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All Posts by centkin

All Posts by centkin

46 Pages « 1 2 3 4 5 6 7 » Last
908 posts found

I miss my early beta disciple -- before they changed the way their gameplay flowed.  I liked it when they did constant chains flowing like a river -- you went one way or another through the chains for the abilities it would open x turns into the future.

This was before they nerfed the difficulty of it and slapped limits on how often you could progress etc.

I also miss diplomacy, although again, beta diplomacy without the uber powerful cards.

Fantasy Realm...

Their short lifespans give them a low wisdom score, but makes them live fast allowing  them gain a significant bonus to learning speed over longer lived races.  Their ancestor's arborial heritage gives them a higher than normal agility.  They see in color unlike most races in the game, giving them several bonuses where color means something. 

This might push the price of standard SSDs low enough that HDs will for the most part go away except for huge data drives.

Horizons had the best flight and housing(dragon laircrafting was insanely nice)

Everquest had the best endgame raids and endgame period with the AAs that extended leveling past levels.

Warhammer had the best scenario based RVR.

Asheron's Call had the best loot slot machine.

Rift had the best spontaneous events.

Rift and Everquest 2 tied for best shinies(collections).

DaoC had the best world RVR.

Vanguard is worth an honorable mention for the Diplomacy system that they failed to do enough with.

---

The absence of crafting as a winner is purposeful.  No game has won that yet.

 

Everyone talks about all of these asian wow-like games, but I am not even seeing those or even the animeish types that were similar these days.  Either they aren't getting any play, aren't releasing in english, or do not exist.

 

What happened is computers stopped getting faster at the rate they used to, and some graphics overreach occurred. 

MMOs of old tended to push computers.  That new Everquest expansion needed a new video card if you wanted to see the trees sway. 

Computer power came to a halt about the same time MMOs did. 

The problem is there isn't enough power to have the kind of world and interactions that people want on an MMO scale. 

So what you see is same old same old.

It will not be until optical or quantum computers hit the mainstream that MMOs take that huge next step.  Silicon just doesn't cut it.

I utterly failed to "get into" GW2 myself.  I am just happy I bought it on pretty extreme sale ($10) as opposed to having bought it a long time ago at $50.  I had considered it a few times and I wouldn't have liked it any more.  It is one of those things where some games are for some people and some aren't.  I couldn't get into Wildstar either. 

This was the problem of the two "half games" that released around the same time.

 

Tera had the combat.

TSW had the story.

 

If you combined that peanut butter with that chocolate you would have something special.

Games should make new servers every couple of months.  Said new servers would have a bonus to experience and be temporary.  5 days after you hit max level or after 4 months, you would have to transfer to one of the other servers.  Guilds would be able to send ghosts in to recruit people. 

This is another reason why the old games blaze more in people's memories.  New servers did generally happen occasionally.  There is definitely something to joining a server or game in its infancy.  Games generally only have new servers at the start and then collapse things today and the open betas and paid betas/fake alphas are removing the ability to really have an even start at the beginning of a game. 

 

If anything, I have tons more fun these days in the beta phase of a game than when it is released.  Pre-release is the only time you get that old days feel to a game where the community is better and everything isn't pre-known. 

 

I only don't like them when I am unable to play during them.  Sometimes I wonder if it would be better if they gave everyone 8 hour double exp items that could be used at anytime during the week in question.

 

Generally when these drop for an MMO, I have a plan.  Whether this is gaining levels on my main, advancing an alt or two, maxxing a CRAFT skill or two, working up skills that I do not have on a character (adding a new weapon type etc) depends on the game.

More often than not, I use those kind of things for crafting experience. 

----

DOUBLE isn't quite necessary though.  I would rather have more frequent 50%+ events than 100%+ ones.

One other note -- this kind of thing CAN bring me back to a game where I was considering returning to at some point and I am now several expansions behind.  (level cap was say 80 when I left and now it is 100 with most people 95-100... Having a 2x exp event could make me choose that time to return).

Actually, I have no problem with quest trackers so long as the questor would naturally have that information.

The elves you are trying to protect KNOW exactly where the orcs are coming from.  They have lost several scouts securing that information and would be remiss if they didn't give you that information on your map.

The farmer only knows vaguely where the wolves live that have been ravaging his farm.  You only get a general direction here.

The poor family who had their daughter stolen by the sidhe have NO IDEA how to locate the sidhe, and only know it was them because of the changeling they left in her stead.  For this one you will be following a cold trail.

 

Originally posted by Loke666
Originally posted by Malabooga

They have done badly and below expectations because their expectations were....retarded, no need to sugar coat it heh

SWTOR and WS had quite different setting than WoW yet it did not help. WS even bragged about not going mainstream but after miniscule niche. Same with SWTOR, their endgame was niche (basically raid or die). Better perspective would be that their "long term game mehanisms that extend gameplay" werent suited for mainstream and were way too niche. When mainstream audience hit those they stopped playing, its quite simple. TSW also tried modern setting, AoC....

But thats going a bit too wide, crux of most complains is not about that, but indeed about mainstream games being mainstream.

if youre going mainstream be sure that you have mainstream retention mechanisms, which most of those games didnt have.

TOR is actually earning a lot of cash nowadays, but for a Star wars game it should probably do better. But the thing with TOR is that it is a very instanced game that focus on the personal story and that do affect the long term playablility somewhat.

But I do agree with you there, the mechanics need to work with the game and trinity combat and raiding endgame doesn't really fit perfectly for a Star wars game. And adding super easy casual gameplay for the open world and as soon as you are top level changing things to hardcore raiding is pretty stupid. That means raiders will be forced to spend 3 weeks in gameplay they hate before starting and casual players have nothing to do at all after a while. And of course this is also a typical example of lack of originality since most games do the same thing here.

But the setting do matter and so do the mechanics of the game and just using the exact same thing as everyone else will mean your game just will go unnoticed as a one of many game.

Some expectations from certain studios were indeed incredible stupid (Warhammers Barnett must have been smoking heavy stuff for thinking he actually would get most of Wows players)  but even more realistic ones have not gone as expected.

 

If Warhammer didn't have issues with the battles at the fortresses (which was initially HIDDEN by them making the zones very difficult to flip) and if they had a GOOD city defense // sacking system instead of what they had, then Warhammer might have met that vision.  Warhammer was a very good game, except for the above and the inbalance between order and chaos.  It also initially did pull quite a large number of people from WoW.  They went back once they found out about these problems. 

 

The problem comes from there not being anything worth doing solo at all at the level cap.  Most people do NOT want to group/raid ALL THE TIME.  Some of the time sure, all of the time not so much.  At a lower level there are usually decent world drops and rare drops that are usable, even if you group as well.  At the cap, typically all you can do solo is farm for coin or faction.  If you occasionally group, even the poor group drops will be better than anything you will ever get solo. 

Playing solo should present rare drops that are as good as good group drops and extremely rare drops that hit the beginning of raid drops.  We aren't talking common, but there should always be a chance however small that you can solo monsters and get something useful.  When it reaches the point where you can absolutely get nothing that will improve you from any solo encounter then there really is no reason at all to do so.

The other option is to have some item that has an X% chance(diminishing returns on using it multiple times on an item) to improve an item by a small amount.  If something like that dropped off solo monsters then even raiders would have some reason to fight said monsters, even if those items also dropped off other monsters.

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.

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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. 

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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.

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