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3/25/12 8:50:23 AM#21
Originally posted by DrakxiiOriginally posted by RefMinor Apparently having the NPCs in the same place as they are in the day would be a far greater immersion breaker for them than not having day/night. "i don't waste my time building relationship in games" - nariusseldon |
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Comaf
Hard Core Member
Joined: 7/13/10
I want an mmorpg where pvp matters, my enemies are not my race or class, and community matters. |
3/25/12 8:57:56 AM#22
Originally posted by TROLL_HARD mmorpgs are not condusive to teamwork and communication. There is no us vs them vs them concept which further pushes players to solo, form elitest cliques, and overall, to not give a crap about the community. There is no sense of community in the instanced experience either, because again, why bother talking to anyone you will never see again? Who cares about that Tauren paladin, Sith Warrior, Norn Ranger with your exact pet and gear, when they aren't even anyone you will ever see again?
This is the fault of the developing companies NOT the players. They have created fast food in an mmorpg market, i.e., a drive through option for an easy feed into pvp and pve with little to no meaning and a waitress you will never remember.
Even when I play Dark Age of Camelot in a pvp non-instanced Battleground, where players really have to stay together, I am hard pressed to get anyone to type a reply for just about anything. It plain sucks and is an example of how even a good game with lots of community history can go the way of the toilet.
Will this ever change? Nope. |
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3/25/12 9:10:06 AM#23
Originally posted by Comaf I knew who I was fighting in SWG and even in early WOW, both on myside and on enemies'. Since then... not so much. I will not play a game with a cash shop ever again. A dev job should be to make the game better not make me pay so it sucks less. |
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3/25/12 9:13:43 AM#24
It actually looks like we could be getting an Elder Scrolls MMO. Take a look: http://www.tomsguide.com/us/ZeniMax-Bethesda-Elder-Scrolls-Online-MMO,news-14481.html Only a rumour so take it as you will but this isn't the only website reporting this. |
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3/25/12 9:20:20 AM#25
Originally posted by honoursword I've heard the rumour. My fingers are crossed! |
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3/25/12 9:21:56 AM#26
My post in a roundabout way is saying that just because you have what appears to be all the components of a successful game, does not mean that is what you will get. |
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3/25/12 9:28:08 AM#27
Originally posted by GeeTeeEffOh Got it and I agree. |
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3/25/12 9:31:59 AM#28
But it doesn't mean autofail either. it just means that the developers need to do their home work, do their market research, find out who their potential player base is, find what they want. Pay attention to the basics 1st and not develop your MMO after your "Twist" and for god sake they can not assume that what worked for another game will automatically work for them. |
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3/25/12 9:34:19 AM#29
Originally posted by GeeTeeEffOh Or even what worked in another genre. "i don't waste my time building relationship in games" - nariusseldon |
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3/25/12 9:34:36 AM#30
Originally posted by GeeTeeEffOh And remember why your fans liked the single player version to begin with. Surely it's not impossible to merge these ideas together. I hope not at least. Thinking of course of my dream for an ES mmo. Stick it on rails and that would suck to the high heavens |
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3/25/12 9:38:51 AM#31
That approach was destiend to fail from the word go. It goes back to homework. What makes an SPRPG tick is diametrically opposed to what makes an MMO tick. The more and more soloing features in a game, the less and less it becomes an MMO. It would be like trying to build a hybrid car by fusing two FWD front ends together. Sure it may start up, sure the motors may be the most efficient ever, but your car isn't really going anywhere. |
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3/25/12 9:45:17 AM#32
Originally posted by GeeTeeEffOh So that brings up the question I guess, what games had genuinely successful thempark and sandbox elements. None lately that's for sure and it seems any real attempt at making such a game ended after the success of a certain other game which I played, had fun in but it had no longevity for me for the same reasons it had longevity to others. Just wondering if you can come close to pleasing a very large variety of players in one game in 2012 and beyond. I would like to think so. Maybe I am an optimist? |
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3/25/12 9:51:51 AM#33
Because no one is going back to the drawing board. |
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3/25/12 9:51:53 AM#34
My only question is "Why do themeparks and sandboxes have to be mutually exclusive?". I think the last years of SWG show that they can work together pretty well. Remove focus from the combat engine changes and just look at the content available to players at the end. It had a very good list of features in my opinion. Now add on the CU style combat (32 functioning professions with a more familiar control scheme), and I think you would still have a few hundred-thousand playing that game. |
