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Sum of all fears....if 1) it's a Console Game for PS3, Wii, XBOX or any other Platform other than PC. 2) the combat system revolves around a form of FPS & TPS "twitch" mechanic. 3) no open world where almost every area is instanced. 4) few customization options for character / skill look and template. 5) shity, simplistic crafting system where crafters are meaningless and all loot is quested. 6) if micro-transactions are in anyway shape or form part of this game.
Don't get me wrong... I can deal with almost anything else. I don't have to have a complete "sandbox" game. Really I would just like a few elements, like an open world to explore and some player housing would be nice. Also crafters need a real place in the Galaxy. Crafters need to be able to make most (not all) of the best loot in the game. The system does not have to be over complex, but a challenge on high end items would be nice. I do undersatnd the need for balance here and I'm willing to give and take on this subject...players need other options. In a perfect world this game would have No Levels...only skills you could learn over time. But, I understand that the powers that be may not be ready for such a game. So at the very least I would love to see skill blocks much like the pre-CU / CU SWG. Honestly, that was the best skill system ever invented! Some variable of that system would be badass. I loved Hybrid templates! Finally, if this is a Console Game they can shoove it right up their narrow minded ass...I won't play that simple-simon piece of shit! Bank on it! |
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10/16/08 7:18:44 AM#2
My main concern right now is whether there will be micro-transactions. |
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Originally posted by Suvroc
ouch! adding that now!...THANKS |
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10/16/08 7:31:39 AM#4
It'll probably be every single one of them points but it'll be on PC too. |
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10/16/08 7:36:13 AM#5
The sum of all fears (except the microtrasnactions) will be realized if consoles are anywhere in the game play equation. As hopeful as I try to be, I just know in my heart that Bioware will target the lowest common denominator to get as many subscribers as possible, which means allowinbg console access to the game.
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10/16/08 7:54:14 AM#6
First off, the engine they are using, the Hero Engine, is PC only, so they'd have to basically have a 2nd team doing a conversion for it to work on consoles. Secondly, assuming that it is also released on consoles, my main worry is that it'd be dumbed down for console controllers instead of requiring (or even supporting) a keyboard. That would put me off completely. As for "macrotranscams" I will not play anything that uses that, because gameplay won't be about how good you are or how good your guild is, but based on how much money you are willing to spend. There is simply too much temptation for a MMO publisher to screw with drop rates and other things in game to make the non RMT path (if they even offered one) so unattractive as to basically force people to buy crap all the time in order to compete. Not to mention that Devs have the option of obsoleting gear at any time, and you can bet, in a game with RMT that today's stuff for sale via RMT will always be better than last month's. Maybe it's because I'm still so jaded by SOE that I assume that MMO publishers will ALWAYS give in to temptation to screw over their customers when they see a quick buck in it, but it is what it is, and LEC/Bioware/EA WILL have to deal with this, as the bruised and battered SWG community IS going to be the core audience of their new MMO whether they like it or not. |
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Originally posted by John.A.Zoid
OR...It could be NONE of those points |
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Originally posted by precuorbust
Which is why LA & BW need to create a game in the image of the old Pre-CU. If they do this they with have at least 300k in loyal fans and another 200k that come and go. Lets hope they are looking to go this route. |
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10/16/08 8:09:25 AM#9
Originally posted by Dark_Fail
Which is why LA & BW need to create a game in the image of the old Pre-CU. If they do this they with have at least 300k in loyal fans and another 200k that come and go. Lets hope they are looking to go this route. I can guarantee that they will not take this path. Take it as you will the SWG community was too small to be aimed directly at. True, they may cater to some of what the SWG community is looking for but do not expect a skill based system or an open world. It's a Jeep thing. . .
_______ |___ |\_______/ = |||||| =|X| \*........*/ |X| |X|_________|X| You wouldn't understand |
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10/16/08 8:13:38 AM#10
Originally posted by Locklain I can guarantee that they will not take this path. Take it as you will the SWG community was too small to be aimed directly at. True, they may cater to some of what the SWG community is looking for but do not expect a skill based system or an open world.
Tell us why we have no chance of seeing a "Skill Based" system and an Open World? What is driving your points? How can you guarantee such things? Is it just a hunch or can you back your claims with fact.
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10/16/08 8:20:32 AM#11
Originally posted by Force_Fire I can guarantee that they will not take this path. Take it as you will the SWG community was too small to be aimed directly at. True, they may cater to some of what the SWG community is looking for but do not expect a skill based system or an open world.
Tell us why we have no chance of seeing a "Skill Based" system and an Open World? What is driving your points? How can you guarantee such things? Is it just a hunch or can you back your claims with fact.
Skill based system and open world were not specifically mentioned, so he didn't say they wouldn't do that. He said they might cater to some of what the Pre-CU crowd wants in, but it's not going to be a close image of it. Skill based and open world are hardly all that made up what made Pre-CU a fun game. |
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10/16/08 8:25:19 AM#12
Originally posted by Force_Fire I can guarantee that they will not take this path. Take it as you will the SWG community was too small to be aimed directly at. True, they may cater to some of what the SWG community is looking for but do not expect a skill based system or an open world.
