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2/16/09 6:16:10 AM#41
Originally posted by imbant
"apparently" they are patching at least once a day...maybe something to do with why servers are down a lot? ive actually heard they are up for hours at a time consistently and brought down to patch...not cause it crashes.
keep making stuff up...only makes the game look that much more appealing when people see others desperately trying to put the game down
Hahaha they are not patching every day and even if they did should it take 22 hours of the day to do so? As I say I am also hearing it is full of macroers and exploiters getting a 'leg up', nothing like a level playing feel in a game that is pvp centric eh? |
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2/16/09 6:19:33 AM#42
Originally posted by sn0wblind00
Quoted for truth. |
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2/16/09 6:20:51 AM#43
Originally posted by Zodan
No toys , no sand, and even the box needs work before it will hold sand. Get the picture? |
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2/16/09 6:38:12 AM#44
Originally posted by xzyax
What I hope they will do about skills is follow the example of UO, start with a few, selected by you in the creation of the character, skills, that have a rating of 30, or any other, so you'll have a decent start. |
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2/16/09 6:40:41 AM#45
everything you say is completely true.
part of the reason there have been so many more positive beta leaks about DF than negative is because as a sandbox PVP world, DF is actually pretty great.
almost all the negative leaks/reports are coming from people who obviously are not into the sandbox game style.
eg:
1) "empty world/hard to find mobs" -- mobs all over the map is a WOW/themepark thing. mobs live in communities in DF/sandboxes.
2) "not enough quests" -- themeparks are about quests, sandboxes aren't
3) "didn't know what to do/i only fought goblins" -- again themeparks hold your hand through their quest content, sandboxes create a world with interesting mechanics and player-createable content, and off you go.
DF is more like a fantasy version of EVE, than a sandbox version of WOW. DF and WOW are complete opposites, and if you love WOW, you probably won't like DF.
if on the other hand, you find WOW dull, repetitive and incredibly limited in almost every way (except grind potential), you just might love DF.
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2/16/09 7:39:30 AM#46
Originally posted by javac
I Love WoW and I Love Eve, infact I subscribe to each of them, and a few others in my guild do too. Because they are well polished, well done games :) So they are not mutually exclusive to everyone /grin
and my comment on the OP: Soundslike he's trying to preemptively respond to the posts that will be made here by a LOT of people who are ging to demand their money back because they just paid some greek dude 50 bucks for a server is down message and a login screen.
but what the heck, maybe i'll be wrong. I highly, highly doubt it. But if i am, I'll probably even give it a try, maybe 3 months along if resources one can trust say it's really all that.
Itch Currently Playing EQ2, TERA Recommendation of a game you probably haven't tried: POTBS, Atlantica, L2 |
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2/16/09 9:13:50 AM#47
Originally posted by itchmon heh.
i did say 'probably' and 'might'. ;-)
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2/16/09 9:34:21 AM#48
You just made this game seem amazing. I hope it has all that. |
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2/16/09 10:08:52 AM#49
Originally posted by Gorilla
No toys , no sand, and even the box needs work before it will hold sand. Get the picture?
dude you don't get what a sandbox MMO is, give up.
"waaa i just started EVE and i can't train capital ships, EVE is not a sandbox!!!111" <- this is how ridiculous you and that other guy sound. |
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2/16/09 10:53:41 AM#50
Originally posted by imbant
Possibly, but have you considered this. If you don't like Darkfall, it doesn't mean you don't like sandbox games? Or, if you like sandbox games, you won't necessarily like Darkfall? For example, you do realize a game can be a sandbox without PvP, right? |
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2/16/09 11:00:16 AM#51
The problem is Darkfall does not meet the definition of a sandbox game. An example sandbox game is Elder Scrolls IV: Oblivion. In Elder Scrolls IV the NPCS have their own duties where they get up from bed, go to work, and the go home at night. You can start conversation with the NPCs and make them hate or like you. From the beta video I saw, Darkfall is a world filled with a random lone mob that you kill. There are no NPCs that does their own routine. There are no NPCs you can talk to and form a relationship with.
