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Originally posted by rounner Simple problems with easy solutions:
Q: What if you accidentally attack someone? A: Have a grace period of about one minute. If in that minute you attack that person again, IE strike them, you get flagged attackable by everyone.
Q: What if someone is griefing you (eg healing what you're fighting)? A: If someone is healing what you are fighting, then they would be flagged attackable for healing what you are fighting, such as a monster or NPC.
Q: What if you buff someone who is PKing but you didn't realise? A: Then youre an idiot for not paying attention and get what you deserve for your stupidity. Learn to pay attention and this wont happen, a-DUR.
Q: What if you defend someone being attacked and you end up being the one marked as a PKer because you are higher level? A: Level shouldnt matter. Alignment/Faction/Justice systems should prevent this. If the person doing the attacking of the victim is flagged as a "criminal/evil" then you wouldnt take a penalty for stopping them from killing an innocent.
See, simple solutions to simple problems. Why game developers cant think of these is... well... kinda dumb and disheartening for those of us who are dying to have an open PvP game. Why did they have to make Trammel? Why? *hangs head in sadness*
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Bioware numbers spin, and is SWTOR *really* a success, a dissection.
The Pub at MMORPG.COM « General Discussion 2/05/12 11:28:00 PM
See, everyone has to remember, the biggest selling point of this game was its title: "Star Wars". Thats the only reason this game broke 1 million subs. You had every fat, achne ridden Star Wars Jedi/Sith wannabe from here to timbucktu, dressed in their jedi robes, holding their light saber toys in one sweaty hand and their mouse in the other, chomping at the bit to get on and live their dream of being Luke Skywalker or Darth Vader or Darth Maul. However, when they got on, all they got was WoW with lightsabers. Awesoooooom.... NOT! Its just the same stale, level/gear grind, endless questing monotony you get in every other WoW clone out there. thats why you see such a decline in active players. Cause once you get past the title of the game, the actual gameplay is nothing new. Bascially, youre just paying for a different name, not a different game. And when the dream is shattered, and reality sets back in, they realize they are just guys in robes in a basement staring at a screen, and the dream of nailing princess Leiah is long gone. So, instead of going through all of the crap of leveing up a new character, they shut down their account and reactivate their WoW accounts, slinking back to Azeroth with their tails between their legs.... because they play Worgens.... a shame they will never outlive. Think about it: Why go play a game with identical mechanics and have to work up another character, when you can just stay on the other identical game where you are already established? Hence why TOR is suffering the same fate as every other WoW clone. My prediction.... TOR free to play in one year. Shut down a year later.
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Fallen Thrones-new sandbox in development
The Pub at MMORPG.COM « General Discussion 2/05/12 11:11:39 PM
Originally posted by SpottyGekko The most likely reason this game was shut down, poor development team and lack of investor confidence. There are more than 100k players out there who would enjoy a open PvP sandbox game. The problem is, trying to get their attention. Most of the FFA PvP games being made are developed by small, no name studios who have $100,000 budgets and a team consisting of 10 or less people. Even then, if these games do make it to production (Example: Darkfail and Mortal) they are released way too early and are half assedly put together, alpha quality at best. People log on and get to play for 5 minutes after waiting 3 hours in a que just to get onto a server that crashes constantly. And those 5 minutes are often laggy and bug ridden, plagued with glitches and defects that should have been dealt with in beta, but never were. Then there is the problem of mainstream popularity. Thanks to EQ and its legion of clones, most notably WoW, people have forgotten about games like UO, SB, and the others who had the balls to go open PvP. More importantly, investors have never even heard of the old school games. Therefore, they dont know about the potential they could have in a more modern market. Personally, I blame UO for this. If it handnt gone carebear with Trammel thanks to a certain someone losing control of the game *cough*garriottyoupussy*cough*, UO would have stayed PvP and would have shown the potential of open PvP games. Unfortunately, the gamers of 1997 were still stuck in the single player mind-set and couldnt handle the prospect of another player being able to kill them and loot them. Hence the whiners who flooded the GMs with their bitching and moaning when they lost that nifty hatchet of ruin........ Those of us who could handle it got one hell of a game to play. But, the audience isnt a niche as everyone thinks. You just need something to actually catch, and hold, their interest that doesnt turn out to be a massive flop. |
