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what would u liek new games comign out to focus on so that you will stay playing at launch??
1. few bugs 2. enough content to enjoy the game from beginning level to last level. 3. truthfull and constant communication.
what else? |
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8/13/08 5:19:09 PM#2
4. Having enough money to make #1-3 happen? |
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Midnitte
Apprentice Member
Joined: 6/11/06
To not conform is to conform; Always question orders and demand a reason, least you become a Nazi. |
8/13/08 5:20:48 PM#3
5. Not selling out by cutting promised content or gameplay mechanics to make a release date.
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8/13/08 5:25:37 PM#4
6. Well Balanced mechanics If you have all 6 your game will do just fine. Leave out one, and the community will devour you alive. |
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8/13/08 5:32:47 PM#5
Originally posted by jadan2000
Its already happening what a developer should do make game succesfull and great to play. Aventurine, with Darkfall. No bugs, enough content, stable servers, and very truthfull community, when they start playing darkfall, you know there fans of genre, who else wanne pay 50 bucks for box and 12 bucks a month for game thats open pvp with full loot, only FANS!
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8/13/08 5:45:46 PM#6
5. Avoid instanced zones. 6. Have a good concept of What PVP should be based on. 7. Have a good Endgame PVE with dynamic Raid Boss or small group duagons. (AKA: Not AOC zerg feast) 8. Listen to Beta Testers. 9. Atleast have a comman Goal. This could be something like WoW and Warhammer (Horde vs. Allaince or Choas vs Order). 10. Have some kind fearfull but not time comsuming Death Penelty. 11. Make armor diverse. 12. Avoid the timeshop All MMO's have grinds. If you don't like to Grind then MMO's are not for you. |
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8/13/08 6:02:33 PM#7
1. Social clothing, social hangouts, TONS of social emotes, and a character creation that is completely flexible. 2. A huge armor and weapon diversity. 3. NPC's that are actually smart, and can raid towns and outposts themselves at any given time. 4. Skill based system where you have a limited amount of skills you can learn, but can pick and choose which ones you want (almost like SWG used to be but with even more options!) 5. Dynamic music that changes depending on if it's nighttime or daytime, if you're in an enemy's zone the music gets "dangerous", etc. 6. Crafting that is robust and easy to learn, difficult to master. Again, SWG in it's prime was a great example of how good crafting can be in a MMORPG. Unfortunately I don't think I will ever see a game that has the options that I want, so at least I still have SL to play. |
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talismen351
Apprentice Member
Joined: 11/01/07
"Easy" only equals "better" for crack addicts and MMORPG developers. |
8/13/08 7:22:57 PM#8
Originally posted by Evasia
I normally don't bash DF...but come on...have you played the game? How many beta testers have you spoken to? Untill the game is actually released and you have played it for a month or two, you cannot claim it is everything. |
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8/13/08 8:00:58 PM#9
1. Cows. |
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8/13/08 8:17:18 PM#10
1. No elfs. |
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8/13/08 8:22:53 PM#11
magic.
They can have a great game with no bugs and loads of content and STILL no reason to log back in. |
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8/13/08 8:28:00 PM#12
Originally posted by pegleg
Yes..people fail to realize that an mmo has got to have grind and farming...thats one of the things that make players continue to play every day...to have something as a prize after all the grinding or farming wathever... |
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8/13/08 8:40:29 PM#13
Originally posted by Midnitte
5a. Don't promise the moon, stars and sky that don't have a chance in hell of making a reasonable release date. What a conundrum pull an AoC promise more then could possible be finished to drum up enough interest or not promise enough get no interest, no buzz and the game goes no where. Anyone else think we the gamers are our own worst enemy? |
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8/14/08 2:40:25 AM#14
1. significant death penalty - hefty experience loss with corpse run 2. skill based system with opportunity cost - can't learn every possible skill so characters are unique 3. skills must be used/trained once learned to max/improve them 4. no cheesy respecs - must reroll character and start over 5. large seamless game world - no instancing whatsoever 6. long levelling/skill raising curve that a 24/7 gamer would need 6 months to master 7. open PvP with level/skill range limits to prevent ganking - levels only indicate relative strength 8. all useable/equipped items are fully tradeable - none of this no trade or binding crap 9. random drop single item looting in PvP 10. real quests that require problem solving - preferably a key word system like classic EQ 11. no floating icons over questgivers heads or glows surrounding them 12. no minimaps or arrows pointing where to go - compass item only tied to skill 13. realistic travel for the genre - no speedy travel shortcuts added for ADD kiddies 14. carrying limits for characters based on individual attributes - no infinite carrying ability 15. different racial only qualities and abilities 16. significant NPC faction system like classic EQ so your actions have consequences 17. extremely lengthy and difficult to master crafting system with quality high end items 18. mobs with good AI - they notice and attack enemies - none of this warping back to spawn spot 19. mob drops that make sense - no swords from rats 20. the ability to earn unique titles for deeds and achievements 21. flat subscription rate and developers are firmly against any forms of RMT - all items earned in-game
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