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All Posts by Nitth

All Posts by Nitth

121 Pages « 1 2 3 4 5 6 7 » Last
2411 posts found


Originally posted by Lord_Amra
Ok, seriously.

So the MMO genre has changed and morphed over time. I think many of us have gripes about how easy and simple most current games have become. I too miss the days when MMO meant multiplayer for a good chunk of the content and am a bit tired of the solo MMO attitude and lack of interest in grouping/multiplayer content.

I remember the days of waiting for enough people gathering in Moonbrook to run the Deadmines.

The general chat announcement of "seeking more for Freeing Dori" or "need Loremaster for Book7/Chapter 3".

The thrill of victory when a group successfully ran through a piece of content and the agony of defeat when a crappy pug fouled one up.

So my question is this: what current game has the most/best content of the classic MMO style that you have played? GW2 has group content, but it feels more like a swarm than a team. SWTOR has the heroic areas; WOW has the original dungeons, but it seems simplified and too easy with the LFG tool and speed and at which you level through.

Thoughts?

 



EvE..

nvm


Originally posted by seanfitzs

Originally posted by SoMuchMass Based on some peoples logic here, if I started an MMO and could buy a character at max level with full epics when the game launches it would not be F2P?  Since you can do that in game anyway?
You are correct, if you buy that char and in 6 months I get to max level with epics, we are both on an equal footing but who got cheated, it would be you because I played the game for 6 months and had a blast and felt pride in my task.

Did it bother me that you got you char in 5 min's no. it did not effect me at all, you lost out by buying it.

If I go up against your char in pvp and another char that grinded out the gear I don't know the difference and don't care.

Cash should just be to help you along because you don't have the time other people have, if you just buy everything you just cheat yourself not the game.


How does that logic make any sense. the player that reaches 'cap' first will alwas keep progressing in some form, Usually what happens is new cap content will open up for him/her while you still killing rats in the swamp.

....

Why cant it be simple. Everyone plays a game by its rules without outside influences.


Originally posted by Livnthedream

Originally posted by Nitth  

Originally posted by Livnthedream So is every rng based system ever. Are you saying that all rng should be removed also?
Random number generated loot is Random your not going to a cash shop with a shopping list.
Again, why does that matter? How is it any different for the person who gets "lucky" and gets it first time and the person who has to run the dungeon 600 times to get it? Why do you think so much have been moved off from random loot tables and instead have been moved to vendors.

Buying in a cashshop is 100% odds that your going to acquire THE item you want.

Running a dungeon under rng has the same odds for everyone. Everyone gets a dice roll and a chance to win.

Sounds like a perfectly fair system to me.


Why do i think its moved to vendor bassed gear distro? Because people lack patients to play, and want it NOW.


Originally posted by Livnthedream
So is every rng based system ever. Are you saying that all rng should be removed also?

Random number generated loot is Random your not going to a cash shop with a shopping list.


Originally posted by Livnthedream

Originally posted by Nitth   You do. with one quick transaction you can play with the big boys.
How is that an advantage?

Because your cheating the acquisition time of getting the items.


Originally posted by seanfitzs
Player A earns full epic gear in game, player B buys full epic gear. Player A and Player B meet who has the advantage?

I am player c I don't have any gear, I meet player A and player B they both kick my ass, which one has the advantage?

 


You do. with one quick transaction you can play with the big boys.


Originally posted by MMOPapa

Originally posted by Hrimnir You're gonna ship yourself: https://www.youtube.com/watch?v=Vxxnq5YAVHw
Mmmm ready for round two...?

http://www.youtube.com/watch?v=Ab9e764D7cI

"Gimme Dat"


"i'm not buying this shit"

So refreshing to see a negative testimonial lol

His marketing works, I actually want to try it out now lol

New Laptop...
Hardware « General Discussion
5/12/13 1:35:19 AM


Originally posted by syntax42
If you don't care about gaming, and you want something thin, what you want is an ultrabook.

If you're limited to a budget of $800, the highest screen resolution I saw on Newegg was 1366x768.

