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MMORPG.com Discussion Forums

All Posts by Meltdown

All Posts by Meltdown

52 Pages First « 42 43 44 45 46 47 48 » Last
1029 posts found
too late?
Giran (General) « Lineage II
10/02/07 6:15:43 PM

Was looking for something new to play and I was wondering how someone may fare starting new in Lineage 2 today. Due to the pvp would I be too far behind? or is it possible to catch up at some point?

Thanks.

RFO had an epic grind for PTs. EQ's grind was grindalicious, FFXI also grindtastic. Pretty much anything of asian origin....

**edit**

Or if your really daring a shotty little 2d MMORPG called Redstone has a fun little grind. I believe to get to maximum level takes roughly 7 years... enjoy!

Your saying cooldowns aren't realistic and give an example of someone casting a fireball?

lol

Even though Fury has no implicit cooldowns, they are still there. Spells don't spew out of you like a machine gun, they are staggered much like instant-casts with no CD in WoW (1.5s global CD I believe).

To completely eliminate this I would say a queue system (no, not like EQ2) would be best. Where you could be constantly choosing up to 4 spells in the future allowing for rapid ability/spell output and "chains" of attacks. Countering would be difficult in this system and would cause the players to think about moving too far ahead in their queue.

**edit**

Oh and cooldowns were the MMORPG interpretation of PnP skills that could be cast 1 every day or 1 every 2days. Imagine waiting an entire day in an MMORPG. So 30 seconds or 20 seconds is placed for balance.

I agree with Gameplay being #1 and find it funny its not part of mmorpg.com's rating system. Something that is the most important to me is that the gameplay presents a challenge to the players. Whichever that fits under...

I thought they changed it, account management was still very buggy for me this past weekend :(

Originally posted by KnivesOnly

The problem is the curent mainstream mmorpgs are all crap and flawed, just don't work for what mmorpgs should be. A mmorpg like Eve Online may not appeal to everyone because it's made for a niche but it's the direction mmorpgs need to go where the world is controlled and changed by a player, with no end game such as levels and lots of character customization.

I think your partly contradicting yourself here. You say EVE is made for a niche market, but the reason Mainstrem MMO's are not good is because they are "all crap and flawed". But thats the thing, EVE is viewed as great by those in that niche and the blog reinforces that the niche market is required to create quality games. It's not so much the world controlled and changed by players, no end game raiding and lots of character customization. Those qualities are found within niche market and you associate yourself with that niche. Man I have never said "niche" so many times in my life...

I totally agree. There are some very obvious differences between the two and to be honest I believe WoW did a much better job of combining the two ideas than you give them credit for. They take a lot of the character customization with populated environments and gave them the "flashy" combat as compared to games prior. No it is nothing like Cabal (for god sakes Cabal is a seizure-fest), but looking at previous games WoW went out on a limb as far as character animations and special attack graphics went. With characters spinning, doing flips, jumping in the air when using abilities I see some Asian influence in there. And thats possibly why its such a huge hit over in Asia as well (as compared to other western MMOs).

Originally posted by Ozmodan

Hard to know how a game will be until you play it.  I have not seen many positive threads on Tabula Rasa, but again the game is not out yet either.  Both AoC and War are a bit down the pike, but I have serious doubts that Mythic has learned from their mistakes.  Besides War is a board game translated to a MMO, we all know how bad  DDO turned out strictly because so much is lost during the translation process and board game rules really conflict with the fun aspects of online gaming. 

Your wait might be longer than you expect.

I agree with what you said there in the beginning. There are so many discouraging threads/reviews about all the new games I am starting to wonder how much we should even pay attention to them. People have hated every single game in existance for one reason or another. I'm checking our Tabula Rasa right now and already I can see a lot of people's complaints against the game are not justified at all. One being that its very WoW-esque. Well WoW was very EQ-esque and EQ was very Meridian 59-esque which was very... you get the idea.

Thats not to say TR is the uber-est game evar and you should all play it!!!!1111one But so far I am enjoying it.

Originally posted by Celestis1000

Programming? .. No..

Network Coding? .. No..

3D Modeling? .. Nope ..

Texturing? .. Nope ...

Rigging? .. Nope...

Animation? ... Nope ...

Client/Server architecture? .. Nope...

Math? .. Nope ..

Concept  Art?... YES..... Concept art is the make or break of any mmorpg, you must capture the imagination of your players.

I lol'd

I recommended a way to split up multiple types of pvp so if you only like RvRvR you can sort by those games and I was told its in the works :) They have done wonders with that list and they are making even better improvements on the way!

Originally posted by Cyllan

I like the original concept of the game, but a few questions:

1. How quickly would power absorbsion/consumption take place? --For example, killing a dragon, does that immediately grant you Fire Breath or some other skill/spell? Or does it just increase stats in some small way per enemy, until you finally eat enough of a type of enemy in order to truly gain some of their power?

Which leads me to question...

2. Do monsters have a "ranking" system that allows you to absorb their powers more quickly/slowly? My primary concern is for the inevitable grinding levels where you have to go out and kill 20 wolves, then go kill another 100, then kill some more because you haven't quite leveled.

If your intent is to allow players to be more and more diverse, you really need a very large base of easy monsters, followed by an even larger base of medium monsters, followed by a much smaller base of extreme monsters. You would also need to let new players immediately locate and select most of the small monsters right away from the beginning.