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Fallen Thrones-new sandbox in development
The Pub at MMORPG.COM « General Discussion 2/05/12 10:52:23 PM
Originally posted by SpottyGekko FFA-PvP MMORPGs are not easy to make. You have to balance out the skills/classes, make the combat smooth and functional, make sure there is no way to gimp characters, make sure over PKing doesnt occur, and a whole host of other problems. If anything, an FFA-PvP game is harder to make than a WoW clone, because the FFA-PvP game requires two things which all developers today seem to lack: Creativity and Originality. However, the problem there is, no one has been able to actually focus on these issues and properly address them. Every time these studios tackle an open PvP MMORPG, they screw up somehow. Mortal released a half produced piece of crap, and Darkfall went completely insane with the PvP, making it the ONLY way to play. The trick to making a successful open PvP MMORPG is to make the game an open everything MMORPG. Find a way to mix PvP with PvE. Make PvE just as challenging (or reasonably close) to PvP and as rewarding. Make being a crafter just as rewarding as making a combatant character. Make it so that everything is rewarding, and nothing is a waste of time. A game whose every facet keeps players playing is a game that will succeed. PvP is all well and good, but if its the ONLY thing to do, then people are going to get bored. Stop focusing on one niche and try to expand out to as many player styles as possible without compromising the game's core concepts. Its challenging, but it can be done. All it takes is the right development team with the right vision. Unfortunately, every new team coming out of college spent 1000+ hours on WoW or on FPS like MW3 to actually know what would make for a good MMORPG. They've all been tainted. Its sad none of them got the chance to play old T2A UO to have a good example of what to follow. |
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New MMO with aggressive Q4 2012 launch date: Fallen Thrones
The Pub at MMORPG.COM « General Discussion 2/01/12 1:24:44 PM
Originally posted by precious328
Uh oh, take a look at the crafting rules. Players dont craft, NPCs do. There are no crafting skills for players to pick up and players cannot craft their own gear. From what I understand, you have to gather the materials for gear then take it to an NPC crafter and they will make you what you want out of the mats for a price. The best NPC crafters will be in player run cities and basic ones will be available in NPC cities. This is a huge disappointment. I was hoping for a decent crafting system for players to enjoy... oh well. |
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New MMO with aggressive Q4 2012 launch date: Fallen Thrones
The Pub at MMORPG.COM « General Discussion 2/01/12 12:44:13 PM
Well, I'll admit, this game looks interesting. However, there is one glaring flaw that keeps me skeptical and I describe it in one word: Classes Classes, in the past, spell trouble for anygame, especially one with such ambitions as Fallen Thrones. I dont care how many archtypes a class offers, a class is still a class, constricting, binding, unbalanced, and over done. If these guys really took a look at UO, they would know that a free form skill system is best. Why? It allows for more variety and gives players more control over their character, customizing them to their tastes and unique play styles. Not to mention it keeps people on their toes in combat situations. Sure, that guy is weilding a 2 handed sword and wearing platemail, but what else can he do? Is he an accomplished caster too? Will that claymore strike be followed up by a fireball to my face? Or is he a theif too who will try to steal what he can from my pack while we are in close quarters? You just dont know and it makes players have to shift their combat strategy on the fly to compensate for the surprises their opponent throws at them. But, with classes, you bascially know whats coming at you, and that gets old fast. Then youve got the problem with levels. I dont like the idea of some arbitrary number guaranteeing another player will best me because Im level 40 and the other guy is level 50. In UO, a group of newbies could bring down a veteran character if they worked together. Skill determined the outcomes, not levels and stats. Otherwise, with the sieges, full loot, open PvP, and meaningful game play, this game is definitely on the must watch list and will have my attention. |
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Originally posted by Kyleran And what people dont seem to realize is that there is no way to tell which is the other players motive for killing you. Everyone just assumes its because they are a griefer because they lack the maturity to handle a game with consequences such as being killed and looted. Instead of being mature and seeing what being killed is, a minor set back, they automatically cry griefer. Bascially, there is no fine line, just people who cant take being one up'd by another player. |
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Richard Garriot goes big brother!