Anything with Windows 7 or newer will have your DirectX 10 compatibility.

Anything newer than 2005 is probably going to have a dual or quad core.  I'm just guessing on the year, but very few CPUs are single core these days.

 

The problem with going thin is that you can't dissipate heat as well.  Laptops need air to cool off the CPU and GPU, and you can't get air flow with a thin system.  Don't even try to game on them because they will be prone to overheating or cooking your legs.

After looking at the specs for them, are you sure you want an ultrabook, or would you like to re-think your requirements?


It's actually for school work.. I need to replace my existing laptop which is a old core duo 2.4ghz which is heavy as a brick and lasts about an hour on battery...

I want to rectify that by having a battery life of maybe 3-6 hours?

The programming work that i do requires that have directx 10 compatible hardware and moderate cpu performance.

New Laptop...
Hardware « General Discussion
5/11/13 10:30:36 AM


Originally posted by Ridelynn
Wait a month or two for Haswell.

If its new its going to blow my budget..

New Laptop...
Hardware « General Discussion
5/11/13 10:23:09 AM

Looking at getting a new laptop/ultrabook

Budget =< $800

Considerations:

  • Ultra Thin
  • Extreme Battery LIfe
  • Windows
  • Dx10+ compat
  • Dual or Quad core.

"Non essential" qualities

  • 1920x1080 resolution

Suggestions?

I admire your graph making skills :)


Originally posted by Hrimnir
If Doom were released today:

 

http://www.youtube.com/watch?v=C4yIxUOWrtw


Watched the video, Still don't understand your argument.


Originally posted by filmoret
Bunch of trolls it says "Simple"  I'm done, this was suppose to be a discussion about things you would like to see fixed but instead I see most of you just accept the idea that it isn't simple after all.  Even though I said clearly "SIMPLE"

I think you really need to accept things arnt really as simple as they appear. But ill tell you what, Ill address what your concerns are in the root post.

1.But why is there never a fix to the gankfest?
Human nature takes a big part in that, If people want to congregate and go on a man hunt there isn't much you can do about that. You could limit the encounters to 10v10 and you could still end up in the situation where 9 players smack the shit out of 1.

Even if you diluted that down to 3v3 that will still occur because the most productive way to kill enemy is to combine damage on 1 target.

2. Unbalanced factions?
Same above human nature comes into play. People tend to like winning. So its no surprise that some people may choose to faction hop of find other means to increase their chances of winning.

Both of these issues are not programming problems.

3.Overpowered classes?
This however is a programming issue. The amount of data needed to see what is actually going wrong is not trivial. The event has to be 'caught' and replicated to make sure its actually there.

At first you might think. Well a hunters 'Fast shot' is doing 1000 dps well just changed that up to 500.

Besides the obvious that code is complex, and not as trivial as you make it out to be.

1. There is dependant variables, such as threat which need to be accounted for as well.
2. If you change it without the proper data then the class may under proform
3. You haven't taken into effect any buffs that rely on (or append) the damage as a modifier.

Thats just off the top of my head.



Originally posted by filmoret
Because most of them are.  Sometimes its just changing a number in a code string other times its creating a few variables.  However none of them should take over a few hours of coding.  That is simple compared to thousands of hours creating expansions.

You make me laugh...

What if that variable was a dependant of another object? you could break that too.


