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All Posts by kjempff

All Posts by kjempff

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674 posts found

A game based on self sustaining ai sound like utopia. Ai is limited to the rules set out for it to act on, and it may control some simple things such as supply and demand, factions, alliances, places of interest and so on. But ai can not create new content, ai can not invent a new race with new lore and new graphics, ai can not react to unforeseen events or behaviour, and so on.

if they think they can make a self evolving game through ai scripting, I think they are seriously underestimatinhow destructive and alternative seeking gamers are.. They(we) WILL break the system, it is just human nature.

So the only way emergent ai can work (and make the game interesting to play), is if controlled by a council of real humans who can counter, change, adjust the world and ui continuously. Adding content to the game is also important, because a game controlled by ai is not everchanging, players will figure out the ai and see through the illusion... Atleast that is what gamers have done the last 30 years, and there is no indication ai is about to become so advanced that a bunch of theorycrafters wont figure it out.

Well Gw2 is also quest ginding, they just moved the !? to be triggered by location instead of clicking a quest giver.

The answer to your question is (and you probably already knew it), there isn't a mmorpg fitting your criteria, only some that may fit some of it. Also dungeon grinding doesn't really fit with solo.. mob grinding as main progression is afaik also non existing.

Maybe Neverwinter could do fill some of the gaps, it is solo friendly except dungeons those are group based like all dungeons in all games are, it has interesting classes and also class mechanics (aka roles), but like all others it is quest based.

 

Oh actually if you want to go a bit off mmorpg, Path of Exile launches a new "expansion" tomorrow, and that will definately cover the grind mobs/dungeon part completely, and it is actually free to play without hidden pay walls whatsoever.

I am one of those who wrote the game off. I heard about this sandbox game and I though let me have a go on the beta weekend to get a feel for what its about. I heard from a friend that it opens up at 30, and this promise was the only thing that kept me going. Tbh I don't look forward to pvp and at the crafting chores is not enough to interest me.. I haven't heard or gotten any feel for whether there is more to do later in the game. There were hints of something interesting hidden in the combat systems, but thats about it.

So I made it to 19 and since its the first run it did take me 10 hours to get there, and the journey was the most uninspired and boring experience I ever tried in any mmorpg. Not only was it extreme themepark but all the rides were cramped even tighter than in any game before and every hub boxed in with rails between them.. It was a chore, boring and pointless. I desperately tried to hop off the rails and try to explore the world because it was a sandbox game right?.. but no there was no escape, so I manned up and kept clicking pointless quests. My friend loved and clicked like mad, and I just grew increasingly bored and frustrated.. Finally I gave in and went to bed, the next day I couldn't bare to log in again.

So You are saying players should just endure the boring first 30 levels and then suddenly the game will go from the most extreme themepark closed world, to and open world sandbox game? It is hard to beleive a game would turn 180 like that, and I can read that is what You guys are saying, but there have been no indications of it playing the game up till now. What is going on, is there any reason why they would make the starting experience so void of sandbox elements when they advertise it as sandbox... It is a complete mysteri to me. It was so completely and utterly out of touch with anything I could define as sandbox or open world.

I do appreciate a game that takes efford and dedication to play, but I feel that the first part of the game will mostly make the target players quit. 

Originally posted by Fermian
Think they do have an IP problem when creating a new MMO. Starcraft and Diablo arent really RPG MMO compatible and starting a new IP for an MMO is a big risk. Think they have to start a new RTS series.

Diablo might be tough, but I don't see a huge problem with Starcraft. It is "just" warcraft in futuristic setting isn't it ? So build some stories and personalize the races shouldn't be that hard. Besides I am guessing it will not be a mmorpg in the traditional sense, it will be closer related to a rts/builder game based on pvp conflicts, just with mmorpg parts mixed in - Therefore it does not need as strong a history and world to be valid. Heh hard to say but guessing is fun.

This interview is just a diplomatic answer to something he couldn't answer yes or no to, so he decided to keep the door open and answer maybe.

First Blizzard will need to see WoW player numbers go seriously down, because as other mentioned they have no reason to compete with their other products. Also they want to see if EQN and and other builder types of mmorpgs are valid business models. Blizzard are not inventors, they are refiners, so they watch and make better models over successful ideas.

