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All Posts by Yohanu

All Posts by Yohanu

9 Pages First « 3 4 5 6 7 8 9 »
176 posts found
Originally posted by Cephus404
Originally posted by altairzq

I know this is human nature, this is why developers have to be Gods again and give us what we need (epicness), not what we want (fun).

Which just means these developers are going to go hungry because the majority of players who only want fun won't buy a sub.  You have to be realistic about things.

Besides, the last thing we need is epicness, it just doesn't work in an MMO setting.  It's great as a one-time thing, but if Bilbo had to stand in line to throw his particular version of the One Ring into Mount Doom, it wouldn't be epic at all.  Further, "epicness" represents a single event, a one-in-a-lifetime thing, not something you do every day.  After you save the world a few times, it stops being fun and starts being more of a chore.

"Epicness" works perfectly fine if these events are one-time only for 1 person (or a group) to experience. This is how i'd like to see it as just the chance of something like that happening as a result of your actions in-game would be awesome.

Originally posted by Hyanmen
Originally posted by zaxxon23
Originally posted by Hyanmen

Yay, a 3d virtual chatroom.. that fixes everything.

 

Your comment really does nothing more than show your lack of imagination.  Is there really any better time to say go back to wow?  :)

 

The OP clearly stated that his idea is more than a 3d chat room, or more than just a world that you wander around aimlessly in. 

The OP might have clearly stated that, but in reality a 3d chatroom is what the 'game' would be like. 

Uhh, wrong. Just because you isn't holding your hand through a competitive progression doesn't mean it will have game-content. Take a look at Wurm Online for example! It's all about the community and projects initiated by people. There is a skill-grind, however you often forget about this because you are constantly achieving things in the world that everyone can see. What's good about this "grind" is that pretty much nobody can max a stat out, and nobody really cares about them in the same way cause they are too busy doing various world-projects. If Wurm Online had proper funding to write an engine that doesn't suck and more polish it would surely be the best mmorpg on the market for community-feeling, no doubt.

Originally posted by FikusOfAhazi

Competition will always be there in some form or another. Community comes from the freedom and tools to make one. Or an unfinished game still lacking the artificial restrictions:)

I have yet to see any competition in Wurm Online

Originally posted by SunLightLove

I'm not really talking about current games out there right now :) ( Except Vanilla Everquest )

I'm more talking about games of the future. Like what I would like to see in 2016 and beyond.

EVE I'm sure is a great game but I tried the trial years ago and It wasn't for me. Now a fantasy version of EVE with some modifications would be interesting to me.

I would suggest what last poster said, Wurm Online or A Tale In The Desert. Both great cooperative games where levels aren't who you are, but an addition do things faster. A person with a maxed out still in wurm (no, nobody probably have a maxed out skill yet) could easily play with a person who has a new account.

Originally posted by Burtzum

One huge world for all the players to play in together sounds great, but not very practical.  Theres the technical limitations of the servers and your own computer as others have mentioned, but there are also gameplay and world design problems with such a proposal.  Its possible with EVE because EVE is in space.  There is not much content to build and fill the world with.  EVE is also basically a series of rooms connected by hallways, characters can not move as freely as most other MMOs and it would take some time to travel from one end of the map to the other.  Try building a more standard fantasy MMO world that can handle 40,000 people at once like EVE.  It would have to be huge and the developers would have to be very smart about how they construct the world to minimize too many players blobbing together.  When I played Asheron's Call I think we had around 2,000 people on at any given time on our server, and even that would sometimes be frustrating.  You'd go to a dungeon with your friends to complete a quest and you'd end up waiting in line to fight the boss.  And Asheron's Call was a pretty big world.  Awesome game by the way.

As for character races, I have no interest in playing anything other than a human.  I think funky character races is a waste of time and resources for the developers.  I'd rather that time and effort go to something more important.  With wildly different player races the work it takes to make a set of armor goes up dramatically.  Then there is more work to do for animations, and more work making sure every building and dungeon and doorway is designed so that none of the characters do any clipping.  With only humans you only have to make one version of each armor set.  Maybe two, for male and female.  Again, pointing to Asheron's Call, I think it was a good call to stick to only human races.  They were Aluvian (European), Gharundim (African/Arab), and Sho (Asian).  They all shared armor sets, animations, and sounds.  They had some small differences in starting skills but nothing major, so most of the time you could choose based on looks and not be forced into a certain class just because of the race (or in this case, ethnicity) you chose.  Thats the way I like it.  Same goes for EVE, all human characters. 

I generally prefer things to be more realistic and subtle, which seems to be at odds with the average MMO player, or average gamer in general actually.  Whenever I play a game with playable fantasy races, my initial impulse is to be human anyway.  The only time I wouldn't be human in this case is if their lore/culture in the game was not agreeable or compatible with my personality.

About the huge maps: I love that, especially when it takes hours to travel from one side to another

 I prefer UO's UI as you can drag/drop/remove components from it as you wish

Originally posted by Roin
Originally posted by Luneth7

Learn the art of dying and you will be liberated from It.

Many of us are going to die while the genre is dying.

I'm dying and there's no good MMORPG's. But you know what...that's okay...because I accept dying.

 

There are plenty of good MMO's.  Just because you don't like what's currently out.  Doesn't mean there aren't any good ones.

Correct, it just means there aren't any high production-value and polished games for the niche groups, which is terrible. In food there's something for everyone, in movies there's still genres for everyone and the same applies to music. Why isn't this the case when it comes to mmorpg's?

