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11/28/12 2:44:25 PM#21
Originally posted by Lucioon You sounds like players are changing their lives, not playing a game. So what if i don't have a reason to stay long. It is ok to spend a week of fun time in a game. I am not becoming a "citizen" when i play a game. I am having entertainment. I don't believe gamers want to feel a sense of belonging. I believe gamers want to be entertained. The only reason why some games are played for longer time is because it is fun to do so (for example, item progression in WOW or D3). |
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11/28/12 2:59:27 PM#22
''/\/\'' Posted using Iphone bunni |
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11/28/12 3:09:13 PM#23
Forgot the nubile naked damsels throwing themselves at your feet. I mean, as long as your standards are that exacting, clearly you can't expect anything other than perpetual dissatisfaction--so, you know, might as well go for the whole enchilada. And shuffle on over to the "jaded vets" queue. Ignore the nattering of beldames, enjoy whatever you like. |
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11/28/12 3:42:57 PM#24
OP I don't think your game would make it too far, too many flaws in it + it would require tons and tons of work by a big team.
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11/28/12 4:48:23 PM#25
Originally posted by Icewhite LOL I can't decide if you are at the head of the line Ice, or if you are the one holding the rope saying..."Step this way please!" Always fun trying to decipher your posts though! |
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11/29/12 6:57:31 AM#26
Originally posted by nariusseldon If you look back to Everquest, did that game change lives, did WOW change lives. Yes they did, and for many it wasn't for the better, it actually became an epidemic. This post was about MMORPG, an Massive Multiplayer Online Role Playing Game, for entertainment, there are many venues, Single Player games, Co-op , FPS...etc, but for MMORPG, its suppose to be an world by itself that keeps players glued to it , not for days or weeks, but for months and Years. That is what Game developers for MMO's need to figure out. Because like you, almost every single MMO being developed is only for days and weeks, not for Months and Years anymore. Life is a Maze, so make sure you bring your GPS incase you get lost in it. |
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11/29/12 7:42:48 AM#27
Here's what I love. A thread where the seemingly obvious objective is to compile what features we would like to see in MMOs, instead is a thread where we completely destroy one person's ideas because they are too abstract or precise in what they want. Sure, maybe a third of the thread actually pertains to the desired topic, but the rest, well, leaves a lot to be desired.
This is just my 2 cents, but here's what I think. We need a story. Combat and other features are good and all, but there needs to be a good story to it. I also think we need more in-depth characte classes. Most games have only a few classes for proplr to play, and though those classes do change and evolve, sometimes, thats not enough. Another thing we need are truely unique skills to the classes. I have played a couple of games where 2 people, who had 2 different classes, had the same skills.
sure, indepth crafting and a multitude of unique items would help, and combat could be better, but for me, it's the story. A good story not only entertains me, but makes me feel that im making something of a difference. whether i solo, or i work with a guild, without an overlying story, it doesn't feel complete :/ |
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11/29/12 8:31:31 AM#28
Originally posted by Druzzy [mod edit] First mistake: Trying to diminish the importance of stats from MMORPGs... don't do it, they are there for a reason, what you are trying to create is merely an online action game. You really, REALLY think those ideas you posted are that ground-breaking that a company would rush to implement them? Just the fact that you thnk people wouldn't be able to know most of the skills in your game show a vast misunderstanding of how games work nowadays. Also, the reacting to sword clashes would be really really hard to implement and animate, mostly because of latency. So yeah, good luck with that! |
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Stats are the number one reason why so many games make some classes more overpowered or underpowered than others. They make things more complicated than they ought to be. Stats make games like WoW a waste of time for me. If you like stats, and you like them on gear, great. You're ideal game has alreay been created. Go play WoW.
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It doesn't really matter if there's a wiki. As I also said, players can teach skills directly to other skills. So if people want to give away their skills to people, they ought to be able to do that. Anyway, I think it's also been misunderstood that my idea of skills are more like combos. That doesn't make the use of magic much different. I honestly can't think of too many skills an archer would be allowed to have, other than being able to aim two or three or maybe even four arrows at once and hit up to that many targets. Also, I don't remember if I mentioned that there would be no classes so learning skills would be pretty open.
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I'm new to mmorpg.com and I didn't realize I could put a poll on it, which might be more helpful than reading all of the replies.
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11/30/12 4:24:19 PM#32
Originally posted by Lucioon And you decide what MMORPG should be? I have news for you ... 1) MMORPGs are just games. There is nothing sacred about the design used 15 years ago. It is not "supposed" to be anything. It evolves over time, responding to the market and players just like any other games. 2) You are not the ones that determine what does in a MMO anyway. A lot of MMOs are more lobby like, some even got rid of the MMO part and became MOBA, or whatever you call WOT. And there is nothing you can do when players are playing MMOs for weeks, instead of years. Game devs already figure out that MMOs need to change. You think features like LFR/LFD are random? |
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It would be fair considering: 1) Perma-invisibility is only almost completely invisible. 2) Invisibility can be dispelled and/or detected 3) If I'm a melee class I'm going to depend on my ally mages to protect me against enemy mages 4) A melee class can defeat a mage in a 1v1, but you can imagine it would be difficult considering mages are ranged; by the way, mages just like any other person wearing only cloth armor die in one hit if their attacker gets a good hit 5) The idea is that players of the same combat style (aka mage, warrior; I don't say class because class generally means you are limited by what your character can learn) are on even grounds. Obviously someone will have an advantage in a 1v1 with different combat styles. I would say, you should pick the combat style you like and pick a team that will support you against your weaknesses. |
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It might be okay to make invisibility not detectable by bended light, but I can't think of anything else that doesn't make invisibility either completely useless or completely overpowered. But it ought to be detectable before anyone gets hurt. Invisibility is overpowered in most games and when you have a game based so entirely on stats it seems pointless. Either the rogue instantly kills you, or he doesn't. And then you turn around and kill him. And it's based entirely on stats. I don't think a person should die in one or two hits fighting against someone who has better stats. Life ought to be more valuable than that. |
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