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8/03/12 12:37:40 AM#81
Originally posted by Creslin321 A good sandbox could be made! this is what i came up with after a little thinking! Below is where we can disscuss and come up with new ideas for Sandparks! http://www.mmorpg.com/discussion2.cfm/post/5164689#5164689 |
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8/03/12 12:40:53 AM#82
The problem between 'hardcore' and 'casual' mmoers I blame on the developers and partly on expectations. What the developers have been doing is dumbing down the entire game so that people who have a limited time or experience with MMOs can play on the same level as people who can play a great deal and are experienced. In my opinion this is the wrong approach. There is no reason a game cannot have content that someone playing only a few hours a week can participate in. To use SWG as an example, a small group or soloer could run some missions out of a large city. If they had some ranger skills the could harvest the mobs and sell the mats. Easily something you could do for an hour and if you had to leave right away it was safe to just log off. However, you could also go to one of the uncivilized planets and spend all night doing missions. It was much more difficult, getting to the mission way points was much harder, but the rewards were greater. In both instances you have casual gamers and hardcore gamers enjoying the same mechanic in the same game. And when that hardcore gamer gets online and no one wants to run those difficult missions, he can still do what the casuals are doing, and when the casuals have some free time to play longer they can experience something different. This is kind of a mess but TL:DR "You can have different content in your game for people who have different amount of time/dedication they can give to the game and it benefits everyone." Sent me an email if you want me to mail you some pizza rolls. |
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Kyleran
Bitter Vet™
Joined: 9/13/06
Fools find no pleasure in understanding, but delight in airing their own opinions. Pvbs 18:2, NIV |
8/03/12 5:02:40 AM#83
Originally posted by Murashu I'll have to disagree with the age theory, at least in my case. I played my first MMORPG when I was 44 years old and I never had enough time to camp a mob spawn for 12 hours (did it one time, sucked), but I don't begrudge the fact that the game offered such for players who did. But I did have time to run open world dragon raids, which I did in both DAOC and WOW when it first launched. I even enjoyed it more on a PVP server when the raid could be disrupted by another group, (or on some occasions it was my group doing the disrupting) Point is, I'd prefer MMO's offer more fully functional virtual worlds, with all the travel associated with them, and not play like simple in and and out games like so many often do. If DAOC 2 was offered today, I would play it, even if it contained many of the mechanics of its heyday, including the heavy focus on forced grouping and long downtimes between fights, that hasn't changed because of my age. Even though I can rarely play more than a couple of hours a night, I'd rather they offer me a full range of game features and let me pick and chose what I enjoy, than to skinny them down into simplified experiences. Case in point, WOW's 40 man raids. I actually was a 40 man raider for over 6 months, but eventually had to give them up as they were too disruptive on my family life. But Blizzard made a mistake in my opinion in doing away with them, regardless what their reasons were. Some portion of the player base enjoyed the effort they took to put together and the accomplishment it took to defeat them. (I recall many a 4-6 hour play session, 4-5 nights a week) While it's true I am no longer able to do such content, they still should have continued to make it for those who did. Not everything in a MMORPG needs to cater the the majority.
