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3/03/13 5:37:38 PM#41
@ tom_gore That’s right. UO had this no stat progression approach in a way. At least the fighting got up quite fast. And there were no specific zones for differed level requirements, and an ork was an ork and a halberd was a halberd, no level x ork and level y Halberd. And approaching an ettin alone was no good idea.
@ bnxbandit Somehow there is that preconception that mmo player want dump mobs. Most mobs have an ai that is like two lines of code: while [(player distance < aggro distance) and (player distance > striking distance)] run towards player else while [player distance < striking distance] hit player According to what I heard, Elder Scrolls Online will improve this.
@ icewhite, squeak69 The problem with the role-playing is also that the games do nothing to support it. Is there anything that makes GW2 a better place to roleplay than Call of Duty? No, in GW2 you can’t even sit in chairs. When I try to rp in a mmo, the game only gets in the way. Just open up an chat and get out your D&D player’s handbook. That works far better.
@ Dzone I think what you suggesting is a levelling system, only that you loose xp over time. There still needs to be something that traces the afford a player puts in the game. I think it’s always better to give the player something he can actually visually show of instead of a score. |
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3/03/13 5:59:59 PM#42
Take all experience earned and use it to buy things that will give progression such as basic skills, housing,, mounts, etc... (short term carrot) Give alternate experience to invest in stats and advanced masteries skills (long term carrot)
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3/03/13 6:02:27 PM#43
Originally posted by Benedikt GW1 was exactly this and awful. |
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3/03/13 6:09:36 PM#44
Sounds like a pretty horrid game idea. At least for an mmorpg. All chars are the same? Where is the point? |
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3/03/13 11:17:32 PM#45
This must be one of those ideas that people don't think through.
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3/03/13 11:32:07 PM#46
The problem with this is that players in MMOs demand progression. They want to get stronger. Which is why so many people hated the easy to obtain power cap in GW2. Personally I am fine with horizontal progression, but most players will just quit if they cannot get any stronger. |
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3/04/13 3:42:57 AM#47
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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 :) |
3/04/13 4:24:37 AM#48
Originally posted by bnxbandit It would be an MMO, not an MMORPG. It would most likely be rejected by the same crowd you pitched it to. ;)
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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3/04/13 4:49:56 AM#49
Sounds like Chivalry Medieval Warfare with a skill card deck. |
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3/04/13 7:22:29 AM#50
Originally posted by Squeak69 Indeed. There is only a handful of games that have adequate roleplaying tools available to players (UO is one, LotrO is another). The rest of them have no tools for roleplaying or building an in-game community. Ironically, even WoW has more roleplaying tools than most games that have come out in the recent years. And I think the reason most people don't roleplay is because they have not tried it and their prejudices are telling them it's about cybering and dressing funny.
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3/04/13 7:34:28 AM#51
Originally posted by Sengi Sure, easier and cheaper to slap an "RP" tag on a PVE server, then proceed to ignore everything that happens on it. Just part of the Wonder of Minimal Customer Experience Cost that is a modern MMO theory. |
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3/05/13 4:25:10 AM#52
Originally posted by Icewhite Or like GW2, don't even label servers as RP, because why split the community, right? |
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3/05/13 4:36:22 AM#53
Originally posted by Loktofeit Well most likely yes but we'll never know if we don't try. Also it has RPG in it. It's a game that lets you role play so yeah MMORPG. |
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3/05/13 11:41:56 AM#54
Actually, there arent' really levels in current games, those are mostly only numbers to incentivize the player base to continue onward. Because, as you level the mobs level and the zones level, so it is all relative . And as we all know, if two cars are travelling side by side at the same speed, then when compared to one another, they are still. That's the way it's always been. Sure, there are minor exceptions but in the overall grand scheme of things, we don't level compared to the content.
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3/05/13 11:50:56 AM#55
Originally posted by Dzone MMO is not real life. It is a genre of entertainment products. The focus should be fun. Fun, of course, is subjective. Previous MMOs are more group oriented, and the market has shifted to more solo-able games because of the demand. Personally, i don't really want my fun to rely on others all the time. |
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3/05/13 12:00:29 PM#56
The introduction of explicit levels was one of the more disliked changes in SWG during SOE's tenure of mismanagement. Prior to that, if you could kill something, great. Damage and defense were not tied to "what level you were" at the beginning, they were wholly skill and equipment based: you hit for what you hit for. Later on, after the unwanted changes, levels were EVERYTHING: the difference of just a couple levels was the difference between an even fight and a walkover. So, among the terrible structural changes done to SWG over the years, the explicit addition of levels, and making everything tied to those levels was a very large step back in terms of gameplay.
"There is zero gold spam in most F2P games." - Nariusseldon |
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3/05/13 12:03:49 PM#57
I think OP want something like GW1 but w/o lvl at all. If no lvl at all and such group will go to dungeon, IMO, it will be a mess, as some guys in a group will be 100% newbs, lost in action, when others will get mad about and kick / leave / disband. It what happens usually with non-balanced groups. So I guess few lvl would be nice to have, main-time you can still run dungeons all long (how I love to develop my character to avoid quest grind). this way you can have training for future harder challenges. to be honest, I think quest lvling + very long one, kills grouping and, may be, whole meaning of MMO. or make group quests like separate story line, non repeatable and challenging, something like original quests on-line or like runescape quests. try before buy, even if it's a game to avoid bad surprises. |
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