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11/11/12 4:56:27 AM#161
Originally posted by Torvaldr We did...in 2004. Certain arguments become rote over time. Hating Shaun Cassidy doesn't do have any impact in the 00's. We have to hate latest edition--the Biebs--now. "Da do ron ron ron" |
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
11/11/12 7:39:37 AM#162
Originally posted by Isane
WTF???
... filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
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11/11/12 1:42:11 PM#163
Thanks for the welcome, I've actually been browsing the site on and off for a while, just don't post much 'cause I write pages of responses. ;) Realm of the Mad God was an interesting gaming experince, if not exactly a traditional 'MMO'.
Unless Nintendo gets off its ass and makes a real time 3d terrain Pokemon MMO. At which point I will eat all my words and spend exorbant amounts of money on pokeballs just to catch creatures everyone thinks are stupid. (I'll teach a Metapod Strength, you'll see!) |
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11/12/12 3:54:48 AM#164
I would defiantly recommend shorter posts, though I have been guilty of a few dissertations on here myself. FE always interested me as a sandbox MMO that uses FPS, but as it is only in the US the lag would be a bit much for me I think. When it comes to PvP and PvE you have to keep them separate, that is a lesson learned so many times and discussed on here so many times I find it hard to believe devs do not realise the problems that not keeping them distinct causes. DDO and AoC both use hybrid FPS combat systems, not fully FPS but close and are well worth a look by anyone. I heard about them stripping down FE. Clearly they decided to make their sandbox game more theme park, streamline gameplay and increase the easymode element wherever they could. In all walks of life the idea you can take away what makes your small concern unique and play with the big boys never works. Does not matter if you a small coffee shop that thinks being more like Starbucks will help sales or a small MMO that thinks being more like WoW will help sales. You can’t beat the big companies at their own game, being niche is your only way to keep making a profit. TSW sounds like it fell into the same trap SWTOR did, great story but that means by necessity no player can do anything to alter the story. I have to say SWTOR does seem to have more story elements to it though, class story arcs and having a whole second set in the other faction do provide variety. |
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11/12/12 10:53:46 AM#165
The reason I don't want free-to-play in my MMOG is that I think it attracts the wrong kind of player. It attracts the gamer who IS by nature easily disatisfied and bored, the player who needs a thrill a minute to stay interested, and the player who isn't at all interested in immersing himself in a game's universe.
Not everyone has my tastes, and I get that. I'm not against publishers creating F2P MMOG titles, I'm just saying they aren't for me.
My single biggest issue with today's MMOG is that there is no publisher willing to keep a clean player base, a player base in which the players agree to at least respect the rights of the RP focused player. In an effort to create WoW's success, publishers have tried to make their game suitable for everyone, and doing that has made the games more shallow; insipid is the word that comes to mind. Give me a game with depth and originaly unafraid of offending some kinds of players, one that sticks to the dreams of the developers, one that is truly artisitc in its endeavors.
I certainly agree that the games benefit by having content that isnt' part of the main story, or any story, such as player housing and custmoizable gear. However, I disagree with the idea that "content" will never be enough. EASY content will never be enough, but content with depth, that requires effort to accomplish, can be.
Being able to level from 1 to cap in a week does NOT make a good MMOG! At least, not the kind I really want to play.
The biggest mistake I think the WoW devs have made is thinking that some of the WoW way of doing things is what people must want, but the fact is many people play WoW in spite of these things, not because of them. It has always been easy to reach level cap in WoW (certainly compared to other MMOGs at the time), but now you can go from 1 to 90 in less time than it took to go from 1 to 60 in the original game. How can you possibly think that's going to give players enough content to satisfy them between Xpacks? Sure some people do want that - some people would rather the game gives up leveling entirely - but those kinds of players aren't the kind of players that stick wth a game over the long haul, they are the kind that play for a few months and move on to the next thing. Have played: Everquest, Asheron's Call, Horizons, Everquest2, World of Warcraft, Lord of the Rings Online, Warhammer, Age of Conan, Darkfall |
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11/16/12 5:18:19 AM#166
Originally posted by ThumbtackJ I"m sorta with you.. and I'm sorta with Oz too.. I do think leveling should be extended greatly.. BUT not to the extent that is feels like an indie grind with no purpose.. The trick is to have game system in place that takes away that feeling of grind, similar to what GW2 has done for me.. A good example would be like my early days in EQ for example.. I would semi grind to get hides, ore or whatnots for crafting.. It might take me a week to do this casual play, but when I'm done I have a nice new tunic that is NOT outdated the second I equip it.. Anyways.. sorry I got side tracked.. Good thread about gaming.. Models and Systems do need better attention.. |
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11/16/12 11:55:23 AM#167
I very much agree with this article. I cut my mmo teeth on Ultima Online, and often I think back to how much there was to do in that world. Dungeoneering, PVP, monster hunts, dynamic events like the undead attacking and even taking over cities, player housing (and not zoned, but open world housing!), crafting, player run merchants to sell one's crafted gear/items, and a few other things my aging mind has let go of. But it all added up to an experience that was varied and I remember often logging in thinking "What am I in the mood to do today?" because of the variety available. I'm not saying UO was the be-all-end-all, because it wasn't... it was buggy, it was prone to hackers, it was a from-above-view type game (like Diablo) and had very limited combat animations and little in the way of varied attacks/abilities. But it had, as the author of this article puts it, "systems" in place. A solid set of systems. Over time, I've seen more and more mmos launch with fewer and fewer systems. MMO devs need to get back to making systems a greater focus, the new slant on mmos seems to be storytelling, and while I love me some story, I don't want that to be all I have to do: questing to forward the story. There needs to be a solid balance between content, pvp and systems. As for the "subs vs F2P" model debate, I am torn... part of me aggrees that a monthly sub goes a long way to weeding out the game hoppers who are easily bored, easily distracted and all to eager to get on forums and complain their asses off even long after they've dropped the game. That kind of players is detrimental to the games and their communities. The other side of that is that it sucks to buy the box, then pay for the 2-3 months it often takes to determine a game isn't what one wanted, or just plain sucks. So maybe there's a middle ground that could alleviate both sides to some extent?
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12/03/12 3:40:13 PM#168
Originally posted by Ozivois Are you familiar with the story of Pandora's Box? Your suggestion is akin to that in that you're wishing for something that can/will never happen (returning all that schmutz to the box). That horse has left the barn. If you think a game can come out with XP rates on par with EverQuest 1 (circa 1999) and be successful, I would beg to differ with that. The "problem" as it stands is the core MMO gamer demographic has aged significantly since then. Aged, and become much more casual. Fast xp/leveling rates are designed to keep these people playing. I understand (and agree) with your point of view but nowadays, MMOs are looking for mainstream appeal. Glacial personal development rates don't fit that bill. People would scream "grind" at the tops of their internet lungs, no matter how many systems or alternative things to do there are. |
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