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All Posts by centkin

All Posts by centkin

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874 posts found

The problem is the elf, hobbit, and dwarf classes have too low a maximum level and the humans can just keep leveling up.  Attack Ranks just aren't the same.


On a more serious note, it depends upon what the game is trying to achieve.  If every Karak is the same (well two choices) at least you know what you are getting.  It can make it difficult to tell one from another if they all end up looking the same.

Stylized for certain.  If you try to go realistic, it is so easy to fall into the uncanny valley and far too many resources are required to have the game stay to the right of that mark. 

Actually, I kind of like the way Asheron's call did it, but not so starkly.  In Asheron's Call you had the biggest benefit at 6 or 7 people but you could have 8 or 9 if you wanted, you just got somewhat less exp for it.

If a group size were flexible, then you could say have 6 be the optimal number, but 7 or 8 (or 4 or 5) wouldn't hurt much, but say 9 to 12 could be doable with increasing penalties(or loss of bonuses if you run that way). 

So a dungeon would be tuned for 6 players.  If you went in with 7 players, it would give similar rewards, but if you went in with 9 players, your rewards would be reduced.  The exp in a 6 person group would be optimal and would drop off on either side.  It would be such that if you had 2 players coming in as replacements for your party hunting in some zone somewhere, they could join your group bringing you temporarily to 8 without causing too much of a loss.

I don't think there are ENOUGH low quality games.  Everyone has to kick out a low quality endeavor before graduating to a high quality one.  If nobody likes the game then it won't be played.  If a niche likes the low quality game, then the game is serving those niche players. 

Plus low quality is in the eye of the beholder.  Are you talking lousy graphics?  Lousy graphics do not bother me all that much. 

A bad mark in some aspect of the game tends to turn off some people but not others.  So long as there is some wheat amongst the chaff, someone will play.

Support classes are very difficult to balance.


They can either kill monsters that they do not want you to be able to kill (albeit sometimes slowly -- kind of like the tank dilemna) or they aren't able to solo well at all, or BOTH.

They could be worthless in a pair or too good in a pair.  If 2 DPS do better than DPS+Support then the support is worthless in a 2 group.  If Support+X is too much better than 2 X then there is too much call for them.

If Support can't solo and/or can't duo well but are NEEDED for a group then you do not have enough of them at the endgame for groups. 


It adds a level of complexity that makes the game harder to code/balance.



Originally posted by Dauntis

I really need a really active free MMORPG that will run on a Commodore 64, must be medieval fantasy and allow me to play a monk/sniper dragon and have fully customizable ui, armor coloring and be fully 3d rendered. Oh, and if they could send me a million dollar check once a month that would help.

It is amazing what some people expect.


The game you are looking for is called "Habitat."  It was... Well you can look it up, it actually did exist.

It depends upon if you have a world or a themepark. 

With a themepark, the quicker you shuffle everyone into the same area, the less duplication of effort you need to make and the more uniform the product(the players) are.

If you have a world then yes, you get a LOT of duplication of effort with the starter zones.  You also have scarcity of resources at the beginning of the game because nobody can make it from point A to point B and the first traders to bring those minotaur axes to queynos will make some coin doing it.

I think part of the problem these days is just how FAST we blitz through the low levels of the game.  If you are going from level 1 to 20 in a day, then it is an utter waste to have many beginning points UNLESS you are going to follow through with it and have different quests for each race and have the player constantly wanting to return to their hometown.

In the old days, you could play through the game without duplicating ANY effort with a second or third character(and this tended to end at endgame and in every expansion where everyone played the content together).  In more recent games, you can do it TWICE if it has factions. 

Actually expansions have really hurt this.  There is practically NEVER any point to playing expanded content twice.  It is the same or VERY SIMILAR even if you are on opposite faction sides.

It would be nice (but a lot more work) if expansions had different views of things and areas that an orc would want to go to but a gnome would have no reason to be in.

Originally posted by d_20

In most threads here these days, there is almost always some discussion of monetization, payment model, or the game development industry. It seems to be getting increasingly rare to see discussions that remain focused on an actual game, its world, the way it's played, or some other aspect not at all related to money and business.


Do you agree that this is true?