Tell us why we have no chance of seeing a "Skill Based" system and an Open World? What is driving your points? How can you guarantee such things? Is it just a hunch or can you back your claims with fact.
Call it intuition if you would like. The mass audience for an MMO becomes "lost" when they are offered too many choices. If they are not guided along by the hand frustration will set in and they will inevitably quit the game. While I think it would be great to have a skill based system and an open world the money that AAA developers are looking for is just not there. The key is to not set yourself up for failure, if you have low expectations when it does roll around you wont feel so let down.
It's a Jeep thing. . .
_______ |___ |\_______/ = |||||| =|X| \*........*/ |X| |X|_________|X| You wouldn't understand |
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10/16/08 8:26:30 AM#13
Originally posted by JagerMichael
Tell us why we have no chance of seeing a "Skill Based" system and an Open World? What is driving your points? How can you guarantee such things? Is it just a hunch or can you back your claims with fact.
Skill based system and open world were not specifically mentioned, so he didn't say they wouldn't do that. He said they might cater to some of what the Pre-CU crowd wants in, but it's not going to be a close image of it. Skill based and open world are hardly all that made up what made Pre-CU a fun game.
Read above...it was Specifically Mentioned by the poster. |
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singsofdeath
Novice Member
Joined: 1/28/06
"You should never underestimate the predictability of stupidity." |
10/16/08 8:32:07 AM#14
Originally posted by Locklain
Tell us why we have no chance of seeing a "Skill Based" system and an Open World? What is driving your points? How can you guarantee such things? Is it just a hunch or can you back your claims with fact.
Call it intuition if you would like. The mass audience for an MMO becomes "lost" when they are offered too many choices. If they are not guided along by the hand frustration will set in and they will inevitably quit the game. While I think it would be great to have a skill based system and an open world the money that AAA developers are looking for is just not there. The key is to not set yourself up for failure, if you have low expectations when it does roll around you wont feel so let down.
Personally, I think that there is a simple way to appease both crowds somewhat. Add the variety of a skill-based system to a level-based game. Keep the "guiding" lines of Level-based games while allowing greater flexibility in what you wish your character to do/be.
Look at FFXI. It may not be the best game out there, but I personally think they did one thing right. Every character could learn EVERY class in the game. Two Classes could be active at any one time. But it gave you the option to be everything you wanted to be, a combination of different classes AND the ability to switch and be something completely different at a later time.
Of course, that is far from a true skill-based game, but it'd add a lot of variety and flexibility to an otherwise rigid and static system (Level-Based). |
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10/16/08 8:45:39 AM#15
Originally posted by Locklain
Tell us why we have no chance of seeing a "Skill Based" system and an Open World? What is driving your points? How can you guarantee such things? Is it just a hunch or can you back your claims with fact.
Call it intuition if you would like. The mass audience for an MMO becomes "lost" when they are offered too many choices. If they are not guided along by the hand frustration will set in and they will inevitably quit the game. While I think it would be great to have a skill based system and an open world the money that AAA developers are looking for is just not there. The key is to not set yourself up for failure, if you have low expectations when it does roll around you wont feel so let down.
Nothing a really great tutorial system couldn't solve...Besides, who is to say that this game won't have the very best of both worlds? |
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10/16/08 8:50:18 AM#16
Originally posted by singsofdeath A multi-class system would be a great addition and be a better substitute for skill based than the alternative. Also, if I understand the Hero Engine correctly it allows developers to work on the game and see what each other is doing in real-time. If this application was to be applied to say, crafting, we could see some wonderful things arise. Could you imagine building your lightsaber and being able to chose from a base hilt and add additional nuts and bolts and ribs to wherever you please? That to me would be worth not having some of what SWG had.
It's a Jeep thing. . .
_______ |___ |\_______/ = |||||| =|X| \*........*/ |X| |X|_________|X| You wouldn't understand |
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DeaconX
Hard Core Member
Joined: 2/08/05
Stand up for what you believe; Even if you stand alone. |
10/16/08 8:50:41 AM#17
Originally posted by Dark_Fail
Are you SERIOUS?? You actually want the same old bland boring -wait and go- skill button mashing bs? I'm 100% in opposition of your opinion in this respect. I know it wouldn't happen, but as I've said before in another thread, I would be very happy with a FAST ACTION pace of combat where CHARACTER SKILL is only a bonus to PLAYER SKILL and it is PLAYER SKILL in the end which matters most. Anod no, hitting skill buttons in a sequence of some sort is not 'mad skills'. Not is it exciting or challenging in any way. Also, it's been done to death in every other MMORPG with Age of Conan being the only one to try and make it slightly different. When I get into a combat situation, I want to feel excited damnit. Ever play the Jedi Knight/Outcast/Academy series of games? THAT is more along the lines of what I would love [though I'm sure due to lag it's probably not yet possible in an MMORPG]. -FIRST & THIRD PERSON View. Freely switch between the two regardless if you're using melee or long ranged weapons. An option to control opacity of your character would be nice so you can somewhat 'see through' your character. Along with a crosshair for aiming would help a lot of people I'm sure, but you should be allowed to switch that crosshair off. -CHARACTER MOVEMENT: Should be able to crouch, go prone, duck and cover behind objects and walls, cover fire with blasters and toss explosives, MELEE should have blocking ability, Should be allowed to dodge/roll in different directions, as well as your standard methods of movement and strafing. -MOVEMENT STAMINA METER: This would be necessary to avoid 'bunny hopping' and other ridiculously unrealistic movement. Basically, if you start hopping around, or are constantly rolling, your stamina drains quickly. It also recharges quite quickly, but it's enough to stop people from moving unnaturally and forcing them to instead play more realistically. Head to head melee with some dodges and rolls, duck and cover long range.
