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 Thread (15 posts)
vajuras  2/09/08 2:10:44 AM

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For a bit I became really jaded with a lot of 'mainstream' mmorpgs. I dont know what happened maybe the 'darkfall vaporware curse' hit me. I was hoping so much for something to materialize and after it looked like it wasnt coming anytime soon I went 'mad' for a bit


But I finally went back to my roots. I listened to what the 'pvp haters' were saying and went back to FPS. I even purchased Savage 2 which has Classes, Levels, factions, etc.


Now I think I'm sane again. I'm not getting into arguments and getting myself banned anymore. I just thank Taera and mmorpg.com for not banning me 'indefinetly' haha


Anyway, just some tips for other jaded pvpers out there. It can be good to take a break from mmorpgs and just play other games. Then you might come back refreshed and relaxed :)

 
vajuras  2/09/08 2:23:26 AM

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I guess there is more to the story that I have left out. Like, well, I'm getting excited about some of the MMOs listed here on this site and other announced titles. Some have been announcing features here and there which makes me happy I feel like perhaps the MMO devs are sending scouts here to this site and maybe grabbing doable ideas we all post

For instance, WAR announced Collision Detection for PVP and I heard Spellborn will do the same. Just the little things like that helps me see there is some baby steps at very least in a good direction


<grr, maybe this should have been a blog too wordy>

 
daelnor  2/09/08 2:29:17 AM

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I'm glad you found some perspective. There are some potentially good games coming out, and some others that will just wither and die, but man, sometimes you gotta take a step back...

D.

Scottc  2/09/08 7:01:46 AM

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Its unacceptable to accept defeat.  Our way of gaming is not opinion, it is fact.  How many of those grind game fools have actually played a good PvP game?  I myself don't even like to PvP, when playing Asheron's Call Darktide I would get incredibly pissed every time I was killed, and would avoid combat as much as possible.  People would ask me why I played that server rather than a white server, and my only answer was that the risk of losing something made the game so much more exciting and interesting.  Watching the politics of the monarchies unfold was absolutely amazing.  Seeing as clans dominated different dungeons and worked together to raid towns and dungeons was incredible.  I might as well be a carebear gamer,  I enjoy finding nice items, I love questing, but I know that the PvP land is better.  Never give up the good fight.  The current games on the market are unacceptable.

 

Edit:
"For instance, WAR announced Collision Detection for PVP and I heard Spellborn will do the same. Just the little things like that helps me see there is some baby steps at very least in a good direction."

What you said there is very saddening when you consider that some of the first popular MMORPGs some 8 - 9 years ago had these features and just now we're finally getting them again, and once again irrefutable proof that our way of gaming is the way to go, and once again, not opinion, but rather something that grows on gamers as just simply better.

 
vajuras  2/09/08 9:14:25 AM

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It's going to be interesting when we see somemore sandbox titles come out. Right now we have linkrealms, earthsiege, Darkfall, and WELL Online all being currently developed. So its going to be real interesting if one releases


Yeah my friend tells me Everquest 1 had collision and I suspected AC1 did too from watching the PVP videos. Would be awesome if Turbine would update the graphics for AC1. It seems like its a game sort of for the vets but might not be kind to newbies (graphics).

But I never tried AC1 so hm it would be interesting to give AC1 Darktide a shot one day

 
Jimmy_Scythe  2/09/08 11:40:59 AM

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Yeah, I loved the first Savage game. I haven't gotten around to checking out the new one, but I'm working my way through the single player parts of The Orange Box in between TF2 matches. Maybe once I'm done I'll give Savage 2 a look.

BTW, it's always a bad idea to take gaming too seriously. It's a hobby, not a religion.

An individual best achieves optimal stupidity on those rare occasions when one is both given substantial powers and insulated from the results of his or her actions. -Jaron Lanier "Digital Maoism"

paulscott  2/09/08 12:16:46 PM

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why do humans build, because it isn''t there

no world is big enough for a mainstream player controlled world.

