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All Posts by centkin

All Posts by centkin

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901 posts found

If I were limited to only one, I would say non-consentual PVP/griefing.  If you turn the game I am playing into a gankfest, I will leave so fast I won't hear the echo of the door slamming.

 

 

Fire Dust
General Discussion « Project Gorgon
10/19/14 12:53:52 AM

Fire dust is easy -- if you kill the red spiders in the zone, they give 3 or 5 quite often.  I was wondering if they were bugged with the amounts they give.

 

(algeni on PG).

From what you have asked, I would suggest Everquest 2.
I suggest the original everquest.

Asheron's call had some really difficult dungeons.

 

Everquest had some really intricate raid encounters.

Warhammer was the attempt at DAOC 2. 

 

The one from that list that would be emminently doable would be Asheron's Call.  AC3 would be a wonderful thing.

Thing is you could do things with $100 per month that you could NOT do at all in games at $15 per month.  Once you get to that point you could have person-run NPCs doing dynamic quests.  Think about it this way -- you complain to customer support that you are being griefed in game, and they decide to run a mini event that messes up the griefing.  It gives all sorts of options.  Many of the high end targets could be being run by actual people as opposed to computerized ai. 
My limit?  $50 per month if it is something I enjoy... maybe even $100 per month but it has to be something truly special, not some ftp whale oriented game where it just gives you an advantage.  I actually am of the opinion that sub based games kind of shoot themselves in the foot by limiting themselves to around $15 per month.  I also think FTP games mess up by feeding the $30-50 per month crowd to the whales.
I would say it was a mud named valhalla back in 1990.
WoW is on its way down.  This would not be the time to pay $1,000 for it.  I doubt it would be a good investment long term.
Originally posted by Adamantine
"Greener Pastures": not found.

The world is an imperfect place.

I loved diplomacy in Vanguard -- especially back in the beta.  There was so much they wanted to do with it and they only managed a small amount.  Someday another game will have something like diplomacy.

Time was when getting into what they call alpha these days required a dedication to actually test the thing and a reputation from other such testings or a significant amount of luck.  Getting in at least a year before release is when you actually can make some difference.  Paying for previews is a whole different kettle of fish.

Gut Feeling.

Flurry of Arguments.

Lay Blame.

Greener Pastures.

 

Pay to Win generally means the game caters to whales to give significant advantage over people who pay at normal subscription levels to twice that.

When you have a massive boost in the stats etc given by items at high plusses and you have to pay for protection for the items in question or they break and the chances are low for them to work, you have the makings of a pay to win game.

IE any normal person can only get them to +8.  You can pay about $20 and likely end up with a +11, or you can pay about $800 and get a +15.  The +15 does three times as much damage as the +8, and encounters are scaled so the +15s are needed to do a significant amount of the content.

Originally posted by Mtibbs1989

I personally think Companies are paying too much for the current crop of programmers and game designers with the titles they're releasing. This is not to say all designers and programmers are bad. However, many of the games recently released have been released in terrible states and at times taken months to fix their issues.

In all seriousness I hate purchasing a product with such poor quality programming. I understand that there will be bugs in games and I'm fine with minor flaws; however it's getting to the point where it's becoming inexcusable how companies continue release products in such terrible states.

I shouldn't hear games for example; Star Wars: The Old Republic costing $500,000,000+ (and the company boasting about it) when the end results don't match the amount spent.

That money is certainly not going to the typical programmer.  There are a few people up the top making money, but your typical programmer (one of the cogs in the machine) is making far less than you probably think and working worse hours than you would imagine as well.

Originally posted by nariusseldon
Originally posted by jdizzle2k13

Plus the point that narius made that more people want to fight monsters than craft.  Though it would be interesting to me to see the type of system where crafting is at least almost as hard as a raid.

 

Making it hard is easy (just make the chance of failure high), but it is difficult to make it interesting.

If you use the standard method (clicking on a recipe, and decide to try), it will be super boring, and doing it a chore.