Originally posted by Dihoru

Originally posted by Nitth  

Originally posted by Dihoru

Originally posted by Nitth  

Originally posted by antidotik Hey, I was wondering if it is possible to make a "open-source" MMOG, completely free with enough virtual space to allow anything and everything to be created and done by anyone, where game mechanics would not be the same at different places of the universe. Imagine that Everything is based on "open source" content, people create worlds and universes. at one point there will be a multitude of "games" in the game.   And now imagine all this based on player enthusiasm, no one pays, no one gets paid to make content (at least at start) as the "universe" evolves everything can be possible Now another question is what it would require to keep a megaserver of this magnitude up and running or other policy questions (e.g. to prevent the "owner" of the server to take control of the "game universe" and do  whatever he wants) It's hard to explain but just imagine something so big and so real that people will want to take part in and build it themselves. Done by players for players. The quintessence of "Sandbox".  
  People will need to be compensated for their time and a lot of time is required to keep something this large functional.
F2P system in lieu of open-source, or perhaps a hybrid. Something which does not constrict player characters in terms of development but does limit an aspect of the game (say for example housing or politics or some such).
  I think you will have trouble with an opensource licence if you try to use micro transactions..
Depends on the license and who's using the micro transactions. I stated the above as an idea for the developer, the open source license could stipulate that the cash shop is off limits for non-official servers to use or it could allow them on a contract basis (basically the game would be free, the shop would be licensed for a certain fee).

Not trying to sound difficult, But im trying to express that alot of things need to be considered..

As to your above post i don't know that you could actually put a clause in an open source license to do what you say.
...


If under a open source licence which entitles users to:

Freely modify, Build and distribute software

1.Then i think its a hard to sell things to people that are already entitled to the software.

2.It Will be hard (both legally, and Technically) to stop uses modifying there software to include items that would otherwise be available in a cash shop.


Considering the above, I think it would be wise to re evaluate using an open source licence for a project like this.

Maybe something along the lines of a closed source contracted licence for interested parties might be better?.


Originally posted by filmoret
With over 15 years of pvp gaming I have seen almost everything.  One thing I have never figured out is why the game devs hardly ever fix simple problems that arise.  It is like they don't care about the pvp community.  I tip my hat to LOL for actually attempting to make their game balanced.  So far this is the best pvp game I have ever seen.  I tip my hat to SWTOR for making the most balanced battlezones I have ever seen.  I do realize that making money is the priority of games, and a player who spends over 1k$ on a character should have an advantage which is why I completely avoid these types of games.  But why is there never a fix to the gankfest? Unbalanced factions? Overpowered classes?  Even reading the comments of gamers some of them believe there is no fix and that is how it works. But I would like to say yes there is a fix to every problem in the mmo world.  The developers just need to be more creative.

What makes you so sure its a simple fix?


Originally posted by Dihoru

Originally posted by Nitth  

Originally posted by antidotik Hey, I was wondering if it is possible to make a "open-source" MMOG, completely free with enough virtual space to allow anything and everything to be created and done by anyone, where game mechanics would not be the same at different places of the universe. Imagine that Everything is based on "open source" content, people create worlds and universes. at one point there will be a multitude of "games" in the game.   And now imagine all this based on player enthusiasm, no one pays, no one gets paid to make content (at least at start) as the "universe" evolves everything can be possible Now another question is what it would require to keep a megaserver of this magnitude up and running or other policy questions (e.g. to prevent the "owner" of the server to take control of the "game universe" and do  whatever he wants) It's hard to explain but just imagine something so big and so real that people will want to take part in and build it themselves. Done by players for players. The quintessence of "Sandbox".  
  People will need to be compensated for their time and a lot of time is required to keep something this large functional.
F2P system in lieu of open-source, or perhaps a hybrid. Something which does not constrict player characters in terms of development but does limit an aspect of the game (say for example housing or politics or some such).

I think you will have trouble with an opensource licence if you try to use micro transactions..


Originally posted by antidotik
Hey, I was wondering if it is possible to make a "open-source" MMOG, completely free with enough virtual space to allow anything and everything to be created and done by anyone, where game mechanics would not be the same at different places of the universe. Imagine that Everything is based on "open source" content, people create worlds and universes. at one point there will be a multitude of "games" in the game.

And now imagine all this based on player enthusiasm, no one pays, no one gets paid to make content (at least at start) as the "universe" evolves everything can be possible

Now another question is what it would require to keep a megaserver of this magnitude up and running or other policy questions (e.g. to prevent the "owner" of the server to take control of the "game universe" and do  whatever he wants)

It's hard to explain but just imagine something so big and so real that people will want to take part in and build it themselves. Done by players for players. The quintessence of "Sandbox".

 


People will need to be compensated for their time and a lot of time is required to keep something this large functional.

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