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11/04/11 8:12:02 AM#81
a pvp server |
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11/04/11 8:18:51 AM#82
Cheers Lord.B great post. Though I do have a soft-spot for my dear friend Pony, I must take sides against him! I know Pony is just posting his wishful thinking but I would agree in principle with Lord.B that there simply are systems in MMORPGs that do not work well together. Fire and Ice kind of thing. All MMORPGs, all the good ones anyway, rely on a delicate balance of systems. Kind of like the butterfly effect - you make a change to one system and the effects ripple outwards and nearly everything is effected. You could make a case that changing the stats on one item can ruin an entire server economy etc.
MMO History: |
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11/04/11 8:37:52 AM#83
Originally posted by Lord.Bachus Some great ideas that and I sure hope they'll read them / implement them someday, maybe in another game. But I wasn't really asking for all those bells and whistles. Just for having to watch my back when I engage a skycraper sized dragon and thus experience more urgency, excitement and thrill .... and occasionaly checking if others are watching their own backs and provide them with thrills myself ^_^). edit: *accidentily bites Spock in his neck* |
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Reizlanzer
Hard Core Member
Joined: 6/04/04
"Pain is only a pulse if you just stop feeling it." |
11/04/11 9:41:23 AM#84
As much as I love the thought of a PvP server... most of the zones and encounters and events I've witnessed thus far would be "devalued" by open PvP. I'm fine with what they are giving us, assuming the WvWvW is large enough. I don't mean "Huge" I mean "Titanic". In lieu of the wait and see aspect of my aforementioned statement there are two things I think are realistic to implement that I doubt will be present. A. Kithicor Forest style zones: Basically places that are extremely dangerous for players to travel through during certain times of the day. Places that give you the same rush open world PvP can give you by having monsters attempt to ambush you, or giving you the "Fel Reaver" feeling from WoW. I want/need more of this in my MMORPG games, because it's one of the only things I've yet to get enough of. Oh and... it doesn't work if the monster are push-overs, and it certainly doesn't work if they can two shot you. Make them hard, yet fightable - much like a skilled PvP opponent. B. Alternate Storyline Foes: Who wouldn't love the thought of... going through the story - getting close to Zhaitan, when someone trips over a random switch and accidentally unlocks some random Demon Lord Crazy Jerk that suddenly starts to send in additional Demon monsters at what were previously benign events. Everyone on the entire shard experiences the problem yet only a few people will encounter the villain. It's kind of a rare encounter/secret boss/world event type thing. I just love it when unexpected baddies roll out - there really aren't any in MMOs historically.
But yeah ^ that stuff. People think it's fun to pretend your a monster. Me I spend my life pretending I'm not. - Dexter Morgan |
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11/04/11 12:17:37 PM#85
1) Less loading screens & instanced story, more open world 2) Collision / Body blocking & interrupt skills like GW1 had 3) Guild halls / player housing with lots of customization
edit: Oh, and: Dialogue choices & multiplayer dialogues. You know, like that other game has.
Hype train -> Reality |
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11/04/11 12:48:43 PM#86
Originally posted by Foomerang Well, you need to look at Guild Wars' history. GW1 had an instanced coop campaign with lots of story and cutscenes, and after that, it was all about competitive arena PvP. GW2 keeps those elements and adds a real open mmo world with dynamic events, both for PvE and PvP. But in some ways, i actually agree with you. The lore connection between PvE and competitive PvP was almost non-existent in GW1. It seems Anet didn't bother to improve that with GW2. The instanced personal story elements imo don't mesh well with the new dynamic events, either. It's indeed like several game modes that function independently from each other. The lack of integration and consistency is kinda immersion-breaking imo. Well, at least it looks like each game mode will be pretty awesome for what it is xP Hype train -> Reality |
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11/04/11 1:24:39 PM#87
Originally posted by VowOfSilence
It "could be" immersion breaking if you could verify the "lack of integration and consistency" having played GW2 or maybe you have a crystal ball.
I'd save words like 'immersion' till you have immersed yourself in the game.