If you look at the old threads from years ago when this forum was young, how have you seen the environment changed? What do you think it says about the state of mmorpgs (a term we see less and less, as it is fast being replaced by simply "mmo")? Why do you think we players and fans are so interested in the money and business aspect of our hobby?


Is this a good thing? How do you see it playing out over the next couple of years? Will we even still use the term MMORPG five years from now?

When the site was young, there was no such thing as the kinds of monetization that we see today.  MMOs generally had subscription fees, and except for discussions on why a prestige server would work out really well, or really badly, or whether or not whole games should have a $30 or $5 subscription rate instead of the normal $10 that all games had back in the day, there really wasn't that much to talk about on the topic.

Now that we have freemium models out there, the genie is out of the bottle, along with all of the implications of such like people having advantages by spending money outside the game in the game.

Not that THAT discussion didn't take place occasionally in the olde days.

Originally the games did not mind AT ALL if you sold the occasional item in game for real life money.  Some people did it to support their gaming habit.  Others bought items to avoid huge grindy camps, or out of convenience.  Most people who participated in this were pretty neutral in their buying and selling.  It was simply an outside method of easily selling that rare item you got that your class couldn't use.  Since there was little or no binding on pickup back then, there was plenty of opportunity for this kind of transaction.

Then games started to clamp down on this.  Dark age of Canterlot I think was the first to really have it from the beginning that THOU SHALT NOT SELL ITEMS.  But even DaoC had transfer of character accounts (albeit only ONCE) as an option.

Games started cracking down on the small time sellers of stuff and eventually pushed it underground and 3-rd party, usually foreign companies filled the void.  All of a sudden you had companies selling gold in games and it became less personal.  It also became more hated as it became more organized, and far shadier because each transaction could get you banned.

My thoughts are that even back here the game companies were thinking about freemium models and cash shops.  If they could get that money.... 

The whole push at that time was to change the thinking from "Items you earned in dungeons are YOURS and you can do with them as you may" to "Items you earn in dungeons are the property of the game company and you are not allowed to do anything with them other than rent them for as long as you play your character."

The whole idea of say Everquest 1 selling gold in game or having good dungeon items like Jboots for sale on some kind of marketplace would have gone over like a load of bricks covered in refuse.  The overton window had to move and that is what happened.

With WoW they had a game popular enough to buck the trends and try out a "cash shop."  It started with things like cosmetic mounts and services....  Eventually the players were softened up to the possibility that games started out with cash shop models and we ended up where we are today.


Originally posted by Razielu

You all are so obsessed with adding negatives on death, how about adding bonuses for living the longest and then resetting them to 0 for dieing?

This solves two things, gives an incentive to live in a game and act in a game to receive benefits for it (beyond just a drop and afking) but also fear of dieing and losing the "boons" and "buffs" you accumulated.


Anyway my 2 cents.


Losing a bonus is the almost the same as gaining a penalty(imho it is a bit worse)

At any rate, Earth Eternal did have a death penalty like you are talking about.  You gained heroism for every monster you killed and lost half of it on death.  Heroism affected things like drop rates, and loot quality, as well as providing extra luck and some extra hit points.

The problem with it is that when you had a TON of heroism, your character became less heroic.  The loss was just huge between maximum heroism and half. 

Systems where you build bonuses but lose them on death lead to people absolutely paranoid about death once they have reached a critical point.

Actually when you get that great new monitor, then those graphics cards will have trouble pumping it and you will end up having to upgrade the video card(s) to something like a 970 or 980.

How about this...  Every time you die, you pick up a new phobia or insanity... 

You died to a snake boss...  Now you have a fear of snakes.

You died from a fireball... Now you are afraid of fire... 

You might get claustrophic and take minuses in dungeons.


You can get rid of one insanity per day at a cost.


LFGame « General Discussion
2/16/15 10:50:27 PM

If you want something one off, maybe Skyrim.  That is the single player game that they decided to simplify, modify, and turn into ESO.


If you want something very different, maybe Darkest Dungeon? 


If you want something more along the lines of Tera but more streamlined in the combat...  Vindictus.


If you want something crazy different for a while but still an MMO, there is always Cabal.  I loved the combo system in that game. 





My take on death penalties...  This assumes you have base stats in the 100-200 range.


Dying makes you lose 5 stat points chosen at random (so you could end up losing 2 strength, 1 wisdom, 1 agility 1 dex). 

