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All Posts by Aeander

All Posts by Aeander

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306 posts found
Originally posted by Apraxis

- more factions is usually better than less. 3 Factions are popular, but i would argue that 5 factions could be as much interesting, maybe even more.. however with to many factions you have the risk of higher fragmentation of your playerbase. Therefore the 3 faction variant is a good pick.

 

 

I wouldn't worry about fragmentation too much with a 5 faction system. I played Aika online (before its first game-ruining expansion), which used a five faction cross-server Capture-the-Flag (relic) PvP system, and the community divide - even with the game's fairly average or below average community size - was entirely reasonable. Five factions makes for a very dynamic RvR scene and the addition of a (2-faction) alliance system and a ruling guild system to this creates interesting, ever-changing political scenarios. 

 

Actually, I approve very much of the way Aika did its PvP. It had complex guild battles (break the walls, and capture and hold the center) to overthrow the ruling guild, even if I would argue that this mode favored the defenders far too much. It gave players the ability to freely swap between PvE and PvP servers for their nation - the difference being that PvP servers gave better mob rewards but also allowed players from other nations/servers to come in and gank you. And it's RvR capture the relic system, which took place on the PvP servers with a single point in the center of the map that allowed you to cross over to an enemy/ally server, was among the most compelling PvP modes I've played. It's just a shame that the game's business model and PvE grind requirements (with a really lackluster PvE experience) were just terrible.

I'm going to second the above comment. PvP modes are their own creature. There is no "themepark PvP" or "sandbox PvP" - only a PvP mode integrated into a larger game.

 

 

Now, I'm going to have to seperate Arena PvP from Open PvP and Realm vs. Realm. All of these can be interesting and all of these have more interesting and less interesting forms. 

 

Arena PvP

Because Arena PvP is more structured and occurs on a smaller scale, it is more balanced and more "legitimate." At the same time, however, it lacks much of the dynamism of open PvP and RvR, and I think that's where a lot of the FFA PvP supremacy opinions come from.

In order to make up for its shortcomings, Arena PvP has to be DEEP to really shine. This is a vague concept, but it certainly applies itself to a certain hierarchy in practice - and it even does so across genres. 

The lowest tier of Arena PvP - the "least interesting" form - is, of course, the team deathmatch. It lacks the complexity to stand as an esport, and its application on a small scale makes it a rather underwhelming form.

While control point modes are a popular form of "deeper" PvP, I would actually place them low in the hierarchy. Control point modes very rarely have the depth or popularity of more complex forms in the same game, and they rarely shine brightly enough to hold up a game by themselves. We see this readily in MOBA games, where control point maps are almost always treated as a side-venture and tend to draw a much smaller, less dedicated crowd. I also think this is the primary reason why Guild Wars 2 arena PvP doesn't work well - control point simply isn't compelling unless done REALLY well. I do mean that last part, however, as it can be done really well. Something like Star Wars: Battlefronts stands as an exception to the rule.

Capture the Flag would actually be higher up on the scale. Why? Because it's a team objective that demands multiple, varied roles. The flag runner, the chaser(s), the defender(s) being the most vague of these. 

Modified Capture the Flag is a rare concept that really shines when it is brought to the fray. By modified CTF, I am referring to CTF with side-objectives (usually point control or base/lord destruction). The Tribes series would be a prime example of this.

Let's just skip to the end. I consider base destruction / lord destruction to be the best Arena PvP mode out there. It's deep. It's exciting. A well designed base-destruction map with alternate objectives creates an unprecedented variety of team roles. We see this in MOBAs, Guild Wars 1's GvG, and in other similar forms. 

 

Realm vs. Realm

Realm vs. Realm carries certain expectations. I've only really seen it carried out in base destruction or capture and in relic/flag capture formats. Both are compelling and both can work on a relatively equivalent level. Ideally, you want both.

 

So for RvR, I'm not going to discuss what MODES are compelling, but rather what aspects can make RvR truly shine.

 

For RvR to work, you need to incorporate a large enough pool of split objectives that simultaneously demand player attention. Fail to do so (either through too few objectives or too little importance in certain objectives) and you get zerg-dominated play. Smaller strike teams need to be encouraged - not penalized.