If you put in a mini-game, then you have to essentially design a new game for crafting, which your players (who are probably there to fight monsters) may or may not care.

There is no win. That is why crafting is just a small distraction in most games. It is great to provide some starting gear (which D3 has done a great job in doing that), but making it a main game?

This is why I think BIG companies putting out AAA games should hire A companies to do just the crafting.  With it being their entire focus, it would be done well as opposed to having say 2 or 3 people farmed out of the main company to do crafting whenever.

 

Originally posted by nariusseldon
Originally posted by centkin

If you want crafting to compete with drops from group monsters then you need to have crafting require a group to achieve the crafting of such an item.  You need to have say 5 crafters working together at the same time and any one of them can torpedo the item.

and that probably won't fly. It is hard enough to get a group to fight monster ... but find 5 people to click on stuff, and wait?

Think of the kind of crafting that vanguard or everquest 2 had but improve it, have it in real time, and figure in multiple people doing tasks at the same time.  Complications and other issues while trying to hit specific grade levels in a limited amount of time/resources.

The problem with crafting is that it is a solo activity.  Solo activities in modern MMOs have minimal reward levels.

Risk is a fallacy though.  The death penalties in games are so watered down that risk should not have a part in the calculation.  If anything the chance of working diligently at a craft project and having it fail gives a higher risk than some farm status raid somewhere.

If you want crafting to compete with drops from group monsters then you need to have crafting require a group to achieve the crafting of such an item.  You need to have say 5 crafters working together at the same time and any one of them can torpedo the item.

If you want crafting to compete with raid drops then you need to add a progression to the crafting, and since the raids drop items that are bind on pickup, so too would be the crafted items.  IE anyone in the crafting raid can use the item.

So you have ten people crafting together on items with a process that can fail easily, and you need to do enough of them and achieve specific goals to move onto the next tier of crafted items, then you need to find others who are at that tier to form crafting raids with to make the next set of items.

As long as crafting is a solo activity, it will always produce nothing of consequence.

Originally posted by mayito7777
WoW-II is way overdue. We need a new version of the game and millions of players will leap of joy and hundreds of developers will scream on panic and despair.

WoW2 will fail.  This is what Blizzard pretty much figured out.  WoW was an anomaly.  They may give it a shot say around 2020 when WoW really starts to flag, but WoW was an attempt at doing what was already done across games better.  You just can't do that as well right now as there are not enough new ideas out there to coopt.  The money is NEVER in the original idea.  The good idea game always ends up niche.  It is the game that takes that football and charges with it that rakes in the money.

Originally posted by exhell
Originally posted by jmcdermottuk

The problem with most MMO's is that crafting is a bit pointless, you get the best gear from raids/bosses.

The only ones that get it right are the ones where crafted items are the best available, or even the only items available. SWG, pre ToA DAoC, EVE to name a few.

 

I actually like crafting but only if it's worth the time and effort. Most of the time it isn't.

I have a problem with your thinking. First, why do you need the best available gear in the game, envy much? What skill does it take to craft, really? Pulease, lets be realistic here. Crafters should only really be able to maybe augment "The best gear", for someone that actually did something for it.

What has to happen for crafted gear to be worthwhile in current MMOs is crafting needs to be made a group affair.

Have one person on the bellows, a head weaponsmith, a support weaponsmith, a couple of enchanters, and a foreman all at the same time.

Complications can happen at any time and it is the job of the foreman to help decide how to deal with them then whoever it is delegated to to solve it.  IE a complication comes up -- there are two ways to deal with it -- you can either have the guy at the bellows have to keep a higher or much more consistent temperature or you can have the weaponsmiths have to counter the item losing quality each turn.

Anyone can mess up in their role and take the item down in quality.  For a raid-level piece of equipment it might take 15 minutes of everyone doing their job without much error(with few errors like in golf -- you drive into the rough, you have to do a great shot instead of a good shot to get the ball onto the green), pricy/hard to get components, and some luck.

 

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