Originally posted by SnarlingWolf

The problem comes down to server power, and PC power.

 

Take a game the size of LotRO, or even as huge as WoW. The amount of processing power needed to have everyone on one shard (since server isn't really the right word as almost every MMO uses multiple servers to power one "world") would be immense.

 

Now you have games like Champions which basically combines all the "Worlds" into one and so you get the city instances if one is too full.

 

 

The other end of the spectrum is PC power. If you genuinely try to get thousands of high poly player characters on screen at a time, most PCs would just choke.

 

 

It's nice to dream, but it's better to have ideas based in the realm of possibilities.

Welcome to the beautiful world of server-clusters.

Flying works in modern-day mmo's simply because it's all zone-based depending on your level. You will rarely go back to an old location. This is yet another reason i hate modern mmo's 

Originally posted by Josher
Originally posted by Goatgod76
Originally posted by Josher
Originally posted by Goatgod76
Originally posted by Daffid011

 

Believe it or not, many people do enjoy the journey in wow.  It was one of the major features that set it apart from others games when it released. 

 

 

Sure..but it was the shortest journey ever. Like traveling through a one stoplight town...and I wasn't even one of those players looking to be first in everything by a long shot. It was just that easy.

 

I didn't see level 60 with my Shaman until about late March or early April in 05 and I was in beta.  WOW had the best journey by far.  That was one of the eye openers when you transitioned from EQ or DAOC.   My journey in DAOC for example  was killing 100000 trees to gain a level in my 40s.  That wasn't a journey.  It was a grind.  

 

And doing 1000 "Kill/collect X amount of X" quests in WoW wasn't a grind?

 

It's in all MMO's in some form.

If you ONLY did "Kill/collect X" quests you soloed the whole time, never went near a dungeon and basically were led around by your nose...and who's fault is that?   You didn't have to do quests.  You could grind mobs the whole time if you wanted and often that was even faster than doing quests, because we had guildies doing that.  Also, there were plenty of quests that were not just about collecting 10 wolf teeth;)  If you didn't do any of them, you never looked or you never actually played. 

Besides, back in 2004, traveling around the zones, doing 1000 kill/collect quests for reward and EXP was still 1000X more interesting than standing in one spot and pulling the same mob for days or weeks for no rewards, because thats exactly what I was forced to do in DAOC and EQ, where I came from.  You had NO OTHER OPTIONS!!!   Spawn camp solo or in a group or you were NOT ADVANCING.  That was your choice.  So no, doing quests alone when I didn't have too much time and with my friends when I had a few hours was NOT a grind for me, because I already knew what a grind was from playing older MMOs.  WOW was not even in the same ballpark.  It gave me choices in how I could advance and they were much more fun than anything seen at that time.

Now In WAR and AION doing those same types of quests does feel like a grind, because the environments are so linear and closed in and the lore is not as developed.  Blizzard just does it better.  Their quests are more varied & certainly more creative. 

So, YOUR experience in WOW differs greatly from the majority.  Because if the majority weren't having fun, the majority would've quit in the first month like they do when playing MOST MMOs.  Thats the facts.

Uhh what? UO had ALOT more ways to advance than WoW. In WoW you have one goal and that is combat. In UO you could choose what your "endgame" would be, ranging from tailor, carpenter, trader, animal tamer, thief, etc. That's what i call choice! Hell, you didn't even need to partake in combat at all if you felt it was boring. There was always something else to do.

I agree 100%  

 Richard Gariott, Mr. T and Hugo Chavez.

 The only game in my book that has the potential to succeed (as in features not only related to dull combat) are Dawntide and Mortal Online. Wurm Online got it right as well

 I still stick by that the game lacks content not related to combat (like most boring mmo's today), which makes it a very shallow mmo to RPG-players

Originally posted by PhelimReagh
Originally posted by Yohanu

 Uhh, a sandbox doesnt neccessarily need full-loot, this one has it though. Sandbox is about not just being forced to do combat, it must have a player-driven economy, housing, etc

 

There are going to be tiered zones in Dawntide, with the starter areas being PvP free, if I understood it correctly. However, I think the rest is very much like EVE, with essentially a "low sec" area and then a "a lawless" area, with the lawless area being all-out full loot PKing.

 

So technically you're not forced to do combat, but you'll be restricted to about 5-10% of the game if you choose not to go PvPing.

You can also avoid the PvPers or create a group to protect yourself

 Uhh, a sandbox doesnt neccessarily need full-loot, this one has it though. Sandbox is about not just being forced to do combat, it must have a player-driven economy, housing, etc

Originally posted by zaxxon23
Originally posted by exestenz69

Playable state as in, you are able to log in do some basic combat, some basic crafting etc.

And to the other guy asking about the loot yes it is a full loot system.

 

Such a shame.  When will devs realize that full loot attracts only an extremely small niche of players?

A niche that hasn't been filled by any modern game yet (also i wouldn't call around 100k people "extremely small")

From poll i chose fantasy, however EvE is still 500 times better than WoW 

Obviously risk vs reward, if i kill someone i want the glory of taking his stuff. Sadly this is rare thesedays as all we have is boring themeparks. That said, crafting is my main task in a mmo, so i can play sandbox games without PvP just fine.

 Not movie-based but book-based in this case. I'd love to see David Eddings world come alive in a sandbox mmorpg. Imagine running around killing murgo's for sport!

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