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Does this game offer appearance-only gear?
General Discussion « Final Fantasy XIV: A Realm Reborn 5/19/13 8:55:46 PM
With FF games you are getting detailed textures,gear so i don't understand the need for appearance gear,well i do understand it but,there are much better options as i will explain. The best idea i saw while playing Runes of Magic and i am sure other games have the same idea.What they did was use a system that allowed you to mix two items to receive the stats of one and the looks of the other.It was a great idea,gives you the best of two worlds.So as you can see it is quite doable without getting into fake or unrealistic cosmetic looks that have nothing to do with what you are really wearing.
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Originally posted by Sourajit I think i should chime in because there is a little more to Cryptic than i think many realize.They sold out to Perfect World and reason why is anyone's guess.IMO they sold out because they were strapped for cash,who knows they may have struck a deal with PWI during the publishing talks. I will go on a limb and say they were in trouble for cash.Everything became PWI's decision and they are a publisher not a game designer.I would say their agenda was to get the game out immediately weather it was deemed in Cryptic's eyes as complete or not. I see the same trend i saw in SWTOR with the crafting system,just an automated behind the scenes type of crafting system.Nw does have the nodes but limited inside the instances. There lies the big problem with this game >>>instances,everything is instances,nothing in the city is a real building,just doors and gates and sewer grids with sparkles in front to click into an instance. So the design is right in front of our eyes,it was a low budget game designed to run cheap same as every other f2p game.Did the result at least come off playable,yes it did but just barely and imo not good enough to keep one interested for a very long time. |
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Our Games, Our Money, Our Morality.
The Pub at MMORPG.COM « General Discussion 5/19/13 2:52:32 AM
@ Op..Your thought and ideas are only good on paper and in a perfect world,since neither is relevant to actual game design,it is not the answer. The answer is simply the person in charge.How that person listens to others,what kind of morals and thoughts that person has are all big factors in the end result. I have been told by my elders and now after living a long life myself,that most success stories are because people were willing to lie/cheat/steal/mislead and step on other people's toes to become a success. That does not mean always ,as i said it is more about the individual's mind set and morals. The best way to design a game is to be straight forward ,that way you get honest feedback.if you present lies or misleading information,you might have a successful game,but not a good one.I hope people understand the difference between a success and a good game.There are absolutely millions of people out there can be easily fooled,just ask the used car salesman or the home brokers,so success does not mean good. This is why i try not to lose hope,i have seen those great minds enter the game development world over the years.There is actually a wiki on the most influential people of the rpg genre.Scroll down near the bottom and there is some interesting read there.Wikpedia
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Pervy is not cute when little kids are around
General Discussion « Scarlet Blade 5/19/13 2:39:15 AM
There are already agencies in various countries that rate games,so it is out there. Where the problem begins is once you get into some foreign countries. Example China and japan have some old fashion morals which is a good thing,they also some some different restrictions on religion and rights than over here,some are good some we might question. Then we have some real offbeat countries that allow 14 year olds to be married,males can have several wives and treat them like slaves.Some of those countries also give the women no rights,so ya i guess i mentioned slaves. Then we have Korea. This country allows underage women to perform in night clubs,most of their biggest acts have scantily clad young teenage girls performing.They obviously have a bunch of old 50+ pervs running their laws and government. However for sake of argument,since these games are released here in the USA and Canada/Europe,they should have sufficient laws and guidelines surrounding them. Remember this,most of what you see can be seen on your public beeches.It is all in how it is presented or portrayed. |
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Restriction on the amount of spell/skills u can have active?
General Discussion « WildStar 5/19/13 2:29:29 AM
when you see devs use caps or limits ,that is because they are too lazy to keep tabs on their design and ability additions. This way they can give you some decent choices without worrying about breaking their game.Problem is if you really do the work and put some thought into abilities before you make them,you don't need to worry about limits. Now using the example of RDM from FFXi ,it also has some limits.The limits are from your sub class as to not break the Trinity system and the CLASS system.Once you just toss everything at each class,you no longer really have a class system,just a mess of choices. I mentioned the RDM because it is perhaps the most unique most powerful class ever designed in a game.This is because of it's vast amount of choice,not limitations.The RDM class can solo fights that are difficult for a group let alone solo.This coming from a game designed to group and not solo,so you can see how it is FUN playing a unique well designed class if done right.That is not saying that class breaks the game either as it has to conquer those incredibly tough fights over a longer time period and with skill. Seriously just ask your self WHY,they would need limitations?I bet no excuse is warranted.Having to make your choice tougher is done by making good creature AI.They already have the Telegraph system,if they do it well,there is no reason for limitations.Also to the mention of just watching timers,well yes of course,it is called good management.That is of course if timers are meaningful,most games i see have 1-3 second timers,might as well just call it spam timers.
