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2/15/13 7:39:23 PM#21
Eve works because the cost of ships arent that crippling. if you lose a ship u can replace it faster than say if u been raiding for weeks and lose it in a matter of minutes.
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2/15/13 7:46:36 PM#22
Originally posted by Adamantine
Games are time wasters. Entertaining time wasting is called gameplay.
One person's work is another person's fun. Seriously.
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
2/15/13 8:40:23 PM#23
Originally posted by Quirhid Have you played UO? To address your points:
If you think in terms of WoW, yes, your points are very valid. Not every game is designed like WoW, though.
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. |
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2/15/13 9:06:35 PM#24
UO and SWG had awesome player economies and it was all because of item decay. I would much rather have item decay than mudflation and soulbound items.
How to post links. Check it Archeage |
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2/15/13 9:18:06 PM#25
Originally posted by nilden Lineage had an awesome player economy too and it didn't have item decay. Item decay is a punishment system. I would rather see an incentive system rather than a punishment system to remove game resources. It's not very fun. |
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2/15/13 10:59:29 PM#26
Originally posted by TorvaldrOriginally posted by nilden Incentives can only go so far. Are you going to continually increase new recipes/schematics to make the old ones obsolete? That's not much help. Neither is soulbinding/biolinking items. Item decay may not be perfect, but it beats all the alternatives in a game with heavy crafting. Everyone who played SWG saw what happened when item decay was removed: items went up by at least 10X in price, because you only ever needed to buy that item once. In Eve, you have item LOSS, which is a more direct form of decay. And in SWG there were things to mitigate item decay: insurance terminals reduced wear associated with deaths, and weapons/armor could be repaired multiple times, on a reducing basis, so it was not like an item would wear down and be instantly useless. We know that item decay "worked" in SWG, because when it went away, we saw the utter devastation in the player economy, player interdependence, the crafting game, the whole of SWG itself. |
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2/15/13 11:29:09 PM#27
I can't agree with the OP. Crafting by template makes it manfacturing but crafting with variable results and decay make for variety and priority. If you have 4 "identical" swords but one has a slightly better blade and does more damage, you use that for epic fights and grind with the others in hopes of getting a better one. Any game I can say I truly had fun with, I was crafting or doing something tied to it and leveled by accident. Any game I was forced to level to open the next version of the same thing I did yesterday ended up failing me. It's all about objectives but crafting I find is a good way to split them and allow people to make their own. You want to make Armor, he wants to make health packs another guy wants to make weapons. It's repeatable content. |
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Beatnik59
Elite Member
Joined: 11/23/05
"Playing things I shouldn''t be playing since 1977." |
2/16/13 12:49:24 AM#28
Twinks are going to do what they have always done: grouse about variables that add complexity to their path to combat uberness. But it doesn't mean they have a point. Yes, combat players say they don't "like" decay. But what they say and what they do are two totally different things. Because I've never seen anyone quit over decay, nor have I ever seen a combat player hesitate to pick up a game with decay. I have, however, seen combat players quit when decay systems are taken out. It isn't because they especially like crafting or even want a player economy. But they just get bored with the static nature of their games. The ability to have what you want, on your terms, predictable and not subject to decay or decline, is very comforting to combat players. It allows them to easily complete their goals and amass all that they want, very quickly, without any limiting constraint outside of their ability to keep logged on and fight in static instance after static instance. And, predictably, they accomplish their goals in record time, and find no more reason to log on or maintain any interest. Or (more likely), they wake up one day three weeks into their play experience and say "you know, this is boring." And they churn out. Indeed, the data coming out of the industry seems to support my claims. Some of the most popular games out there have decay: the Fallout series and the Diablo series. So while you see the combat types crawl out of the woodwork in threads like this, and say they hate decay, they aren't being totally honest. If they hate decay so much, why do they play so many games with decay in it? Because decay is a dynamic system. It gives what would be an otherwise static thing, like a piece of gear, a wrinkle of variability across time. And that--despite what the grousers say--is a good thing. It holds their attention longer. It makes them into more than content consumers; it integrates them into systems. And that's a good thing. Because if you are just there to consume content, you'll have no reason to stay once you power your way through the content. But if you are integrated into a system of supply and exchange, you'll feel like a part of something more. The industry has been bending over backwards to give combat players what they say they want. And this is why decay has been a tough mechanic to find in the post-WoW era. But you have to wonder how the combat players have "rewarded" this loyalty, because all the data I see seems to indicate they log on at launch, play for three months top, and leave. Why are they so bored, when the developers are giving them everything they say they want? Because what combat folks say they want, and what they actually do, are totally different things. __________________________ "...when it comes to pimping EVE I have little restraints." "It's like they took a gun, put it to their nugget sack and pulled the trigger over and over again, each time telling us how great it was that they were shooting themselves in the balls." |
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2/16/13 12:53:29 AM#29
Originally posted by Quirhid In red the things I really miss in MMORPG these day's. It's what made MMORPG become more virtual worlds instead of these online combat games we have today. And I rather have realistic "grind" Keep in mind you already have plenty of games to choose from and those who like what you seem to be against has it's place aswell. But for some reason when I see a reply like yours it seems as if you asume that all MMO' should be that way. No they shouldn't but like today's very limited type of MMORPG there is room enough to have a game with your highligted red feature's, which you simply do not have to play. |
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2/16/13 12:58:26 AM#30
Shadowbane.