If a mainstream developer attempts to follow a hardcore ruleset they're going to have to distill it down, just all the hard core looting and skill loss on death.  NOT the stuff that actually matters like politics, players having large effects on the enviroment, and players 'owning' the enviroment.

_________________

in theory you could attempt something like an extremely large procedurally generated terrain(maybe have some that runs on the client), and have the server record changes(and a list that slowly reverts everything back).  then advanced clustering which have individual servers each handling 200-500 or so players and 500 some NPC's, and have the areas they cover stretch and contract based on maintaining that load. 

but that's a whole new set of problems, particularly data access and transfer, reliability, and a whole lot more reliability.  but if it works you essentially have a system that can grow for a really really long time.  But we'll never see a system like this in a mainstream game because the closest thing to this is like weather simulation and super computing, or in a INDY game since the infrastucture would be to expensive.

There are 10^11 stars in the galaxy. That used to be a huge number. But it's only a hundred billion. It's less than the national deficit! We used to call them astronomical numbers. Now we should call them economical numbers.
Richard Feynman

Scottc  2/09/08 8:05:47 PM

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Originally posted by paulscott

no world is big enough for a mainstream player controlled world.

If a mainstream developer attempts to follow a hardcore ruleset they're going to have to distill it down, just all the hard core looting and skill loss on death.  NOT the stuff that actually matters like politics, players having large effects on the enviroment, and players 'owning' the enviroment.

_________________

in theory you could attempt something like an extremely large procedurally generated terrain(maybe have some that runs on the client), and have the server record changes(and a list that slowly reverts everything back).  then advanced clustering which have individual servers each handling 200-500 or so players and 500 some NPC's, and have the areas they cover stretch and contract based on maintaining that load. 

but that's a whole new set of problems, particularly data access and transfer, reliability, and a whole lot more reliability.  but if it works you essentially have a system that can grow for a really really long time.  But we'll never see a system like this in a mainstream game because the closest thing to this is like weather simulation and super computing, or in a INDY game since the infrastucture would be to expensive.

How in the hell is looting and skill loss on death hardcore?  Thats what the first MMORPGs had ffs.  It's standard for anyone whose not a total newb to MMORPGs who was around during the time of UO, Everquest, and Asheron's Call.

 
vajuras  2/09/08 9:32:04 PM

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Originally posted by paulscott
no world is big enough for a mainstream player controlled world.
If a mainstream developer attempts to follow a hardcore ruleset they're going to have to distill it down, just all the hard core looting and skill loss on death.  NOT the stuff that actually matters like politics, players having large effects on the enviroment, and players 'owning' the enviroment.
_________________
in theory you could attempt something like an extremely large procedurally generated terrain(maybe have some that runs on the client), and have the server record changes(and a list that slowly reverts everything back).  then advanced clustering which have individual servers each handling 200-500 or so players and 500 some NPC's, and have the areas they cover stretch and contract based on maintaining that load. 
but that's a whole new set of problems, particularly data access and transfer, reliability, and a whole lot more reliability.  but if it works you essentially have a system that can grow for a really really long time.  But we'll never see a system like this in a mainstream game because the closest thing to this is like weather simulation and super computing, or in a INDY game since the infrastucture would be to expensive.

EVE Online does this easy- you just have "Space" instead of Land. Works brilliant. They can expand their universe at will by just adding more servers to their network. From what I understand, is truly scalable architecture

Hm, I'm always drawn to single world MMOs. This is one thing I loved bout Guild Wars as well. GW is not quite an MMO, but in some limtied ways was more MMO then others


 
vajuras  2/09/08 9:35:18 PM

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Originally posted by Jimmy_Scythe
Yeah, I loved the first Savage game. I haven't gotten around to checking out the new one, but I'm working my way through the single player parts of The Orange Box in between TF2 matches. Maybe once I'm done I'll give Savage 2 a look.
BTW, it's always a bad idea to take gaming too seriously. It's a hobby, not a religion.

Truth always hurts :(

 
Z[MMOsmart]  2/09/08 10:40:42 PM