 

Story has never really been a present concept in the RvR scene - and that's unfortunate, because there is a lot of potential for it. NPC commanders (with their own objectives), integrated dialogue (not through cutscenes), and NPC political and social relations would be fascinating to see in this format.

 

Speaking of politics - politics are an important aspect of any good RvR form. Evolving alliances can really add the feeling of a living world to RvR. 

 

FFA PvP

 

I'll just say it right now. I'm not a fan of FFA PvP. I don't consider it to be a legitimate competitive experience and I don't advocate it as a universal game mechanic. It belongs in games that are explicitly designed for it - and nowhere else.

 

Now, what defines an "interesting" FFA PvP form. In my opinion, the defining quality of a good form is variety. FFA PvP is characterized by its high potential for dynamism and it benefits from having as many social layers as possible. Let's compare two games. Both have FFA PvP. Game 1 only allows for traditional open world ganking. Game 2 layers onto this by adding in the potential for spying, assassination, bounty hunting, supply caravans, guarding, and player politics. The second game clearly has more complexity in its FFA PvP form, and is thus the game with the higher potential for dynamism and variety.

Quite the opposite. The rise of the MOBA scene is of benefit to MMORPGs - and MMORPG mechanics (such as character creation, trading, and persistent social lobbies) could be of great benefit to the MOBA scene in the hands of a competent developer. 

 

 

I say that MOBAs are a positive influence because they represent the popularity of some crucial principles that could greatly improve the way MMOs view combat - especially as it applies to PvP.

 

- They represent the traditional trinity applied in a much more involved, exciting, and realistic manner - even with barebones resources. 

- They carry an aspect that MMORPGs do not, but could certainly benefit from. I'll simply call it "adaptive building" - the ability to change one's item build in response to the situation (the opposing team's successes and builds). 

- They show how "tanks" (initiators) can be effectively applied against intelligent opponents and in more realistic, involved ways against player and AI alike.

- They show that skill-intensive play has nothing to do with the number of skills on one's bar - but rather the effective application of these. That's important. The difference between "action combat" MMOs and MOBAs is that MOBAs have gotten the specialization of their skills down pat. Titles like Guild Wars 2 are still struggling with overly generalized skill design and dps-focus.

- They demonstrate a popular demand for skill-based, (more-or-less) equal-grounds PvP and show that PvP, when complex and intuitive enough, has mass appeal.

- Some of the newer mobas (like Dawngate) represent cautious experiments on integrating story into PvP modes (and gameplay as a whole). A more wild story-to-gameplay-integration in a medium like the MMO - which benefits from RvR style PvP and a plethora of PvE modes - would be fantastic.

 

Perhaps most important, however:

 

- MOBAs represent a much more deep, multi-layered competitive experience than what is traditionally seen in MMORPG PvP. Their take on multi-objective base defense is reminiscent of Guild Wars 1 GvG, which has been left with no modern MMO equivalent and which is still regarded as being among the best PvP modes.

Originally posted by Vesavius

This is the harsh reality of monetizing a no sub game.

I guess all the people saying that they like F2P as long as the shop only sells cosmetics didn't buy enough cosmetics. I guess what they meant by 'cosmetics' though was "stuff that i don't ever have to, and of course won't ever, buy".

 

Take away the sub from a AAA MMORPG and it seems people expect it to run on fresh air and just be provided as a gift to them for entertainment.

 

F2P, and B2P, advocates are reaping the seeds they helped sow. 

 

 

We're also taking about a dev company that is a shadow of their former selves (Arenanet) being pressured by a rather notorious publisher (NCSoft). Better still, Nexon has gained a large stock share in NCSoft, and this event coincided with much of the initial cash grabbing in the Guild Wars 2 shop.

 

 

I still advocate B2P. Because when it's done well (as in Guild Wars 1), it's the best model out there. It gives players what they pay for, allows them to control their spending, and encourages/forces the devs to put out content.

 

 

Originally posted by jmcdermottuk
Originally posted by JeroKane
Originally posted by jmcdermottuk
Originally posted by Haralin

I still play Destiny and i like it and i never regret buying it.

