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curious about how a DOTA would work in a MMO setting, with MMo that feature instanced PvP. How you believe it would work? |
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2/11/12 6:04:33 PM#2
Originally posted by MMOExposed Probably a lot like Saga. Sandpark: The MMO gamer's way to say "I have no clue what I am talking about." |
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Originally posted by Loktofeit wow is that game good? |
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2/11/12 6:46:39 PM#4
Originally posted by MMOExposed I have been playing it off and on for three years and I still can't figure out if I like it or not. :) Sandpark: The MMO gamer's way to say "I have no clue what I am talking about." |
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2/11/12 7:00:21 PM#5
It's basically an RTS, yeah? I haven't kept up on any of this DOTA 2 stuff since I heard that Blizz decided to get butt hurt over it, but I could give an idear from the APB school of thought; perpetual lobby. A simple lore bit that your hero character, avatar, whatever, is an envoy while wandering around a massive city and dealing with other players, and using his winnings to purchase goods. Then the traditional battle-queue, but at least you don't have to stare at a lobby window all day, like most games.
I have a real good idea of using instancing and seeded player-encounters (similar to phasing) to turn an a somewhat "demon's souls" corner with it, but the scope of the game itself would have to suit a theme where you're not meant to run into 100's of meandering afkers at a hub. In essence, any human contact you see would be completely out of your hands, and likely, much more welcomed in the long run. My best example would be to have you conjure any thoughts of a metroidvania game, where perhaps the hubs are hubs, but the world is instanced. According to many factors such as level variance, timers, location and active missions - you can bump into a random player here and there anywhere in the world, and just by knowing that the game ties in such factors, and the fact you aint seen nobody in a while, makes for a good chance to work together after that. Seriously though, PUGing is always based on necessity. It would be nice if people could look at a chance situation like this, regardless of the underlying matchmaking aspects, and actually roll with it. I could see it be real hard trying to ignore the first random introduction you seen in hours, it's like "urging" the player to deal with another through chance interaction... but the game's theme itself is best off running with that idea itself. Lore and all that, like 'destiny', or some other horses**t. Writer / Musician / Game Designer Now Playing: Skyrim, Wurm Online, Tropico 4 |
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2/11/12 7:07:13 PM#6
It wouldnt work. The thing about Dota is that each game you start off from scratch and only your skill and tactic will make you win. In a persistant world that is a mmo this basicly couldnt happen because you are all the time envolving your character. The closest thing would be GW2 where all players are put to max level, but you still have minor differences in gear. This in itself will prevent it from being totally skill/tactic based like dota is. |
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2/11/12 7:59:52 PM#7
I wouldn't bother with Saga. It was basically a below average RTS game made worse by blindly adding persistence. Shattered Galaxy was a more interesting MMORTS if you're looking for that. You basically levelled a set of units (fighters, bombers, tanks, melee units, stealthers, nukers, etc) which you'd deploy to control Points of Contention on a battle map fought over by 20v20 players. Battles won meant that you now controlled that province and could attack the next one on a persistent world map. Stats controlled access to different gear to equip your units. Another stat (Tactics) controlled how many units you could deploy at any given time (from 6 to 12). The stat balance was such that there were many viable builds, from someone who deployed only 6 super-elite units to someone who simply flooded the battlefield with 12 weaker units at once. Although my personal favorite was always somewhere in the middle so I could deploy 4 dropships with 4 artillery pieces with crazy long range. Artillery had to be manually rotated and it strongly rewarded skillful play. The game is really old at this point though, and even in its prime was known for awful dev implementation and lackluster graphics (it released long after Starcraft 1, yet had worse graphics.) Also units leveling could make them powerful enough that you sometimes ran into frustrating situations where you would skillfully deployed the exact right unit at the exact right time, but still lost due to how much stronger the enemy units were. Still, it was a unique experience and the first sub-based game I ever subscribed to. A PVE DOTA MMO could work. Although I sort of feel it'd be more interesting if you had a spread of units rather than be stuck with a single champion as your main character. Definitely could imagine it having elements of Atlantica Online (which I guess is just my way of saying "a MMORPG core with an entirely different combat system"), Bloodline Champions (DOTA with a more dynamic combat interface), Pokemon (learn new champions as you advance; summon the right champion as the situation demands it), and/or Shattered Galaxy (skill/gear progression for your unit(s)) But with any substantial amount of progression or population (non-arena PVP) factors, you definitely wouldn't want to PVP in a DOTA MMO since it would just be a worse, shallower version of what you would get in a good LoL match. |
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2/12/12 4:42:37 PM#8
I would make it like 10six a PVP ONLY mmortsfps , land divided into plots, each plot is blank you claim and build your base. You then teleport to another plot to attack. Theoretically no limit to the number of camps you can own, 10six had 1 million land plots designed in the first world. This system allows strategy by designing your own base and lets you have the avatar a seperate system from bases. So you can still keep leveling or research out of the pvp base system(or in).
Own, Mine, Defend, Attack, 24/7 |
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2/12/12 4:44:33 PM#9
Badly.
The closest an MMO has come to DOTA is WoW Arena. I can also see shooters being a mix of MMO and DOTA mechanics.
"Never argue with a fool; onlookers may not be able to tell the difference." I need to take this advice more. |
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2/12/12 11:26:15 PM#10
I think with an isometric game, it could work, the combat, that is. In fact, certain skillshots from dota are able to put your team at a huge advantage irregardless of how "farmed" you are, a level 7 earthshaker could turn a fight around against 5 level 25s in dota, so why not in MMO? If Dota 2 has proven anything is that the whole "spell resistance" bullcrap dividing high levels from low levels is completely unnecesary and limites the game a lot. But why instancing? I imagine a Lineage II-like siege with Dota-like combat and Lineage: Eternal graphics, and I cant help but jizz my pants. |
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2/13/12 1:55:42 AM#11
Originally posted by MMOExposed There is this SMITE game that I know nothing about other than this video. 3rd person DOTA. |
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2/13/12 12:33:04 PM#12
......badly
Just like trying to ram fps ctf into mmos. |
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