That is all. |
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2/16/13 1:04:59 AM#31
All good games ive played has had some kinda item decay or permadeath, just saying.
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2/16/13 1:42:00 AM#32
Originally posted by Reklaw +1 to last 2 quotes |
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2/16/13 4:01:26 AM#33
Originally posted by SpottyGekko As does nearly everyone else in the thread, or on this site for that matter. Upthread someone deigned to proclamate about what player economies Must Have (emphasis mine). Yet we've seen dozens of different ideas about very different player economies, not all of them having what he insisted were Must Haves...blink, blink. Logic suggests these aren't Must Haves, after all. Player economies don't even Must Have items(!!), for heaven's sakes. It would behoove everyone to stop declaring MMO Design Rules that aren't, and for the love of Groo stop speaking in Absolutes, in general. -Nearly every single bad trend in MMO development was started by the developers.--Wordiz |
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2/16/13 5:30:19 AM#34
Originally posted by Reklaw No I don't think every MMORPG should be the same. But these ideas are almost always presented like they're remedies - silver bullets to "fix" MMOs. Item decay is an old idea and an unpopular one. It is a bad deal for the adventuring type because it brings many inconveniences without any gameplay value. How about coming up with something that is fun for both instead? Something new for a change? Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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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 |
2/16/13 5:44:33 AM#35
Originally posted by Quirhid Perhaps because it's not possible to please everyone with a single game mechanic. Many of the things you eschew are my gameplay, how are developers to keep both of us happy? I agree, if there really is some single, optimal way to accomodate a thriving economy then sure, let's go for it but it seems over the years there's been a number of successful (but different) mechanics employed and enjoyed by some subset of the community while disliked by others. Item decay has worked well in a number of titles over the years, I thought they did a good job with it in DAOC (more of a theme park style title than others have mentioned) and sure, I can see where having it in WOW might be bad, but truthfully, who keeps gear in that game for any length of time?
"What gamers want ... is new game play patterns different from what they've experienced before" - Axehilt |
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2/16/13 7:11:12 AM#36
Originally posted by Kyleran I'm not a fan of digging up old features from the dark ages before MMORPGs became popular because, in part, those features were the reason why MMORPGs were unpopular back then. The people who played them then are a minority now. It doesn't make sense for a big developer to make a game like that, but there are plenty of indie developers aiming for just that segment, I'm sure. Anyway, with all the talk about "innovation" there sure is a lot of talk about rehashing old ideas. Not blaming you Kyleran, but there sure are a lot of hypocrites around. Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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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 |
2/16/13 8:03:23 AM#37
Originally posted by Quirhid I'm not convinced there is a lot of room for innovation (or it is invention really) in MMORPG's anymore, seems like its really just a case of further fine tuning than anything else. So yes, I am looking for some of the older mechanics to be revisted, improved upon perhaps, as I think today's gamers might actually enjoy them if they had a chance to experience them in the right game. If we take WOW and a few F2P behemoths out of the equation, almost all MMORPG's are really catering to a niche market of less than 500K sustanined players, so there's really no reason not to experiment with alternate or even old school mechanics even if you are a large, AAA developer.
"What gamers want ... is new game play patterns different from what they've experienced before" - Axehilt |
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2/16/13 9:36:07 AM#38
Permadeath is honestly a gigantic waste of time. I can't even begine to tell you how many times I've died in-game via latency issues, being disconnected, stuck in the world, etc. It's just a bad idea within the MMO realm. |
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2/16/13 9:39:54 AM#39
Originally posted by Sijjistoryus People like perma death because it provides a challenge on seeing how far you can get before dieing and then they try and beat it next time round, its a system that isnt for everyone but there a bunch of people who likes it. |
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2/16/13 12:20:59 PM#40
Originally posted by Kyleran This is probably true. There isn't much more room for innovation and so, why not explore a mixture of old and new?
Game Need: to remove items from the game to suppress the fact that there is a multitude of items being created. Items can't be recirculated forever and continue to amass. There must be a constant need for crafters to make them. Item Decay- eventualy items wear out and break down after use Binding Items- items that have been in used are untradeable, economically made worthless What other options are there aside from removing the economy and crafters? |
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