| 1627 posts found | |
|---|---|
|
And no, you can't have all the AI and boss stuff client side like in a single player game because people would hack the shit out of it. It doesn't matter if people hack the shit out of non-multiplayer games because you are only effecting your own game experience. Look what happened when a game like Halo allowed you to download maps to your harddrive, before they figured out how to protect them, most hacked shit ever. In a MMO where you are paying a fee to play the game online, you cannot have some r-tard hacker screwing up the game for thousands/millions of others because they think it's be funny to change boss X's damage to over 9,000!!!! |
|
|
<Mod Edited> And if you think you can make a boss fight as complex as one in an offline single player game for a MMORPG.. well... No one has done it yet, so unless you know something Blizzard, NCSoft, Sony, etc. doesn't know.... It's called server to console/PC communication. A whole lot more intensive then simply asking the game/console/your own PC to load up and do something.
Sure, I would LOVE to have EVERYTHING you are describing, I agree with you 100% on that, but if it could be done, someone would have done it already, and it would have likely been Blizzard because they have the biggest budget, probably the best tech, and some of the smartest devs. You may disagree with that statement about Blizzard, but all you have to do is look at the critics score of ANY game they have ever made or the popularity of their games, and ask if such things are possible by untalented people? |
|
|
Are you really that sad and desperate to back up your illogical arguments you bust that out? Some Japanese arcade game that like 6 people know about?
|
|
|
Sorry guys, Blizzard really does "get it"
The Pub at MMORPG.COM « General Discussion 7/15/09 4:58:16 PM
Originally posted by Greenie
Very well said sir. |
|
Originally posted by Cryomatrix
best. post. ever. you win the interwebz Cryomatrix |
|
|
I'd love to see you make a game where the player wasn't designed to win if they were skilled enough. Where they were designed to lose and only through complete and total luck or cheating or a fluke or glitch would they win.
|
|
Originally posted by Neanderthal
So what you are suppose to lose at PvE? I don't understand you at all, stop spouting the popular catch phrases from your "forum posting 101" handbook please, and think about what you are saying. Just because PvE, or players versus the computer is designed so the players can win doesn't mean it isn't challenging to win. |
|
|
alot of people seem to be tired with tank, heal, dps.....
The Pub at MMORPG.COM « General Discussion 7/15/09 4:34:51 PM
Or.. Just get rid of this idea that players should take damage that requires healing. I know if I was a bad-ass fighter or mage whatever I'd try and win all my battles without getting a scratch on me. To do this requires all players to have capable close combat and ranged defenses, stuff like Dodge and Parry and Block being important to all player characters, not just tanks, and easily at 100% total once the players are "really good" but then give the enemy mobs abilities to reduce your defenses or make a basic PPS (procs per second) for all dodge blocks and parries so the only way (if you are really good) you can take damage and get killed is if you are overwhelmed. Would force teamwork and creating actual formations and helping each other in combat.
|
|
|
alot of people seem to be tired with tank, heal, dps.....
The Pub at MMORPG.COM « General Discussion 7/15/09 4:24:28 PM
I do like the idea of Raids and group dungeons being more like carefully crafted public quests ala WAR. However, in terms of design, they've fallen short but I think of something like SFK in WoW where you start out at the gate of the castle and battle through the ENTIRE castle until you scale the tower and slay the final boss. That is cool. There were even optional bosses and multiple paths through the instance. Oh, and the music in the courtyard of SFK was awesome.
|
|
Originally posted by Jimmy_Scythe
You know, you could just save us all a lot of time and irritation if you ditched the "smug professor" act and just made a reply. I realize that you get off on the whole "more uber than thou" posturing, but it really is irritating. Throw down or go home.
Why don't raid bosses have a lot more random variables and abilities and such so that you can't predict them and make it more then a dance? |
|
|
alot of people seem to be tired with tank, heal, dps.....
The Pub at MMORPG.COM « General Discussion 7/15/09 4:09:06 PM
Originally posted by Ilvaldyr
Very well said. Create the "epic-ness" of group/large group vs. solo play by adding tons of mobs. If everyone can fight and survive a fight, then your party of 5 or 10 or 25 whatever should fight against a dozen, dozens, or even hundreds of mobs... problem is in a online game even with only 25 or so players in an instance can you have a hundred mobs on screen at once? |
|
Originally posted by SwampRob
|
|
|
PvP poll - perfectly balanced or gear/level based?
The Pub at MMORPG.COM « General Discussion 7/15/09 3:57:15 PM
Only 50 something votes but so far almost 50/50. I'm actually suprised. I thought with the general attitude of most on these boards the overwhelming response would be gear/level based PvP because people love pwning noobs... griefing/ganking PK types which you can't really do as much/so well in a more "even" player skill based PvP system. |
|
|
PvP poll - perfectly balanced or gear/level based?
The Pub at MMORPG.COM « General Discussion 7/15/09 2:52:49 PM
Originally posted by Anubisan
I can definitely partially agree with you as I have very fond memories of UO PvP too. |
|
|
PvP poll - perfectly balanced or gear/level based?
The Pub at MMORPG.COM « General Discussion 7/15/09 2:04:19 PM
I guess in the end I like when gear matters because it makes you feel good once you put in the work and win enough to start getting the good gear, yeah most of the time it's just a grind through a gear treadmill but I like stomping people once I have the good gear. |
|
|
PvP poll - perfectly balanced or gear/level based?
The Pub at MMORPG.COM « General Discussion 7/15/09 1:59:18 PM
The skill in RPG combat games, or numerical gear/level based comes down to a few things IMO- 1. Min/maxing your character. This includes gear selection, stats, talent/skill builds, even optimal rotations and macros and mods. Most of this you CAN look up and have someone else tell you, but you won't really be the best unless you understand the "why" not just the "what." |
|
Originally posted by SwampRob Explain a better way to do a raid encounter in a MMORPG then. It's going to be fun to tear it apart. |
|
Originally posted by brostyn
Never raided in WoW. Learned my lesson long before that. Glad to see people are still taking the usual stabs at WoW, though. I know how different EQ2 is from WoW. You must be proud to play such a radically different game.
It's ok, he's probably one of the scrub DPS players who is carried by good tanks and healers who has NO idea how hard raiding can be, because their guild/freinds do all the hard work for them, no instead they just have to sit there and pew pew fire! |
|
|
PvP poll - perfectly balanced or gear/level based?
The Pub at MMORPG.COM « General Discussion 7/15/09 12:50:49 PM
I agree sanders01. I like my MMO PvP to be about dice rolls and a bit of random chance involved in that and thus I like gear and numerical progression systems... Still though, this poll is for a "purist" perspective. i.e. if you think gear should matter at all, even just a little, choose the gear/level option. If you hate dependancy on gear and think it should be TOTALLY 100% about skill/tactics then choose that option. |
|
|
Sorry guys, Blizzard really does "get it"
The Pub at MMORPG.COM « General Discussion 7/15/09 12:46:07 PM
If they can figure out how many kills you have and how many deaths and how many death blows and how much damage you've done and how much you've healed, as well as how many objectives you've captures or stolen etc. etc. Seems like they could figure out how many of those were even fights or if they had a level difference, seems like they could figure out how often you took out someone solo or assisted others in killing. Seems like they could figure out a percentage of damage you did as incidental "splash" or AoE damage. Seems they could do the same with the amount healed and who you healed. And then take ALL of that, and give players XP and "contribution points" or something to be used on rolling for randomly generated greens/blues (even epics I don't care) at the end of the match, along with bonus honor and/or badges.
|
|