Most of the stuff in your list does not have sandbox elements. This is a list of gameplay features that 99% of other MMORPGs have out there. Youtube: http://www.youtube.com/RZetlin |
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2/16/09 11:04:36 AM#52
Originally posted by javac heh.
i did say 'probably' and 'might'. ;-)
true true Currently Playing EQ2, TERA Recommendation of a game you probably haven't tried: POTBS, Atlantica, L2 |
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2/16/09 11:09:10 AM#53
And here is another amazing revelation: If you don't like beer - DO NOT BUY GUINESS. Of course people who don't like sandbox games shouldn't buy it. Question is more if people who do should, there are difference between sandboxes and sandboxes. People who like themeparks still don't like most of the games in the genre, just because you liked Everquest doesn't mean you like Wow, AoC or even EQ2. Same thing goes for sandboxes. |
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2/16/09 11:11:00 AM#54
Originally posted by RZetlin
So by your definition, a Sandbox MMORPG is not driven by the PLAYERS themselves but by some NPC's mood? Go play Oblivion. |
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2/16/09 11:52:17 AM#55
Originally posted by RZetlin
Wrong. A sandbox game is one without linear progression. Most MMOs out there currently have levels with a set or non-linear progression of the character. That also applies to the content the character has to go through to evolve his character. Now take the example of world of warcraft. As u enter a zone u will aquire quests, and those quests will direct u to the areas the closest to the hub u are currently in, in fact if u walk past the range of the quest hub the first mobs u will encounter will be mobs closest to ur level, if the quest hub is in ur range, and this goes on throughout the entire game with all the zones being divided into the level content they provide. These zones are also geographically limited, most zones having few exit's to neighbouring zones, who in most cases (thou not all) provide content only one step removed from the content of the zone itself. This does not lend itself well to exploration as u will quickly arrive outside of content intended for you.
THAT is liniear progression and the OPPOSITE of a Sandbox MMO.
Now lets take a look at some of the points u claimed exists in 99% of MMO's and are NOT indicative of a Sandbox:
* Likes the idea of finding a mob in the middle of nowhere, and having no idea how powerful it is, and can only guess based on its name and appearance.
This is a prime example of a non-linear progression, and also something that will NOT happen in almost 90% of the MMOs out there. The game has content for higher progressed characters, and groups, but since its a sandbox that content can be found randomly around the game instead of placed in a successive order.
* Is HUGE on exploration...as in walking/riding aimlessly looking at the map and thinking "hey there may be something cool like an underground clanstone or interesting cave', and then telling your guild how you found this amazing spot.
Again VERY indicative of a Sandbox style MMO. Favouring exploration to find the locations of interest in the map as opposed to following a streamlined linear progression structure.
* Is looking for a crafter's wet dream mmo in terms of the economy and demand (not necessarily the mechanics of the actual crafting). Sexual innuendo aside (As I believe it was not intended as the point), the sheer amount of craftable items compared to the fact that one ends up loosing all ones worn and carried items by death, means a necesity to restock unforseen in perhaps any mmo, rivaled perhaps by UO, but not beat. This is ofcourse the very pinnackle of a Sandbox element.
and so on and so on.
-Darkstar
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2/16/09 12:03:03 PM#56
Originally posted by Darkstar111
Wrong. A sandbox game is one without linear progression. Most MMOs out there currently have levels with a set or non-linear progression of the character. That also applies to the content the character has to go through to evolve his character. Now take the example of world of warcraft. As u enter a zone u will aquire quests, and those quests will direct u to the areas the closest to the hub u are currently in, in fact if u walk past the range of the quest hub the first mobs u will encounter will be mobs closest to ur level, if the quest hub is in ur range, and this goes on throughout the entire game with all the zones being divided into the level content they provide. These zones are also geographically limited, most zones having few exit's to neighbouring zones, who in most cases (thou not all) provide content only one step removed from the content of the zone itself. This does not lend itself well to exploration as u will quickly arrive outside of content intended for you.
