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coretex666
Advanced Member
Joined: 1/03/12
"I shall take your position into consideration" |
8/14/12 5:49:30 AM#21
AA is neither a pure sandbox, nor a pure themepark. I will buy the game for the sandboxy elements. However, it does not mean that I do mind going through the quests in order to reach the max level. I, personally, do not see any value added of having DE's instead of regular quests in a game like AA. I do not mind having to grind mobs as well. I do not care that there are instances. I would not want the game to be a pure sandbox. I think that a well made mix of both is the best way to go. What I know about themepark part of this game is that there are character levels due to which the content will be divided. Consequently, players on different levels will play in different zones, going through different content. It splits the world to zones which is the themepark part of the game, for me.
Playing: Nothing atm My game concept thread: http://www.mmorpg.com/discussion2.cfm/thread/369707 (any feedback appreciated) |
Originally posted by Method01 Player-created content and being able to progress outside of combat are usually considered to be the features that make a MMORPG a sandbox. There are many themeparks that don't give you a path to follow, such as Guild Wars 2 and Anarchy Online. They're still themeparks, although Anarchy has player-created cities and many other sandbox elements. Looks like AA will have a single storyline for you to follow, with cut scenes and other "trendy" features. It'll have a "mix of the sandbox and the narrative". Originally posted by MumboJumbo Scroll down to see a list of typical sandbox features. |
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8/14/12 11:16:54 AM#23
Originally posted by kol56 I am not even sure what you are on about. You make no sense...you had Guildwars? I was speaking about lineage 2, apples and oranges. Anyway, let me make it simple so maybe you can try and keep up. What I was saying is: Grind = Bad no matter the setting.
Easy enough for you now? |
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8/14/12 12:23:25 PM#24
Originally posted by Hatefull "Grind = Bad no matter the setting ." (In my humble opinion), you forgot that last part, just helping you on the interwebs, it can be tricky!
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8/14/12 1:32:43 PM#25
Originally posted by JimyHumuHumu Hey man, at least Themepark devs have to write a little story with each quest and have to put more than two types of enemies in an area, because they have to do many quests with different ones, rather than just let you grind on one type for hours to get a level, then move on to the other type for hours. But hey, if you think actually running around doing stuff rather than just pushing a couple buttons grinding on the same enemies for hours or days just to get a level is less fun, that's up to you. Menial repetition is great to you. I see that. The games I like might not be entirely void of repetition, but at least I'm not falling asleep every 10 minutes and have to wake myself up to click the attack button before I fall back to sleep. I'll have to play ArcheAge to really understand the hype, but I truly doubt the developers are going to be able to pull off anything close to what you have built up in your head. But yes, I stick by my opinion that sandboxes are generally lazy because they generally introduce a lot of half-assed features and just kinda hope people find the fun in there somewhere. If AA turns out different, good for AA, but I'm calling 'em as I sees 'em. I also never said Themepark games like you described weren't getting lazier as well, but they generally feel more polished and exciting to play, in my opinion. Even if it's only for a few weeks. But hey, one day, your precious AA will be out and we can all see if it's actually got a lot of features that work properly and are fun. Until then, you're talking out of your ass just as much as you believe me to be. |
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8/14/12 2:53:43 PM#26
Currently known Themepark features;
-3 instanced Dungeons, small group, 1x L20, 2x L30, one is known to be 3 player max, the others unknown. Unknown how many, if any, non-instanced dungeons there might be. -Quest advancement, as of CBT5 interview they have quests up through L46 with a max char L50. However, the quests while being easy leveling mode, if you choose to respec one of your 3 skill schools(they are not pathed trees) you will need to level it up and with most or all quests gone it will have to be by other non-quest methods. -Group and Siege/Raid size limits, personally not really a problem but some take offense. -Fixed and known spawns, pretty much standard fare, very few try to change this. -Farmville aspects of resource gathering, to me this is much more sandbox than themepark, but I have seen people complain about it.
Really that's about all I can think of atm. See Entaro's Review of CBT4, http://archeagesource.com/topic/636-archeage-cbt4-review-and-extensive-game-info/#entry8326 He and others at AAS were active beta-testers in CBT4 and earlier, and will be returning with CBT5. |
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8/14/12 3:53:37 PM#27
Originally posted by Aviggin "Dogs are the leaders of the planet. If you see two life forms, one of them's making a poop, the other one's carrying it for him, who would you assume is in charge." "The idea behind the tuxedo is the woman's point of view that men are all the same; so we might as well dress them that way. That's why a wedding is like the joining together of a beautiful, glowing bride and some guy" |
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8/16/12 7:55:33 AM#28
Originally posted by dekou The questing system in this is pretty fluent, enjoyable, and teaches you all the sandbox features as you progress. The zones are not limited to invisible walls.. See a mountain? climb over it, then fly a glider to get to the next zone with absolutely no loading. The quests in the beginning are pretty straight forward but youll find yourself interacting with trees, boats, farm animals, rope climbing to get to secluded castles etc. Youll even have to swim deep down in a lake to complete some quests and enjoy the developers underwater designs. The world is simply limitless in the sense that there are no restrictions, only what you can physically get to with whatever equipment your using. Overrall the "grind" is spread out into many many different activities aside from combat and collection quests. The real work is going to be the end game content like player economy, housing, castle building, sea combat, and underwater development + whatever else these guys can think up. With the CryEngine 3. Possibilities for content are everywhere. |
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