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The 'Group Play vs Solo Play in an MMO' Thread
The Pub at MMORPG.COM « General Discussion 5/19/13 1:03:06 AM
This thread is too large and should be deleted,no way anyone is going to sift through 184 pages of posts.
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Besieged [FFXI] is an awesome idea i wish was in every game.This is when the creatures of the game attack the main city and you have to defend it with help from the local npc's. Another is Campaign .Defending outposts from attacking hordes but there are little things added to it.Example via certain things done you could gain favor so a powerful npc joins the battle.One such npc actually transform into a Dragon,i think it is cool idea.All the good side npc's can join in the battles. Both these ideas one in city and one out in the open can be done much better but instead games choose to do nothing.Rift tinkered with Rifts and Invasions but did a really poor ,limited job with it. The newest wave done in a few games is to make your own dungeons.This is another great concept if the right tools are given to the players. To be honest i have not seen enough really good ideas that strike me as "I got to have it".I would prefer to see some new creativity using the tech that is available to developers like destructible surfaces,realistic physics HD graphics ect ect.
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I had to do some checking around because i thought this was a joke but i guess it is at least as real as beta goes. The shimmy on this whole idea really has to do with the game itself.Apparently it is not suppose to be an all out Fantasy game but more in line with Steampunk.Imo it looks Fantasy but i guess maybe they want both in the same game. Now i have no problem with any design approach but it has to at least look in line with the game. I was listening to the podcast from Archeage source and i was surprised that they thought the car looks amazing,not ok but amazing. I have to disagree totally,the car looks like a modern version of a sports/race car it does not fit Steampunk at all,if anything it looks like a model from the 1980's.it is a very simple model to draw and imo looks ugly and out of place in the game.
I always talk about graphics as they do matter a lot to me,It does not have to be HD but they have to be done right. So now the two most promising games that have been on my radar are both leaning me away because of graphics.Wildstar is cheap cartoony and this game is just going out in left field without a glove. |
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Do you think a high sub fee would keep out the unwanted ?
The Pub at MMORPG.COM « General Discussion 5/17/13 5:54:30 PM
First of all Counter strike was ALWAYS full of cheat scripts,from day one,nothing has changed. As to the question at hand,most certainly,i would say as many as 90% of unwanted. Wow was the one exception,it was the NEW game that happen to come in when millions of new DSL MMO gamers were hitting the scene.SO ALl of them piled into that game in drones,90% never even played a mmo before.The community was such a turn off,it was for that reason alone ,i gave the game no further ado past launch week. Right now you want to get rid of a few things from your game. Freebies that just come into the game to tell you how great THAT other game is.You don't get those players that just want to come in and be an ass about everything.You also make it a tad tougher to keep RMT out.Another deterrent to subs is keeping cheats out,if they know they might lose actual money for getting caught,they might think twice. |
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If a good developer NOT CCP took this game and all the money they made from it,it could do a heck of a lot more. I realized their thought process once DUST started.They took all the Eve profits,went out and hired a ton of employees and started to work on other projects. I thought to myself WHY,why would you alienate the game and the players that made you all that money. I believe CCP went through a thought process that was not of the highest profit/loss for them,at least not in their eyes. Here were their choices... 1 slowly work on porting the game over to a better engine.This would cost them a lot and take years to finally get the game up to par.Also since they already have that player base hooked in,they felt no need to make that change.So they simply weighed in how many NEW players they could get versus the cost. 2 Take all those profits and begin making a real space universe full of planets,npc's,creatures housing,resources ect ect.This takes a lot of work and effort,their s=design of Eve was very simple,go with a very easy design and just add in statistical data which is far less effort and less costly both to design and operate the game. 3 Instead of doing any of that ,lets make a new game,we get the huge influx of initial sales,probably get 90% of our fan base to buy it.They further supported this theory by laying claim that Dust would be part of the Eve universe. Imo the third choice was what they figured to be their best option to making more money.Also imo after they realized their mistakes,they started to cut back and let some of that staff go. Bottom line as i see it,they have no push to do anything better,they already make a lot of money with this game,so why change? |
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[Column] General: The Best MMOs of 2013... So Far
News & Features Discussion « General Discussion 5/17/13 5:29:04 PM
Some of them are a 5/10 meaning i would play them for a short while if and only if free to play.I would not sub any of these games. As for upside a couple have some upside but because of their design structure,i never see it happening.So imo all of these games will remain a 5/10 some are not even that good. Best of is an appropriate title because none of these titles would fall under the GREAT games title. I find there is often no criteria judging these games aside from the often mentioned NUMBERS. What i do see is often "vague" terms like fun,niche,content however if you actually understand game design and break down what these games are doing,you soon realize terms like cost effective,lack of effort,rushed systems are more relevant. |
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New Video - items, crafting, fishing etc.