"What gamers want ... is new game play patterns different from what they've experienced before" - Axehilt |
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8/03/12 8:22:17 AM#84
Originally posted by Mannish There were games like this years ago, the only problem was lack of player interest and support (Shadowbane for instance). Another problem that granddaddy UO learned was too much player freedom lead to player griefing. Remember UO in its first year? People would build barrels in a way to bar movement and corral players into a killing zone. Houses planted next to roads so pk'rs could hide inside come out attack and run back in for safety. The one thing I have learned from years of sandbox games is that players just find ways to grief other players. Not everyone, but enough to ruin the communities, and make them a chore to play. Actions without consequence leads to mischief in online games. I believe most people want to play a game to relax as well, not as a second job. All the sandbox games I have played require huge time committments to be competitive and survive. We would spend hours farming to improve guild structures, or guarding towns from other guilds, etc... All in good and well when you have nothing to do in the real world. This is all based on my opinion and experiences over the past 20+ years of online gaming from MUDs and pre-internet bulletin boards, so don't get too butthurt ya'll. Cheers! Currenlty playing Neverwinter Online |
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8/03/12 8:39:10 AM#85
Originally posted by Kyleran 4-6 hour play session, 4-5 nights a week Did that with 40s, 25s and 10s, too. Changing the size of the player-mob really had only a very minor effect, mostly a stylistic preference. The biggest change was removal of classic entry barriers. Ignore the nattering of beldames, enjoy whatever you like. |
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8/03/12 8:42:22 AM#86
I hope that 'The Repopulation' is a go, it looks like everything I want in a MMORPG. Give me some player content and themepark attractions and the game will keep me busy for months on out. |
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8/03/12 8:44:32 AM#87
I have found a lot to like in Minecraft, both in private servers playing with friends and on servers playing with a couple hundred people. It can have a lot of the sandbox features like a player made economy, ffa pvp, faction (guild) land ownership, and the ability to build towns from the ground up. You could even have world bosses (giants). What Minecraft doesn't do is make you wait for something. No twelve hour spawn camping or waiting through mini-games for crafting. While you're in the game, you're playing. The other thing Minecraft does is allow players to create truly safe areas. It may require a good bit of work depending on the server and the mods being run, but a player can create a truly safe place. These two things, no waiting and truly safe spaces are what Minecraft could contribute to the idea of sandbox mmorpg. Not sure about ArcheAge. I'm not sure what it adds that's actually new besides graphics. Someone else would have to answer that. :-) Join the League For Gamers. |
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8/03/12 7:37:59 PM#88
Originally posted by lizardbones what about hnh and Salem? Dayz mod?
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Mannish
Elite Member
Joined: 9/03/08
There needs to be a little bit of crazy when dreaming up a new concept. Sam Lake |
8/03/12 9:51:41 PM#89
I think that the genre is going to move back toward open world non linear sandbox type games. The reason is that those are the type of games that have endless possibilitys to really evolve the genre. Look at games like Warhammer, Age Of Conan, Star Wars and Aion. There is nonthing else that can be done with themepark mmos. Yea, Guild Wars 2 added dynamic event quest but is that really something special?
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darker70
Apprentice Member
Joined: 10/21/08
A child of five would understand this. Send someone to fetch a child of five. |
8/03/12 10:00:39 PM#90
Originally posted by P4YB4CK Pretty much guarantee their will be very little theme park as the devs have stated that the beginning tutorial area will be the only area where so called theme park mechanics are employed,but if u want open ended player content look no further as Repop pretty much throws everything including the kitchen sink into the mix.
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8/04/12 2:40:27 AM#91
Originally posted by darker70 They listed so many features on their page, and i kind of doubt if they can actually implement all the features well. I highly doubt they can do every feature justice even if they have Blizz like budget, which they do not. However, if they can do it, more power to them. |
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8/04/12 2:45:17 AM#92
I believed I was; until I found DayZ. It's not an MMO; but it's what I wanted. A game where role-playing doesn't really matter, but outside communites can form. The reddit rescue squad and everything are perfect examples. This is why I love EvE so much. I guess when I was playing SWG, maybe I felt the same way. Played - M59, EQOA, EQ, EQ2, PS, SWG[Favorite], DAoC, UO, RS, MXO, CoH/CoV, TR, FFXI, FoM, WoW, Eve, Rift, SWTOR, TSW. |
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8/05/12 1:58:08 AM#93