Personally I don't beleive one bit in WoW2, if they were to make a new mmorpg, I would put my money on a builder mmorpg-rts mix probably based on Starcraft.. this is also because I don't see WoW dying in the next 5 years anyways, and they need to do something new and something that isn't dragging customers from WoW.

 

Never have I been more bored in any mmorpg. I made it to 19 and I can't take this railroaded mindless questhub themepark stuff anymore - And in Archeage that part is more generic and uninteresting than ever before. Sandbox hah, maybe there is an interesting crafting system hidden somewhere, but the quest system is the purest dull themepark. Maybe there is some interesting group and "class" mechanic at later levels? I tried starting out as some kind of healer/support thing and a friend as melee, but that was pointless atleast until lvl 15 where I turned mage-ish and we parted to grind quests alone.

I played wow and I am done with it, so I really dont need another questhubber and especially not one so poorly made. Click ! Turn around, pick up poo, turn in, get next quest.. No challenge, no exloring, no reasons, no adventure, nothing to trigger imagination, just plain soul less. Am I beeing too harsh? Maybe but holy.. I am bored.

Yeah yeah its all good, but I would really rather see some improvement on the voxel system. Building any detailed stuff is a nightmare and takes ages, and that is if it's even possible to get the voxels to behave. It is not really your imagination that decides how things will look, but rather how the voxel limitations allow it to look.

Voxel boards is cool and all, but as long as these voxel shapes require air voxels around them to not distort, there are serious limitations. I do not know what could fix the problem or how, but it is a fundamental problem with their voxel system that needs attention.

Vanguard was the last mmorpg to present us a world rather than a themepark. Vanguard was the last mmorpg I wanted to explore what a dungeon held deep inside because it was unknown what surprices it held. Vanguard had combat/class mechanics that still today is more inventive and interesting than most games I can think of.

Vanguard was an infant all its life, it had the right genes but living in poverty it never grew past childhood. The only mmorpg that could have raised the bar set by eq.. Well but only if it had been developed and iterated, expanded, but in 7 years it moved nowhere (significantly).

Maybe one day will come another mmorpg that is a world and not a themepark, that let players form and choose their own stories instead of having premade stories fed to them on rails.. A game in the spirit of Vanguard and Eq.

Destructible world sounds good, but looks bad. After building stuff in Landmark I realized how limited their voxel system is to create detailed shapes with. You see the flaws in the buildings and instead of using good artists, they copied what people made in Landmark. Even though there are some amazing stuff in Landmark, the voxel based stuff wont stand scrutiny. Voxels for terrain is ok, but for buildings etc, not pretty.

What they showed with abilities that digs holes in the ground is just unfitting and unnatural, hey even in Landmark I find it kindda wierd that you can just start up your (forgot the name) "disintegrator5000" and 30 secs later having dug youself a 100m deep hole in solid rock.

First order of business should really be to try and fix the fundamental problems with voxels limited shape options and looks, that is what Landmark needs badly, then it might be acceptable to use for a mmorpg like eqnext that is supposed to compete with beautiful and almost naturalistic style in other mmorpgs.

The combat looks very neverwinter, but on the good side if it has to be action based, then neverwinter has some of the most interesting and tactical I have tried. I would have preferred less twitch action combat, but I never expected anything else. Now is the question of how it will feel when You get your hands on it, and for me to like it, it has to more tactical skill than twitch skill... sort of like neverwinter but slightly slower paced.

One thing I really hate is the excessive effects that seem to be the standard in new mmorps, it doesn't do anything for me other than give me a headache and prevent seeing what is going on.. the ability to turn off or turn down effects will be absolute key for me.

The good stuff and "next gen" is probably how the world and the game is dynamic and hopefully provides freedom instead of railroaded stories.. well lets see, that is just words so far.

and now .. to Archeage beta, lets see what this thing is :) ps. mmohuts still has a few keys (I got one an hour ago).