General Discussion « Elder Scrolls Online 5/17/13 5:36:14 AM
Well as short as it was,i enjoyed it and approve of the stuff i saw in there. The only idea that looked off was the gaining of skills through some interaction wit ha light source of some kind.Unless an idea really has some depth and some fun and unique idea,i rather just see the aged old ,level up by doing the crafts. |
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Hmmm I read it some oddities in there but oh well,i won't talk about that. I think the only thing everyone will be looking for is how the cash shop is implemented.The public event idea from ROM for example forced you to buy keys to actually be able to unlock chests and get your loot. I am guessing the fortifications and NPC's to hire will also be cash shop. Personally i don't like pvp in my rpg's,this would be a distraction to me enjoying the game. ROM was huge on pay to win,so again pvp will be scrutinized very closely as gamer's seem to be totally against this.This might actually be the game that opens SOE's eyes as they have decided that cash shop is the way to go,i think they will be incredibly shaken by how cash shops are not as good an idea as they think they are. BTW that 800 dragon number only goes as far as the amount of models and i think i heard that they are all the same model,just different color and stats? |
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The systematic dumbing down of MMORPGs
The Pub at MMORPG.COM « General Discussion 5/17/13 5:00:09 AM
Actually it is getting worse,someone just posted a game on here a MOBA that is basically just your two mouse buttons.The market is simply flooded by tons of cheap games. The majority seem to follow each other or at least the big games.We saw how SOE started this N.Amerk trend in cash shop,now others are following.SOE also dumbed down EQ2 real bad to where each class has really one one meaningful stat,stamina is all classes.This is real lazy cheap design,it allows them to put less thought and effort into gear or anything else they add to the game.Eq2 also nerfed crafting long ago,so instead of the depth they created they went for simplistic. Even my beloved in depth FFXI follow a distinct flaw all games are using and that is CAPS.This again allows a developer to put less thought into it's actions because no matter what the CAP is there to dumb it back down. i have also seen the lazy approach to mapping.auto generators like Speed tree and 2D static buildings with no insides or movers. Arena Net is one developer that is really going the cheaper route but using marketing an calculated words to make their product look like a AAA effort. it has got to the point where games are like assembly line products. What have we seen since Vanguard for games trying to put in MORE effort?AOC ,nice graphics,Lotro tried to follow up with minimal DX11 graphics.FFXIV again detailed graphics.How about game play>>>>Nothing !.Everything games are doing now takes LESS effort.They will tell you how they are doing a great job trying to make it better but reality is they are designing around a budget that means less cost and less effort. So i guess the question really should be,when is the last time you seen a developer put out more effort when making changes or design decisions?Well FFXIV is the ONLY game i have seen in MANY years but even that game is just making up for lack of effort the first time around. |
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It depends on your whole system as your GPU needs to communicate with the rest of your system.One thing i have learned over the years is hundreds more dollars never sees that kind of improvement.You are better off waiting a few years in between upgrades. This is the longest i have ever gone without an upgrade,i simply have not seen the need yet and i have by now day standards a very weak system.The only game that really gives me trouble is if i try to max out EQ2 but then again that game is just so badly coded and full of memory leaks. |
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Every company i have seen offers you full customization,so there really is no best as they can order anything you want. the onus is totally up to the consumer to do his homework and decide what area could use improvement and what can be left out.A simple rule to follow is your system needs to be balanced,you can't have a great processor and a weak gpu for example. you also can't add a bunch of cool gadgets lights,extra cooling,extra fans and go with a 150 watt power supply. The mention of Dell is interesting because at one time they did have something extra to offer but is no longer the case.Dell used to make or have special drivers made that gave an improvement on performance,that however was costing them too much money so when profits started to dwindle they quit doing that. |
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I was surprised to open an in game mail telling me i was allowed to use the editor,i was extremely happy. However what i found explained why the game has not a whole lot going for it. So you pick an asset and lay it down on the map,no real time 3D view.It takes way too much effort to work with a tool set like that,i would have to play test it way too often to get the map i want. There are only a few systems to work with inside of your choices to create a compelling quest.This is also why you see the same walls and assets used repeatedly throughout the game.You have to from what i gathered pick everything from a pre set be it an empty map or one already in game,which i noticed many people are doing.That carries a lot of limitations with it,like not being able to manipulate terrain that even the simple Minecraft allows you to do.You also cannot manipulate the assets either,so ya very limited tool set. Bottom line is that this was a very limited game designed around a cheap budget supported by a very weak game engine.Long story short this game does not have the ability to create anything exciting unless the developer creates some new assets/systems from scratch. The pro to this is ,it does open up the learning experience for people that never knew what goes into making a game.it also opens up the ability to see more of this in the future.I have seen the laziness from developers,so this idea makes sense,let the gamer's create the content.