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11/04/11 1:29:31 PM#88
Seasons. |
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11/04/11 1:31:40 PM#89
I know EQ2 had the Pizza Hut button, but lets expand on it. KFC, BK, McD, El Pollo Loco, Chipotles [add your favorite here] Button! |
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11/04/11 1:35:54 PM#90
Originally posted by uohaloran I think this is one of those things that developers shy away from because it would take a considerable amount of work, and the payfoff for them is not obvious... but the added immersion would be AMAZING. |
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11/04/11 1:50:56 PM#91
Originally posted by VowOfSilence While the personal story and dynamic events are two totally separate things gameplay wise, I think the design is for them to compliment one another. I swear at one point I remember reading/hearing about how, for instance, early on in the human areas bandits are a major threat and that the personal story explores the motivation for why the bandits are attacking. I can't find a link to that, but it does make sense, especially how the first part of the human noble story has a fellow noble being kidnapped by bandits. As far as the disconnection between PVE and PVP goes, I agree with you that the lore doesn't support it very well, but I think they're painted into a corner by a desire to have the gameplay come first. In PVE, they want to make a social game. They want you to never be upset to see another player. They want to make it as griefless as possible. They want you to be able to play with your friends, regardless of race. With PVP, they want it to be 3-faction. They want it to be server vs server vs server because it solves the problem of population imbalances (it also increases the populations by having one massive fight instead of 3 smaller fights). These goals are just about completely incompatible, so they have to separate them and put the PVP off in the alternate reality "mists". If anything, I think making that leap makes the structured PVP more plausible, because now we're refighting historical battles. For what it's worth, I think I like the separation of PVE and world PVP. I don't know if all the NPCs in world PVP will be aligned with a particular faction, but I like the difference in approach. In PVP, it's a warzone, it's attacking your caravan and your trying to stop me. In PVE, it's a common enemy. Bandits are poisoning a well, let's all try and stop it, not slit each other's throats while our backs and turned. |
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11/04/11 1:56:51 PM#92
Originally posted by Zylaxx 1. It is kinda already in the game. Underground and underwater zones exists already in the open world. They are not so much the "open dungeons" we seen in DaoC and EQ but in some ways more interesting. 2. ANET have announced that this feature is in the work but wont be in at launch. So it will be implemented, just not from the start, probably with the first expansion. Same thing goes for guildhouses. |
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11/04/11 2:09:40 PM#93
Scalability. User-selectable difficulty. Rewards commensurate with additional risk voluntarily taken. Actual danger, from "omgezmode" clear up to "You're insane and a masochist." The death of static mob placement and set pathwalkers, EQ-era hardcoded instance design. Improved AI. |
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11/04/11 2:11:30 PM#94
In all honesty, customization of end gear, something/anything. (Unless of course I missed something...which of course is possible.) Member of Talon | www.lakexeno.com |
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11/04/11 2:14:21 PM#95
Not to butt-in ;) but like COH scalability. That is pure awesomeness. :) Member of Talon | www.lakexeno.com |
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11/04/11 3:34:55 PM#96
Originally posted by czekoskwigel Wonder if they will do day and night...anyone know?
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11/04/11 3:41:27 PM#97
Originally posted by caremuchless This one should be much easier to implement, and great for immersion. Especially if they give critters and mobs the ability to behave differently depending on the time of day. And in the case of this game, different dynamic events depending on the hour would be sweet. |
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11/04/11 4:00:34 PM#98
Originally posted by czekoskwigel From http://mmorpgarea.com/answers-your-dynamic-event-questions-2-guild-wars-2/ Events do not necessarily follow a fixed schedule, and may only trigger if certain conditions are met - for example, if a snow storm strikes an area, or if night falls on a graveyard. |
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11/04/11 4:03:48 PM#99
Nice catch Cali
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11/04/11 4:08:14 PM#100
I would love to see some open dungeons become popular again, and non-instanced housing, but do it like Vanguard where you have many areas in the world, for housing, that have nice scenery, and price is based on location etc...Then you don't have housing interfer with the game...I just don't like instanced housing...If someone could bring UOs housing to a modern 3d game, that would be crazy.
I also would like a game that would create open world dungeons that appeared randomly in the world, and when someone kills the boss, it would collapse, and be a one time thing....The loot would be randomly generated, same as monsters, boss, etc...Then of course a world big enough that it would add to exploring...To find these things.
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