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3/25/12 9:53:44 AM#35
They don't |
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3/25/12 9:58:42 AM#36
Originally posted by GeeTeeEffOh That's true in regards to City of Heroes though I haven't played it in a very long while. I don't know what it's like NOW but I played it at the start and found it fun though the character creation was where I spent most of my time I have to admit! As for SWG, it's the only one I could think of personally though I've seen people mention UO or maybe EVE neither of which I have played. And it is probably a good point about what makes the most money which sucks because it seems that it's becomming more profitable to make a disposable game that lasts 2 or 3 years max that most people will only play a few months and then move on to the next disposable, then a game that goes on for 7, 8, 9 years or beyond with a smaller player base. I don't know if that made any sense at all outside my own head. |
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3/25/12 10:47:25 AM#37
Originally posted by Rojiin They don't necessarily have to, but it's a very fine line to make a good hybrid. Both SWG and (to a certain extent) even LotRO can be described as hybrids. Likewise with Vanguard. The difficulty is in the details (as always). For example, in a themepark players are used to get their gear as quest rewards, in a sandbox people expect that gear is made by crafters. There's not much middle ground here. If the good gear comes from crafters then the themeparkers need to become part of the game economy, if the best gear is given as quest reward or drops from raid bosses there's no need to have crafters or a game economy at all. I maintain this List of Sandbox MMORPGs. Please post or send PM for corrections and suggestions. |
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3/25/12 11:05:23 AM#38
Originally posted by TROLL_HARD Sigh..
Reading posts like these really made me feel old, and I'm only 28 years old.
Your third option is simply a conduit to make 1 and 2 more accessible. It's not even really a stand-alone #3 option. You hit on housing. Housing a nice money and time sink for the players. That could be #3. Firstly, there is finding a nice spot to place your new home. Secondly, there is the constant changing of the exterior and interior of your home. Decorating works in line with a #4 option. That option is meaningful crafting. Player crafted items that mean something in the game world. Carpentry for home decoration. Engineering for siege machines and structure upgrades. Architecture for house design and obviously your typical blacksmithing, leatherworking, alchemy, tailoring, first aid, among others. Also, your normal gathering skills. Most MMORPG's make all of these things an afterthought. No more than a itme sink that ends up being pointless due to the best items being found from boss drops. Then there is a #5 option that should include something that most developers ignore. Open world exploration. Vast oceans with islands dotting the sea. Carpenters and architects building boats for players, players taking those boats out to sea. Exploring the islands, exploring underwater, pirating, sea monsters, or just sitting out there by yourself or with a friend.. fishing. Angling profession can be time consuming and being a cook as a profession comes from this. Exploring is really underrated. These other things do not involve fighting either(sans sea battles), so they truly are legitimate alternate options. Then there is #6, it's something that LoTR made fun. Composing music. There way was pretty crude, but it worked and some people made some really cool songs or even covered some of their favorite music in the game. It was mostly a social thing though, as it did not drive the economy in any way. #7 I suppose would be playing the market, but that's more of a logic thing. It's not what I would call content. But, in some older games, you could set up your own shop vendor at your house or certain market areas inside cities.. and sell your wares that you acquired by PvP, PvE or playing the market. |
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3/25/12 11:21:36 AM#39
Originally posted by GeeTeeEffOh There are exceptions. UO was mostly a solo game. |
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3/25/12 11:24:29 AM#40
Nice post DAS. For me that's what makes Skyrim in particular a nice game for me. I can craft, explore, quest, whatever and I don't feel like whatever I have decided to do has been a time filler or time waster built in to get me to the next town or area. Sometimes what I set out to do isn't what I end up doing in the end either. I don't mind getting distracted in a game when curiosity brings me off the beaten track. I don't know how you would fit such a system into an MMO that would appeal to another crowd too. Though to be honest I enjoy questing, dungeons in a game too. I just don't want that to be ALL there is because then it gets old and repetative and I stop playing. P.S. I kind of had this experience to a lesser degree in Ryzom but probably the loneliest MMO I have ever played and if I wasn't sub'ing with my son also I wouldn't have payed to play it. Proof I guess that pure sandbox doesn't work as an MMO either. |
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