The Pub at MMORPG.COM « General Discussion 10/30/11 5:35:31 AM
Originally posted by Corehaven
Yeah, he makes games, lame social games for Iphones and Facebook. Honestly, none of his fans even respect him anymore. He hasnt impressed us in a long time, not since UO. Everything he has done after that has been a collosal failure. Thats what happens when you turn your back on what made you and what you were good at in exchange for chasing after the next big fad. Bascially, Garriott WoWized himself.... |
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Originally posted by Deleted User
Odd how many times ive seen people say that more than 50% of UOs population were the "bastards". Now, when I played UO, back from 1997-1999, the open PvP years, I saw more blue players than reds. Actually, over the course of those three years, I was PK'd a grand total of about 15 times. 15 times over the course of 3 years. And when I say PK'd, I mean a red attacking me without provocation and just because they want to kill someone. My characters did die alot, but that was because they were mostly embroiled in guild wars as a mercenary. But in terms of being "murdered", only 15 deaths at the hands of PKs. Now, I dont know what people were doing back then that got them demolished by PKs to the point where they whined to the devs that killed the game, but whatever happened to them was their own fault for being careless. Im guessing they were the show-off types who wanted to strut around in high end gear and rub it in everyone's face that they were better than them and got killed for their arrogance, and rightfully so IMO. But there were steps to take that would prevent PKs from being a problem at all. Its not the game's fault that these people did not learn how to play the game effectively. The PKs were playing their role. Some did it as raging bastards, others as honorable theives, but anyway you cut it, they were an intricate part of the world, just as much as any crafter or fighter. They were, in fact, a driving force behind the economy and gameplay in general. Once they were removed from the equasion, things hit a massive lull. Gold farmers moved in and took advantage of the risk free PvE, flooding the market with too much gold. Items were no longer lost, meaning players had no reason to replace gear and thus had no use for crafters. Conflict was reduced to risk free guild wars where you couldnt even loot the corpses of your enemies anymore. Eventually, the game became so stagnant that people lost all interest. This all brings us to UO today.... Its a joke, a bad joke. The perfect example of what happens when developers sell out and give up their vision and their souls all in the pursuit of being like EQ and trying to ride the coattails of the next fad. It all boils down to the removal of free will, the eradication of the force which has driven the world and humanity since the dawn of recorded history, and that force is conflict. Good vs Evil, Survival against death, people uniting against a common threat. Take these elements from a world, and things become too complacent, too easy, too corruptable. Players get bored and then they start to quit. Sure, other MMOs out there have PvP, but what is the point to it? To grind for points for gear? What is the unifying force? How many times in WoW have the horde raided Stormwind and killed the king because the players dont see a point to defending him? Or the Alliance raided Ogrimmar and killed Thrall and had no reaction from the Horde players? There is no point for them to act. No consequence. They call them MMORPGs, but where is the RPG aspect? To RP, a player must have the power of choice, to do good, evil or nothing at all. Take that away, then the game is just that, a game. Without choice and consequence, there is no world, just a game. At that point, its just a WoW clone. |
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I was perusing some articles regarding the status of MMOs today when I came across this little gem. All I can say is, truer words were never spoken.