 

If i should rate it a 7,5 -8/10 is a fair rating at the moment. time will show if it can be a "MMO" title with content and story updates if these update cost to much money the will not run this game over years.

Erm,, No.

 

It can never be an MMO title, not unless they re-write thier netcode and server OS to accept a hell of a lot more players than 12 in the same game space. Massively multiplayer means exactly that, Multiplayer mulitplied massively. If they don't get player numbers into 3 digits, all interacting together in the same game space/instance call it what you will then it isn't MMO.

 

MMO doesn't reflect the number of people playing the game, it's the number of players able to interact together in the same virtual world, actually playing together, at the same time. If you have 10 million players all split off into 3 man or 12 man instances, guess what, it's not an MMO.

The funny thing is, that most MMO´s from the last decade (except WoW and LOTRO) have their zones instanced with an average cap of 50 players per instance, depending on size of the zone.

Destiny is insane graphics wise. The downside of HighEnd Graphics is limitation of how many players you can render per map, without bringing the game client to it´s knees.

And no, this is not an immediately console limitation, as the PS4 is above the average PC system users have these days.

My own PC might be stronger than my PS4, but it also costed me more than twice as much to build! My Graphics card (GTX 770) alone is already 2/3 the price of what I paid for my PS4.

 

For me, most MMO's that come out today don't count as MMO's, because they don't have the one feature, the ONLY feature that defines an MMO. People go on about crafting or levels or dungeons or raids but those are gameplay elements, rpg elements, they are not MMO elements, because it's not a gameplay description, it's a term used to indicate the number of players you can expect to interact with and nothing more. It's more of a technical capability description. It's that simple.

 

 

I rather disagree with that statement. To me, the word Massive simply refers to the number of players you can expect to interact with period, NOT the number of players you can expect to interact with at one time. That's a fairly important distinction. By your definition, even if there are hundreds of players grouped in one area, the game is not an MMO to the player who enjoys playing alone or with a few friends, despite them randomly and organically bumping into other players. 

 

To discount that would be a rather grave loss. There is a lot of value to small group play, and it is this play that is typically the most open to role-playing and the formation of lasting player connections.

Originally posted by Arawulf
Originally posted by jmcdermottuk

https://www.youtube.com/watch?v=gzopWRXK_r4

 

Angry Joe review. 6/10 only because the artwork and PvP saved it from a 4/10. You'll notice he doesn't have to worry about advertising and the repercussions of pissing off Activision. So which is a more honest review?

Wait, did Angry Joe actually complain about Destiny being a grinder but gave GW2 a 10/10? Ok then :P

Also, complaining about not having a satisfying beginning middle and end in Destiny is like complaining about the Fellowship of the ring being incomplete and complaining about having to pay to go to the next two movies to get the complete movie. I couldn't disagree more with Joe here.

 

GW2 wasn't a grinder at the time of its review. Exotics were easy to get, and the ascended tier wasn't introduced for another couple months and didn't become a problem until over a year later.

 

That said, it's interesting that you bring that up. Guild Wars 2 and Destiny unfolded in rather similar ways. Both were overhyped and failed to meet fan expectations (Guild Wars 1 vets and Bungie fans respectively). Both have great combat but lackluster endgame content. Both have beautiful art and music, but lackluster storytelling (with more points to Guild Wars 2's story than Destiny's of course). Both utilize small-group raids. Both use dynamic events. Both have role-free class design (though I suppose you could say that the Defender is Destiny's one and only support class). 

 

But even in its current state, I would say that Guild Wars 2 is a better game than Destiny hands down. Why? Because it has this thing called variety. The maps are big and the world is expansive. There is a lot to do, even if it isn't all optimal or particularly rewarding. Dynamic events spawn more frequently and have a greater variety of modes. The story mode doesn't feel like its been cut short to sell expansion content and it doesn't rely on Dinklage-defense every five minutes.

 

And, of course, Guild Wars 2's social features actually WORK. Destiny will always fall flat as an MMO or even as a standard team game until they implement some way to form lasting groups outside of pre-existing friend connections and the forums.