Individual deaths wouldn't make all that much a difference but as they started to mount then the burden on the character would be greater.

You could reincarnate into your same class and any race at a cost of 2 levels.  This would also reset your stats to however you wanted to allocate them and give you a respec.

You could reincarnate into a similar class with any race at the cost of 5 levels.  (So a pure fighter could become a hybrid.  A hybrid could become a pure member of whatever their class was a hybrid of...  So a Paladin could become a fighter or a cleric.  A cleric could become a hybrid class of any sort that has one part cleric, etc.) 

A GPU issue?
Hardware « General Discussion
2/14/15 4:03:33 PM

That assumes that it is reading things correctly.

Take the graphics card out of your computer, and blow all of the dust out of it.


You can also check to see if any of the capacitors are blown. 

Then there is if the cooling part of the card is actually cooling it -- is it attached properly etc. 


Beyond this you might want to try clocking the card down.  Maybe it would work better at a lower frequency.

Asheron's Call had the best slot machine.

I mean any normal monster could manage to give you that special item.  An item that you looted could be good because of its AL, its prots, its majors/minors, it could be a self-buffing item someone could want, it could be a desirable color combination.  It could be simply a high quality item of a desirable material that you wanted to salvage.

Also the loot self-modified.  What I mean is, if you found a double major, you were FAR less likely to push the crafting on it than if it was something more mundane.  Hence you could take 15 more normal items and craft one into a powerhouse, or get something special that you are afraid to craft up.  Of course the very best were to those who dared.

This made an interesting marketplace as well because the 10 tinkered double major item was worth FAR more than an untinkered one. 

I like loot to be analog as opposed to digital. 

What this means is that items would go in a range instead of being discrete. 

Raid X can drop a helmet of wonders, but that helmet of wonders can range from being +30 to armor to being +40 to armor.  Now when a +36 drops, it is a bigger question of whether you want it because if you wait you might get a +38 one and you aren't going to get two of them because some other member of your guild would be better served with the upgrade.

This also means you can do group and raid content that you might not normally do because a +25 to +35 armor item might still be useful to you if it happened to roll high end.  Plus just that you have all the items from raid Y doesn't mean you couldn't get an exceptional version of the item.

It also makes crafting more useful.  When you can craft a +30 armor item and every item is the same, then it is a commodity.  If you can craft a +30 to +40 item then the best crafters in the game are going to be using the +40s.  In essence it allows a bridge to content for a crafter that is not as obtainable from a crafter.  The ones you see on the market are going to be +31, +33, and the +39 version will sell for a ton more. 

Well, if a box price for a game is say $60 and the subscription rate is $15 and there is a free month with the box price then you are looking at someone having to play for FIVE months for the subscription amount to equal an extra sale.

At half that, you would be looking at NINE months.  I think the real question comes down to, "How many people are still playing nine months or even five months later?"

The sub price these days has become a much smaller part of the equation. 


What you said would be interesting actually if it were refundable.

Lets say you had a game that had a modified buy to play model where you had the game, but the subscription was $5 per month(even smaller than you said) and that subscription would be applicable to the next expansion.  The game would have expansions every six months and those expansions would cost $30 LESS however much you paid in subscription fees.  This would remove the whole "lets stop our sub for 3 months before the next expansion" thing.  If an expansion was running late, subscription fees would end once $30 was banked.

I like the shinies.  This was one thing Rift did well, lots of shinies in hard to get to places.  The only thing they did wrong was not having the rewards for the sets be high enough.
Loktofeit's is closer...  Adventurers are there to fight in the pitch black against huge odds for your enrichment. 

They consider a WoW 2.  They made the same decision that Ultima Online did and did not make the jump to a new game.  Whether that was smart or dumb, only time will tell. 

UO2 was the game I was looking for during the time of WoW/Everquest 2.

UOX was the game I was looking for later on when there was a shot of it actually shaking anything up.

In essence Blizzard has too much to lose trying to migrate the WoW players into a new Blizzard game and they decided to let the chips ride. 


Computers haven't gotten tremendously faster over the last few years.  Because of this we have not seen the advances we did back in the golden years of MMO's.  If anything the graphics outpaced the content and the games of today can't handle things that the games of old did with their simpler graphics. 

Things have gotten more expensive though for AAAs, but cheaper for the Indy. 


So here we are. 

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