lost the first few times, evetually you've explored all the world that's been created, you can't get lost anymore, and you've explored all there is.

Now, travel is just a boring void of time spent with Numlock (or whatever the auto-run button in your game is) on while you alt-tab to set up your music playlist or talk to people on Vent. Yes, most of us want to be able to skip that part, and that's why those options are now available. No one is forcing you to use them, so if you want to take the long road by all means, go for it. But the only reason you have to ask for that feature to be forced on people is because you don't want to do it by yourself, but you know no one else wants to. So essentially, you're asking that devs force everyone else to do something they despise just because you enjoy it. Put that into perspective, for you?

I have developed a dynamic conent system that makes long travel part of the gameplay. Of course the thing is implemented in a text based mmo because of time, money, and possibly technical limitations, but we will see if it moves to 2d/iso or something. Making the world change is pretty hard though.

  MindTrigger

Elite Member

Joined: 12/19/07
Posts: 2100

12/22/11 12:54:09 AM#74
Originally posted by Axehilt
Originally posted by Cuathon

Making an mmorpg work like skyrim is impossible. Skyrim only has to account for one autonomous individual. For one thing scaling content isn't realistic. You want immersion but encounters have to spring out of thin air? Creating a natural environment is impossible when it can't respond to the uneven influx of players. And since you can't control the creatures behavior based on the number of players trying to scale the numebr of creatures just raises the difficulty level for individuals.

At least in terms of travel you can make it work like Skyrim.  SWTOR's fast travel options are extremely similar.  You can't always fast travel on demand (30 min cd) and you can't do it instantly (6 sec activation) but it's still really close.

Skyrim was used as a loose example of a more live world anyway.  The point is that even in an MMO, a lot can be done in the world design that would make adventuring and exploring while traveling much more exciting.  I listed a bunch of things several posts back that are not specific to single player RPG games like Skyrim.  It wasn;t about converting Skrim as is to an MMO.  It's about learning some lessons from it and applying them to MMOs.

  Loktofeit

Elite Member

Joined: 1/13/10
Posts: 8728

EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :)

12/22/11 4:24:43 AM#75
Originally posted by MindTrigger

Skyrim was used as a loose example of a more live world anyway.  The point is that even in an MMO, a lot can be done in the world design that would make adventuring and exploring while traveling much more exciting. 

For that to work, one would have to get rid of level disparity, especially if players need to be grouped to complete tasks or fight certain mobs. Without a significant shift to another progression system that is more tolerant of solo endeavors and unlike levels in groups, all that adventuring and exploring content would just be a nuisance for the majority of players as their goal is to reach their destination without impediment. The diesng you suggest works in games like Skyrim because it doesn't make a difference to the player if they level or not. In the majority of level-based MMOs, the guy that plays MMOs the way he plays Skyrim will consistently end up behind the curve of his group. Most adventurer/explorer types in MMOs are already familiar with that procedure even in the current state of these games.

 

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.

  Methos12

Hard Core Member

Joined: 9/05/08
Posts: 1093

Its better to be quiet and perceived as stupid, than to open your mouth and remove all doubt.

12/22/11 4:27:46 AM#76

Eh, I remember when making a long trek over multiple zones on your own was seen as a rite of passage in Saga of Ryzom and a good way to weed out weak guild candidates. But I guess those were different times.

Nature without Technology is little more than animals running about.
Nature without Magic is without wonder or miracle.
.........
Magic without Technology is fantasy.
Magic without Nature is formless and useless.
.........
Technology without Nature is application without understanding.
Technology without Magic is repetitious and uninventive.

  Loktofeit

Elite Member

Joined: 1/13/10
Posts: 8728

EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :)

12/22/11 4:52:53 AM#77
Originally posted by Methos12

Eh, I remember when making a long trek over multiple zones on your own was seen as a rite of passage in Saga of Ryzom and a good way to weed out weak guild candidates. But I guess those were different times.

Now there's a pickup line that's sure to impress.

"So, what do you do for a living?

"My job is not important, gal. All you need to know is the number 'three.' That's right. I'ma three-zoner in Ryzom. Unscathed passage everytime. Soooooo... your place or mine?"

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.

  blognorg

Spotlight Poster

Joined: 2/25/11
Posts: 645

12/22/11 7:42:19 AM#78
Originally posted by Loktofeit
Originally posted by MindTrigger

Skyrim was used as a loose example of a more live world anyway.  The point is that even in an MMO, a lot can be done in the world design that would make adventuring and exploring while traveling much more exciting. 

For that to work, one would have to get rid of level disparity, especially if players need to be grouped to complete tasks or fight certain mobs. Without a significant shift to another progression system that is more tolerant of solo endeavors and unlike levels in groups, all that adventuring and exploring content would just be a nuisance for the majority of players as their goal is to reach their destination without impediment. The diesng you suggest works in games like Skyrim because it doesn't make a difference to the player if they level or not. In the majority of level-based MMOs, the guy that plays MMOs the way he plays Skyrim will consistently end up behind the curve of his group. Most adventurer/explorer types in MMOs are already familiar with that procedure even in the current state of these games.

 

Again, Skyrim is simply being used as an example of how exploring can be fun. Dynamic content can eaisly be implemented into MMOs. I'm not even talking ahout big tihngs. Something small, like randomly generated teasure chests, mini-bosses, rare metal from meteorites that fall from the sky, resources or anything that gets you out and about. You're right, though, people that are strictly task-oriented won't really be concerned with random crap that happens just off the road; it's a different mentality, a mentality that has taken over the industry and produced countless WoW clones.