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Do you read quest text or just click accept?
The Pub at MMORPG.COM « General Discussion 5/16/13 7:32:07 PM
I just click continue next or whatever.The text is almost 99% of the time meaningless and useless.There seems to be a huge misconception on what justifies a story and imo games are not doing it right.All they are doing is writing out some story like information like reading a book but it actually has nothing to do with the game nor do you ever feel like it does. When you think about it,why do i need 2-6 paragraphs of text to support me just killing random phased in mobs?We already know before we go into a dungeon what to expect and what we will be doing yet devs create hundreds of lines of text to accomplish the exact same thing. even worse is when the games which is pretty much ALL of them have your destination marked on the map or via sparkly paths,so why did you pretend a story was needed to accomplish what i already knew? Now if you want to create a large area and we have to actually think and read the story to decipher clues ,that is different.However we see again that hand holding and the need of about a 5 IQ to complete the task.When there is only 1-3 objects to click,we could easily guess our way through never needing a story.If these objectives inside a game's story actually had several choices with some being fatal,they would serve some purpose. |
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This is an actual game play video. pros:This does look fun for what it is a MOBA.This is also what cartoon quality graphics should look like,not what Wildstar or Wow are doing. The graphics are really nice. Cons:I don't see enough reason for the terrain to matter.Pot heavy game.CAsh shop game. Being a Moba is why you lose the entire MMO and immersive feeling.no real content,it is basically an arena battle but instead of being highly skillful and full of detailed map layouts ,it is more about just swinging away and having some fun. It appears the melee player has no other option for attack,so he would have to spend a lot of time running after people and never getting there before dying. |
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Permadeath in Star Citizen! Yup, this game will be hardcore!
General Discussion « Star Citizen 5/16/13 5:44:19 PM
It is not really perma death and is imo just a cheap copy of Eve.I call it cheap not because it does it worse than Eve but cheap because it is still copying the same basic idea.Insurance is an Eve idea,why go the EXACT same route? Ejecting from your ship out into space,how on earth would you actually survive or make it anywhere with no engine or propulsion method.He basically talked up a storm for several paragraphs just to say you COULD die but probably won't and even your ship will be replaced,so ya just like Eve and really you lose nothing dependent on how costly insurance is.I see it as a really bad design and one that could probably recreate the very blemish Eve has and that is RMT . Furthermore once you have that SYSTEM in place that either encourages a ton of RMT or done via cash shop,you have now ruined the entire game economy again points finger at Eve. This also points again to a copy of Eve because it sounds like the ONLY combat and ONLY REAL character you have is your ship.So your player can't be killed on any planet or anywhere outside of the ship.There goes that long speech about immersion he was building towards. Simple truth about this type of game is it could be an absolute great game to play and even i would paly it IF it was done right.The other simple fact is that this type of game is like building two games in one,first the ship universe and content and then the needed support content that proves you are actually a player and not just a ship avatar. I am a STRONG believer in that if you can't do a genre or game properly,you should not be doing it at all,otherwise it is just more F2p spam on an already over saturated market.I want to start seeing quality games that push the envelope and really open some eyes.A good solid game would bring players from all genres and all aspects of gaming if it were just done right. |
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