------------------------------------------------------------------------------------- MMOs Need More Bastards
by Mike Kayatta 17 October 2011 12:00 pm
Featured Articles - RSS 2.0Let's be honest. Most of today's successful MMOs are basically the same. I'm sorry to be the one to tell you, but that probably includes the one you've been playing for years as well. Now, before you send your max-level goblin berserker to hunt me down and change my mind with a mace-to-brain high-five, let me be a bit more clear. I'm not talking about the revolutionary epic armor sets or the groundbreaking numpad combat systems that people use to distinguish these games from one another. I'm talking about the pervading rule set that governs them, the core philosophy that defines them. MMOs today don't give players the free will they once did. They just don't.... {mod edit - do not copy full articles from other sites. Thanks} http://www.escapistmagazine.com/articles/view/features/9160-MMOs-Need-More-Bastards.3 |
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Does sandbox have a weaker business case than themeparks?
The Pub at MMORPG.COM « General Discussion 10/17/11 8:46:14 PM
Originally posted by Worstluck You also have to remember, thats real life. In real life, you cant go to a random country because, in the event you die, you kinda, ya know, STAY dead. lol Choosing a themepark mmo or a sandbox mmo really isnt the same as go on a vacation you know you wont die on or going to some random country and pissing on a cops leg and getting shot in the face and dying. What you should be asking is which game would a player enjoy more? One where everything is handed to them easily and once they max out their character, thats it? Or, a game that challenges them to build themselves up, make a name for themselves and once they max out their character its only just the beginning of a whole new experience within the game? |
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Does sandbox have a weaker business case than themeparks?
The Pub at MMORPG.COM « General Discussion 10/17/11 8:36:09 PM
Originally posted by czekoskwigel
If the sandbox allowed them to create any sort of life they wanted in another world, they would give their left arms to go into it. |
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Does sandbox have a weaker business case than themeparks?
The Pub at MMORPG.COM « General Discussion 10/17/11 8:30:02 PM
Originally posted by Warmaker .....because you get charged out the ass to ride the same thing over and over again until you puke? |
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Does sandbox have a weaker business case than themeparks?
The Pub at MMORPG.COM « General Discussion 10/17/11 8:28:52 PM
Originally posted by jpnz
Wait, whats that about Rift? Hehe, yeah, successful, thats why people are already calling for it to go F2P..... yeah, real successful..... |
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Does sandbox have a weaker business case than themeparks?
The Pub at MMORPG.COM « General Discussion 10/17/11 8:24:03 PM
Originally posted by Vorthanion
More like its called, none of the studios that have made sandbox MMOs recently have done a good job. Lets look at the recent sanbox MMOs release, shall we? The first on the list of offenders: Darkfall (aka Darkfail) online. Conceptually, Darkfall is a solid game. It offers an evolving world drivien by the actions of its players through. Crafing is lucrative and key to the success of any guild, city owning or not. Also, it offers player housing and player run cities. Open PvP guaranteed a healthy economy as there would always been a constant supply and demand as players equipment would either be destoryed over time from usage or looted in combat if they were killed. Dynamic monster spawns would keep PvE fresh as when players would kill off one group of mobs, they would move on and another would take their place in that specific area, with the exception of dungeons of course. In practice, however, Darkfall is a nightmare. Its riddled with bugs, glitches, crashes and a host of other problems that should have been fixed in Alpha and was still AT LEAST 3 years away from being complete. Aventurine released the game far too early and left them selves open for disappointment and failure. This was all in large part to the fact that aventurine was a small, indie company which lacked the resoures and talent to make a competant game, let alone a successful one. And lets no forget the HORRENDEOUS mistake of making the game forced first person view mode. Given the fact that the developers of Darkfall were all hardcore shooter junkies, they went with the viewmode they were the most comfortable with, first person. Unfortunately, the majority of MMO players like third person, thus dooming their game further. Second on the list of offenders: Mortal (aka Moron) Online. I call it Moron because you'd have to be one to even pre-order that mess. Conceptually speaking, Mortal was a good idea. It offered the same things Darkfall promised, but also