Originally posted by Distopia
Originally posted by kjempff

I don't beleive mmorpgs start out as 'epic' from launch. Was eq or WoW epic before iterations and expansions ? Not in my book, but they grew. So I don't buy Your rocket analogy for mmorpg launches, I think it is much more a getting some basic concepts and visions right and iterate on it, and then years and probably expansion later (provided the player base is there), the game might gradually become 'epic'.

 

Besides that, You are totally right, nothing that looks like it could grow 'epic' has been released the last 10 years - Those games fundamentals have been lacking long term vision for epicness. On paper there has been some attempts but their execution has not been able to fill the promises. Vanguard could have gone epic if it had been supported and iterated upon. Gw2 is my personal letdown, it had so much potential for epicness but the execution is a flat feeling. Next in the horizon is eqnext, but it is also just good intentions that may fail miserably under the idea that involving players makes better games.

 

The genre needs to die, so it can live again in another form, and then we will see 'epic' again, just a different kind.

The problem with posts like yours as well as the op's is that you're judging games you wouldn't like regardless of "epicness", you don't like the design to begin with or focus, it's like judging the epicness of musicians of musical styles you dislike. Or judging the quality of a steak when you're vegatarian.To many the game they're playing is epic hence why they play it regularly, as it's a subjective feeling.

These kinds of arguments have become overly redundant in the last couple years. It's a bunch of Metal heads, judging the newest acts in electro-pop.

Why spend so much time focusing on products not aimed at your taste? Nothing needs to die for you to have your game.

if those dissatisfied spent half the time they do talking about the games they dislike or the people who play them; as well as all of the numerous woes directed at them. Not to mention their ownership of an entertainment source...... Actually coming together talking about games or designs they do like, something might have changed sooner.

To put it plainly who is going to spend a bunch of money, making a game for a bunch of people who seem like a holes, when those people who look liek a-holes are the chief content in the game, and it requires actual socialization and playing nice to truly succeed?

On top of that IF it looks like you're just trolling a sub genre, no one in any place of power to change this is going to take you seriously.

Everything is subjective and I write my opinion based on my taste. It is not new that when ones opinions and observations doesn't draw a positive picture, it is suddenly trolling to those who like to see only positive. Is Beatles epic music? In my opinion it is because of its long deep history, but it's not something I ever listened to. Is some band from 2010 epic? No it isn't, regardless of taste, but it can become. Maybe that is not the absolutely dctionary correct definition, but it is mine.

About sounding like an a hole because I have an opinion.. I can only say I am not one and I think You will find many of the people who utter their opinion against (yes again subjective) shallow gaming, are actually some of the friendliest players You will find in a game.

One thing I can use is, it's true we won't change the minds of anyone by beeing negative.. Sometimes it just get out unbalanced.

I don't beleive mmorpgs start out as 'epic' from launch. Was eq or WoW epic before iterations and expansions ? Not in my book, but they grew. So I don't buy Your rocket analogy for mmorpg launches, I think it is much more a getting some basic concepts and visions right and iterate on it, and then years and probably expansion later (provided the player base is there), the game might gradually become 'epic'.

 

Besides that, You are totally right, nothing that looks like it could grow 'epic' has been released the last 10 years - Those games fundamentals have been lacking long term vision for epicness. On paper there has been some attempts but their execution has not been able to fill the promises. Vanguard could have gone epic if it had been supported and iterated upon. Gw2 is my personal letdown, it had so much potential for epicness but the execution is a flat feeling. Next in the horizon is eqnext, but it is also just good intentions that may fail miserably under the idea that involving players makes better games.

 

The genre needs to die, so it can live again in another form, and then we will see 'epic' again, just a different kind.

 

[addition] my definition of an epic game is a game I start playing one day and a year later still play and finding out new stuff every day, and in that year has given me miserable aswell as awesome moments and challenged me to progress deeper and deeper into the game and its world.

Gw2 is a lost cause to me. After so long, I don't expect they will ever understand why gamers like me find gw2 dull. But in theory anything is possible, so... Complete remake of the entire class and combat system to support ROLES and cooperative play, getting rid of the boring buy gear for points systems and introduce randomized mob drops, place interesting and challenging encounters and named mobs in those awesomely world full of cave systems and other stuff that has no meaning as it is. Expand on the great idea of dynamic events, evolve it so it becomes more than another !quest system in disguise.