THAT is liniear progression and the OPPOSITE of a Sandbox MMO.
Now lets take a look at some of the points u claimed exists in 99% of MMO's and are NOT indicative of a Sandbox:
* Likes the idea of finding a mob in the middle of nowhere, and having no idea how powerful it is, and can only guess based on its name and appearance.
This is a prime example of a non-linear progression, and also something that will NOT happen in almost 90% of the MMOs out there. The game has content for higher progressed characters, and groups, but since its a sandbox that content can be found randomly around the game instead of placed in a successive order.
* Is HUGE on exploration...as in walking/riding aimlessly looking at the map and thinking "hey there may be something cool like an underground clanstone or interesting cave', and then telling your guild how you found this amazing spot.
Again VERY indicative of a Sandbox style MMO. Favouring exploration to find the locations of interest in the map as opposed to following a streamlined linear progression structure.
* Is looking for a crafter's wet dream mmo in terms of the economy and demand (not necessarily the mechanics of the actual crafting). Sexual innuendo aside (As I believe it was not intended as the point), the sheer amount of craftable items compared to the fact that one ends up loosing all ones worn and carried items by death, means a necesity to restock unforseen in perhaps any mmo, rivaled perhaps by UO, but not beat. This is ofcourse the very pinnackle of a Sandbox element.
and so on and so on.
-Darkstar
The features listed in yellow, are not, IMO, sandbox features. Sandbox games give you the ability to change the world. Mobs spawning in random places doesn't do that at all. I don't see why you think that makes the game a "sandbox". Exploration doesn't make a game a sandbox either. You can explore in even the most linear game. You simply skip the content and wander around. Variety of craftable items is definitely not necessary for a sandbox game. Having a million craftable items would not make a game a sandbox, and a lack of any craftable items at all would not mean a game was not a sandbox. IMO, sandbox features allow players to change the game world. LIke determining where a city will be built, ownership of areas, and things like that. SWG pre CU, EVE are good examples of sandboxes. |
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2/16/09 12:06:15 PM#57
Originally posted by Valhera
So by your definition, a Sandbox MMORPG is not driven by the PLAYERS themselves but by some NPC's mood? Go play Oblivion.
The term "sandbox" comes from single player games. GAmes like GTA and Oblivion. Of coruse they depend on NPC's, they aren't even multiplayer.
http://en.wikipedia.org/wiki/Sandbox_(video_games) Sandbox mode In a game with a sandbox mode, a player may turn off or ignore game objectives.[10] This can open up possibilities that were not intended by the game designer. A sandbox mode is an option in otherwise goal-oriented games, and should be distinguished from open-ended games with no objectives such as Sim City.[10] A sandbox-like structure of gameplay is featured prominently in the Grand Theft Auto franchise.[10] Other games where players may ignore the game objectives and explore the world as a sandbox include Freelancer [11], Crackdown[9] the Elder Scrolls series, Postal² (but not the Apocalypse Weekend add-on, which is fully linear), Prototype, Hulk: Ultimate Destruction, recent Spider-Man games, inFamous, and the Pokémon video games. There is also a Sandbox mod for Battlefield 2 which allows players to freely build creations with in-game objects, or simply roam around in the maps. |
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2/16/09 1:01:07 PM#58
Originally posted by Ihmotepp
The features listed in yellow, are not, IMO, sandbox features. Sandbox games give you the ability to change the world. Mobs spawning in random places doesn't do that at all. I don't see why you think that makes the game a "sandbox". Exploration doesn't make a game a sandbox either. You can explore in even the most linear game. You simply skip the content and wander around. Variety of craftable items is definitely not necessary for a sandbox game. Having a million craftable items would not make a game a sandbox, and a lack of any craftable items at all would not mean a game was not a sandbox. IMO, sandbox features allow players to change the game world. LIke determining where a city will be built, ownership of areas, and things like that. SWG pre CU, EVE are good examples of sandboxes.