 

------------------------------------------------------------------------------------------------------------------------------------------

 

Your comparison to The Fellowship of the Ring is just asinine. Yes, it was the first part of a trilogy. But it also had competent, self-contained story-telling. It built up a good, satisfying exposition that got you invested into some of the culture of the world. Destiny does not. It established the conflict of the series. Destiny does very little in this regard, and players are still left wondering what the Darkness is, what the evil factions' motives are, and what happened in the Collaspe. The Fellowship built up its action steadily. Destiny remains relatively stagnant thanks to rather consistent difficultly scaling and a lack of context. The Fellowship, though it did not conclude the series, at least showed competent storytelling by delivering a climax, winding the action down, and concluding on a note that clearly finished its current conflict and formed a bridge into the sequels. Destiny has a terrible, anti-climactic final mission and ending cutscene. 

Originally posted by BadOrb
Originally posted by Axxar

Joe likes to make thorough reviews, so he makes sure to play the games he reviews extensively and think things through before he puts something out there.

Ha ha good one , I watched his so called review up to the point where he was actually giving a huge spoiler , the ending! What a complete waste of space he is and you think he played it extensively , oh I love the moon and the orange water on venus , screaming like a very young girl / boy. Also you don't spawn in exactly the same place everytime you find that out by the third mission on the second bloody planet ( the moon ).

 

So no he doesn't know his own shit when he flushes it even.

 

Nice try though.

 

Cheers,

 

BadOrb.

 

I don't know why I'm even bothering because you're clearly not worth arguing with, but....

 

1) There is no such thing as a Destiny spoiler. There is nothing to spoil. No story. No depth. Nothing worth knowing. 

 

2) You must have missed the footage of him and his Angry Army members in high-end Raid content. If that isn't "playing extensively," nothing is. 

 

3) It's easy to take "spawning in the same place" out of context. You do tend to spawn in a few samey locations, and there really isn't much to explore. You would think that FOUR planets would offer a great expanse of content to see, but there are really only a few locations per planet - and the game has a bad tendency to recycle these.

 

4) Venus is beautiful. What of it?

 

Nice try, though.

 

Cheers,

 

Aeander.

Originally posted by rojoArcueid

 

The problem is that if the mmo has waring factions then companies like to screw up the classes by making mirrors of the same class for both factions even if each faction is supposed to have different classes or combat knowledge. (Swtor im looking at you).

 

 

That's actually not a bad thing, but it should be conveyed through very different means. If one faction, for example, is portrayed as being a bastion of culture and the other of religion, then both could have functionally identical classes with different themes, sounds, and animations (ie: bard vs. priest). 

 

Competitive equalization is pretty much a requirement of a good warring factions game, but I can see why making two classes identical in terms of background and theme would be distasteful.

"Progress is saved for one week."

 

 

Hahahaha. The sheer amount of fail involved in the mere idea of wiping one's progress in something like that at all is astounding. 

Lord, I hope not. Destiny's only significant (good) contribution to gaming is its upgrade system - the simple, intuitive approach it takes to building and progressing classes while integrating melee and grenades in a fun form.

 

Roles outside of damage are non-existent, with the sole exception being the Defender subclass.

Strikes are terrible, generic content. Every boss is the same combination of high damage spam, enormous health, minion waves, and an anti-melee attack, with an optional teleport. Dust Palace is the only boss fight that stands out from this formula.

PvP is sub-par thanks to its emphasis on 1-2 shot mechanics.

Group communication and in-game group forming mechanics are non-existent, essentially making players reliant on the forums and out-of-game connections to form groups for Raids and high-end Strikes.

Dynamic events are one-dimensional and don't happen in large enough variety or frequency.

Generic story with no depth that is reliant on an out-of-game webpage as a form of badly integrated storytelling.

 

 

All in all, it's a combination of all of the worst aspects of FPS games and MMO games with none of the redeeming factors of the latter.

 

Originally posted by Mtibbs1989
Originally posted by Bladestrom
One of the benefits of horizontal games is that it is not so critical that you balance it - that's why it's more stable and flexible, there's meta build, but often people play builds that they find fun and forego 'top' dps etc. In vertical progression you are crucified for this, being 'top' is what the game us all about, an impossibility to balance ad we can see all too often.