tied in systems to increase player accountability in PvP as well as controversial full frontal nudity for characters, something never seen before in MMORPGs. In practice, however, they dropped the ball big time. Not only did they release the game HORRIBLY unfinished, they even admitted it to players and STILL got them to pre-order. What players got was one of the buggiest games ever released. You really couldnt even call it a game, more like polished code and nothing more. Mortal was an insult to gaming as a whole across all genres and its developers should have been tarred and feathered then ran out of town on a rail. These games gave sandbox MMOs a bad name, despite the fact that they really couldnt even be called games due to the fact their makes released them so under developed, it shamed the entire gaming industry, not to mention set the potential for sandbox games back at least another 6-10 years. This is why there is no evidence, because there is nothing to compare it to, unless you are willing to look back at UO before its WoWization by EA. So, until someone has the balls and appropriate resources to actually take the chance and make a GOOD sandbox mmorpg, we will continue to see more and more companies plop out WoW clone after WoW clone until MMOs are just dropped entirely. Because companies just cant face facts, They will never be Blizzard and they will never be WoW. Clones cant beat the original so the best course of action is to try something new and move forward. |
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Does sandbox have a weaker business case than themeparks?
The Pub at MMORPG.COM « General Discussion 10/17/11 7:57:32 PM
Originally posted by Suraknar
Not since T2A UO. |
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Does sandbox have a weaker business case than themeparks?
The Pub at MMORPG.COM « General Discussion 10/17/11 7:56:41 PM
Originally posted by milkpudding
Are you sure you dont have that backwards? Today, there are no sandbox games to play, none that are well put together anyway. Therefore, your statement is flawed. Please list these sandbox games your friends are playing so that we may try them out and see if there truly is nothing going on. In truth, you do have it all backwards. Today, in pretty much EVERY themepark MMO, the general chats are inundated with people bitching and moaning there is nothing left to do and that they are bored out of their minds. Theyve done all the raids, all of the quests, have all the achievements and the best top teir gear. What left is there for them to do? Can they make up their own wars and go fight them? Can they get lost in the woods for hours just gathering lumber to make into boards to sell? Can they just pick a direction and go and not know what to expect? The answer to all of these is no, they cannot. Why? Because the themepark games have solid, unbreakable rulesets that govern the players experience and TELLS them what they are going to have to do, whether they like it or not. The greatest success I can think of interms of a sandbox MMORPG that actually had RPing in it was UO, or Ultima Online for those of you who did not play it. In UO, players were free to do what they pleased when they pleased and however they pleased. Boredom was unheard of thanks to elements like open PVP and full player control over the evolution of ingame events. There was a solid community comprised of crafters, warriors, mages, heroes and villians, and they were all players. There was no need for scheduled events or quests. Players logged on and MADE a role for themselves, one that they were happy with and was of THEIR choosing. They didnt need to be handed some lame ass lines of crap from some quest giver NPC telling them where to go and what to do, players made up their own quests, decided their own destinies, from the gradios, to the mundane, it was all at their finger tips. Crafters meant something, because there was always a need for their goods. Conflict between guilds and players kept things fresh. The threat of PKers kept you on your toes. Theives put the arrogant in their place by stealing the items they felt made them so superior. Even fishing was interesting. Going on out on your boat, fishing up an SoS, fighting the monster that came up with it, getting the treasure from it, it made you feel like you achieved something. And if that wasnt your thing, you could spend hours upon hours in your house redecorating it to your liking. Bascially, in UO, there was NEVER a shortage of things to do. Unfortunately, the players of 1997-2000 were not mentally evolved enough to hande the fact that UO was not merely some game, but a world, and could not cope with the implications of participating in such an advanced experience. They cried when they were PK'd, whined and bitched until the developers were left with no choice but to give them that which they complained for, a single player MMO named Trammel where they could be mouthy little assholes who could never be killed and could feel like gods. It was the glory days of