Sandbox players want a game that has never existed while claiming they used to exist. The sandbox games they remember actually consisted of killing the same monster until they skilled up so they could kill the next monster. Strategic PvP consisted of them and 20 of their friends strategicly waiting on a road until somebody walked by so they could strategicly kill them before that player's dial-up modem could show anybody. No fun, no nothing; just watching your skill number slowly go up as you played so you could pretend anybody gave a damn about it. A good sandbox game would provide direction in the world through the use of internal game mechanics and not idiots trolling message boards about which player was able to keep their bot going the longest before their parents picked up the phone and knocked out the connection. |
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8/05/12 2:06:53 AM#94
Originally posted by Yaos
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8/05/12 4:08:23 AM#95
I didn't read the entire thread and I will do shortly, but I am gonna go ahead and tell you what I think about this particular topic. Like the OP I loved the old sandbox feeling that was in games like UO, the whole community run everything, laws, land, you name it, people would do almost everything without the game telling them they should do it, or that they should go to X Y or Z dungeon. But the more I think about it the more I realize that the sandbox systems that we had in the past, cannot be trusted in the hands of the new MMORPG generation, thinking about many people's concerns over open world PVP ( which I do love ), freeform construction ( which I also love ) and I can see the reasoning why they dont want it in their games, partially because it has never really been properly done apart from in very limited settings with very limited rules ( talking traditional MMORPG I know that Second Life does it, but its a different topic ), and most people because they haven't really experienced cannot understand that it will work. The other reason is, the community has become much more "reckless" ( not sure if this is the right word tbh ), but MMORPGs since EQ have bred a community that really doesnt care about others, and in their defence they have no reason to, the game always told them it was about their experience and that their experience should be unique and special, and without a back to basics evolutionary ladder in MMORPGs all the way to full fledged sandbox features I think just making another UO will fail because people will completely misuse the system. For me this would be the equivalent of giving cavemen IPads and expect them to build a society with it, chances are they are just gonna wack eachother in the head with it.
Mind you, that I also dont believe that the evolutionary ladder is to simply work towards copying UO, I believe sandbox features ( whatever they mean, which they will mean different things for everyone ) are absolutely going to be based off old MMORPGS and MUDs that provided much more freedom and hell even the real world which they were originally based off, but it doesnt necessarily mean that everything will be strictly sandbox and that you can't just hop on do a quest and log off or whatever, these are pretty core features in any MMORPG and I doubt they will do away because sometimes you just want to login have someone tell you what to do and then logoff.
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8/05/12 4:24:56 AM#96
Originally posted by DrunkWolf ^This....exactly. I could not hqve said it better. The genre IS going backwards. TSW is a step in the proper direction, but even in that game there is quuite a bit if hand holding going on. |
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8/05/12 8:27:32 AM#97
Originally posted by Hatefull
Even so, if we never had that past, these are still the things I'd be looking for. When UO came out it was exactly the first effort for an MMORPG that I expected and wanted. A world. It made as much sense as a world that I expected for the first truly large scale offering. I expected that MMORPGs would advance their worlds into greater things. Alas..... Once upon a time.... |
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8/05/12 9:21:14 AM#98
I think with the BOOM of F2P here that companies are going to have to make engaging games so you stick around and buy stuff. This means they should concentrate on sandbox - esque games to keep you around for years, not months. Hopefully the days of the $60 cash grab is gone. It all depends on the cash shop set up though when it comes to these games. People associate open - world PvP gankfests with sandbox games. I see no reason why you can't enforce Guild vs Guild full looting and when not warred with X or Y guild (or anyone for that matter if you enjoy PvE) then there is no chance to be looted. This could cut down on griefing a lot I think. Only thing I'm slightly interested in MMO wise is The Repop and ArcheAge. |
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Kyleran
Bitter Vet™
Joined: 9/13/06
Fools find no pleasure in understanding, but delight in airing their own opinions. Pvbs 18:2, NIV |
8/05/12 10:46:44 AM#99
Originally posted by Icewhite
With BC we had to split into smaller raid groups and since there really was only one solid raid leader only one small group of players progressed routinely. This lead to hard feelings and eventual disolution of the guild
"What gamers want ... is new game play patterns different from what they've experienced before" - Axehilt |
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8/05/12 11:09:58 AM#100
Even though I prefer sandbox mechanics over the shallow themepark format, at this point I'd just be happy with a seamless open world...but MMO devs can't even deliver that it seems.
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