Then again, as I'm writting this, I'm realizing I may have misunderstood your original meaning behind limits on how many monsters a player could consume.

3. Having a limit on casters, forcing them to retain a certain level of humanity is in effect, punishing them for doing the original purpose of the game. If the purpose of the game is to consume your opponents to gain their power, how does preventing the casters from doing so (to as full an extent as a tank) make sense?

4. You say that "one member of your guild will have the chance to start going towards altering his genetic makeup of that of dragonkin". Why just one? Is he really hungry? I'm pretty certain that that dragon could be split between a bunch of people. Dragons tend to be big. (Although, one could make the argument that there are also very tiny dragons as well.)  Generally this means that a whole bunch of people are going to need to do a dungeon crawl just to get to the one dragon, that only one of them will get the privellege (and pleasure) of eating. Personally, that would be really annoying. Twenty people in your guild of the "dragon eaters" and you'd have to defeat the dragon twenty times (or more, if one just isn't enough [and it never is]).

As I said, it's an interesting concept, and I'm big on diversity in MMOs, there doesn't seem to be enough of it. I might enjoy playing it, and being able to create a truly unique character tickles my fancy.

Glad to see some feedback :) I haven't implemented this anywhere so the details aren't fully fleshed out, but I do have a few answers for you.

 

1. Absorbtion would be a slow process in most cases. I would consider a 1-2% per kill absorbtion rate. Allowing for someone to change without "too much" of a hassle, but not go around killing things and all of a sudden being able to transform. This would be entirely up to whoever is developing the game, but I would not recommend anything quicker than 1-2% per kill.

 

2. I believe you were a bit confused. I only meant I did not wish for someone to become 100% genetically one creature or monster. I felt it would become too complex with armor/weapons. How someone who is 100% elephant will be wearing his same armor when he was 100% rat. So in your scenario if someone wanted to become wolf he would kill those first 20 wolves to level and having acheived his maximum absorbtion % he no longer HAS to kill the wolves. As such even high level characters would be able to travel back and kill these low/mid level monsters to get stats they desired.

 

3. You have a good point, perhaps its not fair to limit casters. This was something I decided on a logical and lore level. As wolves casting spells may not make much sense, but limiting casters to humanoids also may not be fair. If balance is maintained there is no reason why the casters cannot go "all the way"

 

4. Haha another good point. I can imagine one warrior running in face first and just pigging out on an entire dragon (man thats a fantastic mental image). This was only meant as an obstacle for people to overcome. Allowing for an entire raid party to pig out on the corpse of a recently slain dragon does make more sense, but as dragons would no-doubtedly hold some of the most desired stats/abilities available in-game I fear end-game would become everyone choosing dragon. Allowing only one person to absorb the dragon was a way to restrict this from happening. But from a logical standpoint it doesn't make any sense. Perhaps like you mentioned "levels of creatures" could also be introduced allowing for the whole raid to gain absorbtion of "lesser dragon" however only the heart of the dragon when eaten will give someone absorption of "greater dragon".

I hear ya. I'm bored as heck with everything out there atm. So recently I have been spending the majority of my time playing Team Fortress 2 Beta (get into beta if you buy the orange box :) ) and its good, but not something I could play 8 hours straight. A lot of people are looking for something new to play or something DIFFERENT and really I would suggest going down the list of free MMOs that are stickied in these forums and check a few out.

Actually installing WoW from CD was the only time I ever ran into problems. Almost every first attempt it crashes my PC and then 2nd attempt it goes fine. Really weird and I don't blame them (probably bad CD drive).

Originally posted by Orca

Top 10 features...

Thats why every MMO since WoW has failed.
They only focus on 10 features... Make them good, and then screw with the rest.

Blizzard did a 100% job, by making every feature top notch.

Who's going to read "Blizzard's Top 5000 Features!" =p

Group C:

EQ fanbois :) But seriously that would be the PvE centric crowd imo.

Originally posted by Tatum

I like that idea of gaining cool mods that dont effect gameplay.  Last I heard, WAR is doing something like that with PvP.    Really, thats something Ive wanted to see for a while, the ability to gain PvP rewards that dont actaully effect PvP.

Anyway, with Halo that does sound interesting.  I know Perfect Dark kept track of your stats and in game awards, but I dont think you ever actually got anything, other than Ranks and awards on your stat page. 

Just a side question here, how is the multiplayer on Halo 3?  Almost every Halo player I know hated the multiplayer on Halo 2, just wondering what they did this time.

Isn't WAR a PvP centric game? Why wouldn't you want gameplay inter-twined with PvP combat and rewards? I could see them having both rewards that both affect and don't affect PvP.

I would say it has more to do with internet games in general becoming more and more common-place as compared to how it was in the 90s. This affected all gaming, making the push towards multiplayer implementation. MMORPG's were AFFECTED by this, NOT the cause of.

I got an email about a WoW Voice Cat contest... and I LOL'd

Originally posted by DeaconX

RAVENOUS!

Heh, that would be a good name for it :)

Originally posted by Khraiven

Yeah, many are weary of throwing out their ideas for fear of others getting credit... But what is far worse then that, is having an idea that never gets heard, and goes to waste.

Figuring I'm in this same boat of people who have great ideas, but little to no resources/ambition to carry it out I posted my idea in the gameplay section of the Developers Corner. I think this kind of openness is beneficial to the MMO-community and should not be discredited.

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