 

Also, part of your argument seems to imply that a system that favors exploration wouldn't be beneficial. Why couldn't it? If your goal is just to wander out and find content, instead it simply being put on your plate, then who says you can't level effeciantly doing so?

 

I'm a big advocate of diversity in a market. There shouldn't be one type of MMO. I imagne that the people getting annoyed at this system can keep playing WoW, or TOR, or any of the million facsimiles. However, there are limited options for this style of play.

  Loktofeit

Elite Member

Joined: 1/13/10
Posts: 8728

EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :)

12/22/11 8:10:51 AM#79
Originally posted by blognorg
Originally posted by Loktofeit
Originally posted by MindTrigger

Skyrim was used as a loose example of a more live world anyway.  The point is that even in an MMO, a lot can be done in the world design that would make adventuring and exploring while traveling much more exciting. 

For that to work, one would have to get rid of level disparity, especially if players need to be grouped to complete tasks or fight certain mobs. Without a significant shift to another progression system that is more tolerant of solo endeavors and unlike levels in groups, all that adventuring and exploring content would just be a nuisance for the majority of players as their goal is to reach their destination without impediment. The diesng you suggest works in games like Skyrim because it doesn't make a difference to the player if they level or not. In the majority of level-based MMOs, the guy that plays MMOs the way he plays Skyrim will consistently end up behind the curve of his group. Most adventurer/explorer types in MMOs are already familiar with that procedure even in the current state of these games.

Again, Skyrim is simply being used as an example of how exploring can be fun. Dynamic content can eaisly be implemented into MMOs. I'm not even talking ahout big tihngs. Something small, like randomly generated teasure chests, mini-bosses, rare metal from meteorites that fall from the sky, resources or anything that gets you out and about. You're right, though, people that are strictly task-oriented won't really be concerned with random crap that happens just off the road; it's a different mentality, a mentality that has taken over the industry and produced countless WoW clones.

That looks good on paper and sounds great in theory. Your best bet is to actually walk through your idea with the consideration of other people inthe game world. The issues become glaringly evident. With all these cool triggers and events, are they visible to the rest of the playerbase? Accessible by the rest of the playerbase? What happens to the chests and bosses that aren't cleaned up?

You'll quickly find that the solutions are in the form of phasing, instancing and other manners of  basically taking the player or small group out of the multiplayer experience and into a single player or small group experience, separate from the persistent multiplayer game world.

It's not that "The Industry" has some collective groupthink that has them stuck on a single path. What you are suggesting - dynamic content can be easily implemented - looks great on paper until you actually walk through it and see how it actually plays out. 

It's not that it cannot be implemented but that the best implentations are at the expenseof the multiplayer experience.

 

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.

  Vahrane

Elite Member

Joined: 9/03/08
Posts: 340

12/22/11 8:22:22 AM#80
Originally posted by Loktofeit
Originally posted by blognorg
Originally posted by Loktofeit
Originally posted by MindTrigger

Skyrim was used as a loose example of a more live world anyway.  The point is that even in an MMO, a lot can be done in the world design that would make adventuring and exploring while traveling much more exciting. 

For that to work, one would have to get rid of level disparity, especially if players need to be grouped to complete tasks or fight certain mobs. Without a significant shift to another progression system that is more tolerant of solo endeavors and unlike levels in groups, all that adventuring and exploring content would just be a nuisance for the majority of players as their goal is to reach their destination without impediment. The diesng you suggest works in games like Skyrim because it doesn't make a difference to the player if they level or not. In the majority of level-based MMOs, the guy that plays MMOs the way he plays Skyrim will consistently end up behind the curve of his group. Most adventurer/explorer types in MMOs are already familiar with that procedure even in the current state of these games.

Again, Skyrim is simply being used as an example of how exploring can be fun. Dynamic content can eaisly be implemented into MMOs. I'm not even talking ahout big tihngs. Something small, like randomly generated teasure chests, mini-bosses, rare metal from meteorites that fall from the sky, resources or anything that gets you out and about. You're right, though, people that are strictly task-oriented won't really be concerned with random crap that happens just off the road; it's a different mentality, a mentality that has taken over the industry and produced countless WoW clones.

That looks good on paper and sounds great in theory. Your best bet is to actually walk through your idea with the consideration of other people inthe game world. The issues become glaringly evident. With all these cool triggers and events, are they visible to the rest of the playerbase? Accessible by the rest of the playerbase? What happens to the chests and bosses that aren't cleaned up?

You'll quickly find that the solutions are in the form of phasing, instancing and other manners of  basically taking the player or small group out of the multiplayer experience and into a single player or small group experience, separate from the persistent multiplayer game world.

It's not that "The Industry" has some collective groupthink that has them stuck on a single path. What you are suggesting - dynamic content can be easily implemented - looks great on paper until you actually walk through it and see how it actually plays out. 

It's not that it cannot be implemented but that the best implentations are at the expenseof the multiplayer experience.

 

          How does something like a randomly spawning treasure chest look good on paper and sound good in theory yet still not transition well to a multiplayer experience? Or even the other suggestion about rare meteorite metal? The issues are not presenting themselves to me in a glaring manner. Those two things that were mentioned aren't exactly events. More like randomly spanwing resource nodes akin to resource nodes as seen in WoW (perhaps they can make the treasure chest spawn in a few discreet, variable locations). Oh, the chests that aren't looted also sit around being discreet untill someone does loot them.

7 Pages « 1 2 3 4 5 6 7 » Search