Give me reasons to evolve my character, give me reasons to take the gnoll fortress dynamic event, give me reasons to play with others and interact with players and the world, give me a world that matter.

I think devs spend too little time on making interesting game mechanics. Too much time on stories, too little on creating a world. Too much focus on graphic details, voiceovers, cutscenes, animations. Too scared of challenge or bore the player in any way, and the effect of trying to avoid that is boring meaningless games with generic setups. And loads of other details that are too many to list here.

simply put.. Devs spend too many resources on the wrong things, and loose their vision in the process.. If they ever had one.

The last few times I wanted to return to poe for a little while, I was reminded why it is nicknamed math of exile. After researching new builds and the need to know tricks that You absolutely need to do to last past level 40, I just got so damn tiered and never even got to roll a character. It was fun in the beginning or when I had more time and some gear stacked, to be experimenting and theorycrafting new builds, but as poe grew so insanely complicated, we all know you need to do some real specific things and play a certain way and woupti, you get 20 times the power (not exxagerated).

I hope poe will try to fall back to a more balanced game where expert builds are not that much better and the fun of "just playing" returning... Once I almost returned to d3 out of sheer frustration, atleast everything doesn't change radically every patch.. Yeah I know, shame on me haha.

You just don't have much interesting things to say, and I don't want to hear you talk like a moron to impress, and i can't filter my ears but I can easily ignore typed stuff.

For more "serious" stuff related directly to the game (raiding, grouping, orgazing etc), Voice chat has its good uses.

Still, it messes with immersion, but games are so fast paced now that it's hard to live without.

This is not serious. Eq2 has (well had) the bestcrafting system and its not even on the list. Vanguard or even wow is better than some of the mentioned.

The simple answer to getting rid of the ! hearding is to make quests interesting and valid. Valid in the sense that the reward from a quest should matter, should have value for longer than half a day. Interesting in the way that there should be some kind of challenge to finishing a quest, it should take time, it should require other quests, faction work, farming, co-op, travel, etc. All in all questing should be something challenging and meaningful both in terms of story and reward.

Then the players will seek out and do those quests regardless if there is an exclamation mark or whatever way it is done. But it only works if mmorpgs get out of their story based railroading herding mentality, and instead give the player more freedom.

 

Yes gw2 has some freedom in its dynamic event system and level scaling system, and theoretically allows you to go where you like. That system cause numerous other problems, and it has even worse item devaluation problems leading to a complete lack of any excitement over anything you do. The buy gear for point systems need to die and gear drops, quest gear and randomization on drops needs to live (once again).

Best options seem to be in the future.. If they don't mess them up. Still, got to start loving what youcan get, because there are not going to be another mmorpg in the spirit of eq/vg. I am afraid Pantheon is dead and the playerbase for such a game looked to be lacking.

EqNext - Interesting new concepts, maybe not all good, but hey atleast they are trying some of the ideas we thought mmorpgs were heading 10 years ago.

Archeage - Yes well its been said.

FF - pretty good oldschool qualities, but really really asian.

daoc unchained - promises much also in the non pvp department.. If they can deliver half of if, it will be a darn good game.

Various new low budget/indie comming up - but a lasting home? probably not, but lets see what happens. I am looking at Albion at the moment, although pvp plays a major role, it still sound interesting.

emucaughlacaughtorscaugh

The problem with f2p in general is that the cost to play is often hidden. Hidden behind complex currency systems and the actual cost only reveals itself after having invested considerable time into the game. There is also the issue of trust where a mmorpg player needs to trust in a company and its ability to provide a long term game experience, and not just sucking as much money they can till you had enough.

The good f2p models are those where there is a simple system that gives a clear idea what the cost will be for you. The ugly ones are those you invest efford in, and only then realize there are pay walls.

So, weak race for freebies and powerful races for paying players?... It can be ok if the difference is known by a new player just starting the game.. Not ok, if the realization comes later.

 

Examples of honest f2p models: trials limited by time, areas or other features that are clear from the beginning. Game time purchases and earn by playing. Expansion locking as long as it doesn't get too micro. Pure convenience features. Art, style and effects. External systems, services etc.

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