Just how I see a more exciting combat system... would definately make PVP more fun. ALMOST like the Battlefront series but a little more in depth. Space combat and any other vehicle combat should also be 'twitch' controls. IF all of the things seen in this trailer were possible in a Star Wars MMORPG, it'd be bliss: http://www.youtube.com/watch?v=aAU3sl5FRSY
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10/16/08 8:54:34 AM#18
There isn't any reason why you cant' offer both an open path and skills system for those who want that, and "a guided path" for those who don't understand it all in the same game. I always thought that the best solution for the steep learning curve of Pre-CU SWG was to improve the tutorial, and perhaps offer guided paths to pre-selected 250 SP templates, based on the play style or goal selected by the new player in the tutorial. That would have been a better way to introduce "iconic" professions, they'd simply be preset templates that the game tutorial system would instruct you on how to train and use. Then you could allow it so that the tutorial could be re-entered if the player wants to try something else. Beyond that you would of course, had the option of ditching the tutorial and grinding your template yourself. Unfortunately, MMO devs are too narrowminded to ever allow for multiple paths for the same solution. Which might be why virtual world games are beyond the ability of most of them.
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10/16/08 9:05:47 AM#19
Originally posted by DeaconX
Are you SERIOUS?? You actually want the same old bland boring -wait and go- skill button mashing bs? I'm 100% in opposition of your opinion in this respect. I know it wouldn't happen, but as I've said before in another thread, I would be very happy with a FAST ACTION pace of combat where CHARACTER SKILL is only a bonus to PLAYER SKILL and it is PLAYER SKILL in the end which matters most. Anod no, hitting skill buttons in a sequence of some sort is not 'mad skills'. Not is it exciting or challenging in any way. Also, it's been done to death in every other MMORPG with Age of Conan being the only one to try and make it slightly different. When I get into a combat situation, I want to feel excited damnit. Ever play the Jedi Knight/Outcast/Academy series of games? THAT is more along the lines of what I would love [though I'm sure due to lag it's probably not yet possible in an MMORPG]. -FIRST & THIRD PERSON View. Freely switch between the two regardless if you're using melee or long ranged weapons. An option to control opacity of your character would be nice so you can somewhat 'see through' your character. Along with a crosshair for aiming would help a lot of people I'm sure, but you should be allowed to switch that crosshair off. -CHARACTER MOVEMENT: Should be able to crouch, go prone, duck and cover behind objects and walls, cover fire with blasters and toss explosives, MELEE should have blocking ability, Should be allowed to dodge/roll in different directions, as well as your standard methods of movement and strafing. -MOVEMENT STAMINA METER: This would be necessary to avoid 'bunny hopping' and other ridiculously unrealistic movement. Basically, if you start hopping around, or are constantly rolling, your stamina drains quickly. It also recharges quite quickly, but it's enough to stop people from moving unnaturally and forcing them to instead play more realistically. Head to head melee with some dodges and rolls, duck and cover long range.
Just how I see a more exciting combat system... would definately make PVP more fun. ALMOST like the Battlefront series but a little more in depth. Space combat and any other vehicle combat should also be 'twitch' controls. IF all of the things seen in this trailer were possible in a Star Wars MMORPG, it'd be bliss: http://www.youtube.com/watch?v=aAU3sl5FRSY
No. If you want those features, go play Battlefield. RPG's are about how you build your character, and your character's skills, along with some of your skills. Don't get me wrong, I love FPS as much as the next, I'm currently playing Counter-Strike more than any MMO because all the ones available are so bad, but FPS has no place in an MMO, and anytime I see an MMO is going to have fps/tps, I immediately disreguard it. RPG's are supposed to be about building your character, making your character the best, and finding strategies to use your character the best way you can, not about how great your twitch skill is. RPG simply requires a different type of skill than an FPS. But all of the features you listed are already available in many FPS games, go play them. Tried: LotR, CoH, AoC, WAR, Jumpgate Classic |
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10/16/08 10:31:22 AM#20
Originally posted by Suvroc ^this.
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