single player RPGs again for them and they loved it. Unfortunately, with the abolition of PvP in UO came the flood of botting gold farmers who quickly rolled in and began to ply their wicked trade, hording mountains of gold and selling it to players for $10 for 100k gold, generating more inflation than a balloon festival. Then EA took over complete and, wanting to ride the coat tails of the EQ craze, began to themeparkize what was once a land of seemingly endless possibilities, turning it into a neon artifact nightmare that drove more players away than all of the PKers combined ever could. Now the market is completely inundated with more WoW clones than you can shake a stick at. From Rift, to LoTRO, to AoC, to whatever the hell else is being spewed forth from the anus that is the MMO industry, they are all WoW. Same interfaces, same concept, same set up, nothing changes. People log on, create a generic looking character, grind for gear and to level, reach the end game, then bitch there is nothing else to do. Thats what happens when you make a linear game, people reach the end and thats it. So, they roll another character, run the gauntlet again, rinse, repeat until the developers decide its time for another expansion. People get a few extra levels to grind up as well as some new gear to rat race for and when they get it, its back to complaining. Lets just face it, the themepark game had its time, and that time is now drawing to a close. It was exciting at first, the concept of being a god amongst thousands and thousands of other gods, but lets face it, immortality is boring. Its time to step down to the mortal plane and step into worlds where we are nothing, unless we make ourselves something. Where the traveler we meet on the road has the chance to slit our throats just as much as bid us good day. Where the shiny new suit of armor you just got can be lost if you dont know how to defend yourself. Where the craftsman is worth twice their weight in gold for they are the ones who supply us with equipment we so sorely need. Where the dungeon is a test of ones skill, pitted against others for survival and the rights to strike the final blow against a fiersome creature. Where PVP and PVE exist simultaneously in the same world and both are a threat to the player character's life. Where it is the PLAYERS who shape the conflicts and controversies that dirve the ingame world forward and not some scripted event where it matters not if the players even give it a second thought let alone participate. Bascially, its time to stop making games and time to start building worlds. |
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Originally posted by FinalEclipse Couldnt agree more. This is the UO players remember and want for more than anything else. Last night I was on Rift I saw people chatting about wanting for an open sandbox game just like Ultima Online USED to be. The players are sick of the WoW clones and their BS. Its time for the MMORPG industry to get back to the basics, back to the game and the rules that started it all and put this genre of games on the map, back to the UO style of game. What players need to do is start bugging the crap out of Richard Garriott and tell him to get off of his ass, to stop f**king around with the retarded ass social games and get back to what he was best known for, and that was making high quality RPGs and MMORPGs. http://www.facebook.com/#!/Richard.Garriott.de.Cayeux?sk=wall There's the link to his Facebook page, go nuts people! |
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Originally posted by MaeEye In WoW, like in UO, crafting is pointless. In WoW, like in UO, the best suit of gear, hacks and macros wins out over player skill. In WoW, like in UO, the ingame economy is completely killed by gold farmers. Character customization is completely killed. There are only, what, 6 functioning templates left? Even then, players have to depend on templates to have a functional character. Whatever happened to warrior mages? Warrior Thieves? Archer Mages? Pure Crafters? Imagination has been gimped, like the majority of the skills in the game. World to live in? Sure, if you like living in an abandoned dead world where the only people ever around are gold spammers at the bank shouting web addresses all day long, or bot farmer characters farming gold and resources and the only "players" left are foul mouthed arrogant little pisspots. Oh, yes, such a vibrant world...... bah. There are no "good" mmorpgs left. Its a EQ clone dominated market and no one has the balls to break the mold and try something new, and UO is no different. |
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Originally posted by Requiamer
Bull, Garriott's next project is going to be a freaking social game. Bascially, he wants to combine all of the Zenga "Ville" games together into one horrid monstrosity that is going to suck more donkey balls than Matthew McConnahey (or however it is you spell that shirtless douchbag's last name) |
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