I disagree. A sandbox game as it applies to an MMO is about non-linear gameplay: Wikipedia: A game with nonlinear gameplay presents players with challenges that can be completed in a number of different sequences. Whereas a more linear game will confront a player with a fixed sequence of challenges, a less linear game will allow greater player freedom. For example, a nonlinear game may permit multiple sequences to finish the game, a choice between paths to victory, or optional side-quests and subplots. Some games feature both linear and nonlinear elements, and some games offer a sandbox mode that allows players to explore the game environment independently from the game's main objectives. A game that is noticeably nonlinear will sometimes be described as open-ended or as a sandbox.
So my points is, If uve read my previous post in its entirety, if u look at level or skill progression as a "challenge" the game offers, a non-linear path to achieve that challenge as Darkfall does it, falls squarly under the description of being a Sandbox game.
Furthermore the city placement in Darkfall, even lacking the ability to place a town in areas other then predesignated ones STILL counts as a sandbox gameplay element, simply because the size, structure type and life expectancy of the city is based ENTIRELY on in-game player driven actions. Even by ur own definition: "sandbox features allow players to change the game world."
Furthermore the active mob spawns that will move based on farmed frequency is another example of Sandbox features that falls into ur own distinction.
-Darkstar
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2/16/09 1:46:57 PM#59
Darkstar, every post you make leads me to believe more and more that eve, not darkfall is your dream game.
you shd really try it out, plus you can play it RIGHT NOW! The learning curve is steep (reading a bit before creating a toon is advisable) but you seem to want that kind of challenging experience.
[url=http://www.eve-ivy.com]here's a link to eve university, a training corp for eve players who are new, and ya it's player organized player funded and etc.[/url]
itch Currently Playing EQ2, TERA Recommendation of a game you probably haven't tried: POTBS, Atlantica, L2 |
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2/16/09 2:02:05 PM#60
Originally posted by Darkstar111
The features listed in yellow, are not, IMO, sandbox features. Sandbox games give you the ability to change the world. Mobs spawning in random places doesn't do that at all. I don't see why you think that makes the game a "sandbox". Exploration doesn't make a game a sandbox either. You can explore in even the most linear game. You simply skip the content and wander around. Variety of craftable items is definitely not necessary for a sandbox game. Having a million craftable items would not make a game a sandbox, and a lack of any craftable items at all would not mean a game was not a sandbox. IMO, sandbox features allow players to change the game world. LIke determining where a city will be built, ownership of areas, and things like that. SWG pre CU, EVE are good examples of sandboxes.
I disagree. A sandbox game as it applies to an MMO is about non-linear gameplay: Wikipedia: A game with nonlinear gameplay presents players with challenges that can be completed in a number of different sequences. Whereas a more linear game will confront a player with a fixed sequence of challenges, a less linear game will allow greater player freedom. For example, a nonlinear game may permit multiple sequences to finish the game, a choice between paths to victory, or optional side-quests and subplots. Some games feature both linear and nonlinear elements, and some games offer a sandbox mode that allows players to explore the game environment independently from the game's main objectives. A game that is noticeably nonlinear will sometimes be described as open-ended or as a sandbox.
So my points is, If uve read my previous post in its entirety, if u look at level or skill progression as a "challenge" the game offers, a non-linear path to achieve that challenge as Darkfall does it, falls squarly under the description of being a Sandbox game.
Furthermore the city placement in Darkfall, even lacking the ability to place a town in areas other then predesignated ones STILL counts as a sandbox gameplay element, simply because the size, structure type and life expectancy of the city is based ENTIRELY on in-game player driven actions. Even by ur own definition: "sandbox features allow players to change the game world."
Furthermore the active mob spawns that will move based on farmed frequency is another example of Sandbox features that falls into ur own distinction.
-Darkstar
The challenge is not to gain a certain skill level, or to gain a certain level. The challenge is the objectives the game offers, like quests, and killing mobs. Non-linear means I don't have to do quest A before I can do quest Z, or I don't have to kill mob A before I cna kill Mob Z. It has nothing to do with random mob spawns. |
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