Horizontal progression is extremely hard keep player's interests. Without vertical progression content can easily become stale.

 

If arbitrary number gains are necessary to keep a player interested in content, then perhaps said content wasn't worth replaying to begin with.

 

Yes, horizontal progression requires greater content quality to pull off, but that also implies that vertical progression can be (and often is) used as a band-aid for mediocre content.

 

All vertical progression does is direct players (towards the content that has been chosen for their next gear tier) and require them to replay content (but not for the merits of the content). It does not improve content nor keep said content from becoming stale.

Vertical progression is always destructive, as it renders most of a game's content retroactively obsolete.

 

Now, a better question would be, "When does vertical progression become counter-productive?" That depends entirely on the game in question. The important thing to consider is whether or not vertical progression (to the extent implemented by the game) contradicts the goals of the game.

 

A typical themepark gear-grinder has a high tolerance for heavy vertical progression. It works because it's the point.

 

A sandbox has a low tolerance for vertical progression. Ideally, you want none or just enough to keep the more superficial ("number-whore") players interested. If you break the fine line, you end up with outmoded content and grossly imbalanced PvP conflicts, both of which diminish the quality of the sandbox.

 

 

And then you've got to consider HOW vertical progression can be obtained. In this, I would put a four-part sliding scale. The worst distribution belongs to the typical gear-grinder, which places all emphasis for progression in one or a few modes of play, with entire playstyles that go unrewarded. Next, you've got a game like Guild Wars 2, which, in theory, rewards all players fairly and allows them to progress towards their gear goals, but the distribution is, in actuality, so poor as to almost create the first scenario. Then you've got a game like Destiny, which allows everyone to progress their gear through virtually all content, but the rewards distribution is still less than desirable (even if it is entirely workable). The ideal is something that is more of a pipe dream - roughly equivalent rewards everywhere.

 

And I DO emphasize this scale in determining whether or not vertical progression is detrimental to the health of a game. The more content options that are available (as in rewarding) to a player, the better the game is.

Originally posted by Kaneth
Originally posted by DMKano
Originally posted by Kaneth
Originally posted by DMKano

One is  90% , the other is a 70%

IMO the 70% review was spot on.

Conclusion from 70% review:

 

"Destiny isn’t a bad game, by any means. If you like sci-fi shooters, you’ll get a good 20 hours of enjoyment out of this. But that’s really all it is; a fun, forgettable shooter that plays it safe and sticks to what’s been proven, with nothing to really set it apart from it’s peers"

I read both. The 70% review is extremely whiny in nature. The author goes on about how samey Destiny is when it comes to FPS games (which is true), but also bemoans Strikes as exceedingly difficult. Goes on about how boss battles in Strikes can take 10-30 minutes (depending on your level) and if you wipe you have to start over (fear of loss is a real thing then).

Honestly, both reviews were pretty poor. The 90% was too hype driven and somewhat fanboy-ish. The 70% was someone who seemingly wanted to "be cool" by being the first to bad mouth the current big dog in gaming.

I fought a lvl 22 minigunner boss dude last night with waves of shield dudes with my 2 friends for 45 minutes - bosses beyond level 20 are just *major bullet sponges* - fun for the first 10min - beyond boring for the next 35 minutes.

Same shit happened in Defiance at one point where elites Hulkers had like 100 million HP and nobody could kill them within the time given - I mean bullet sponge mechanics are just dumb in shooters beyond 10-15 min tops.

Shooting the same dude for 45min straight while killing waves of adds whose only purpose is to give you ammo = yeah didn't work too well in Defiance, doesn't work too well in Destiny either.

Again my opinion.

 

Honestly, this is no different than any other raid boss in any other game. Giant HP mob with some mechanics that are there frustrate. While, I won't say that the idea of the bullet sponge mob is a "great" idea, it's the entry idea. If it's not damage sponge, it'll be some other type of mechanic, which could wind up making the fight more or less interesting.

Considering Bungie has a 10 year plan for Destiny, it'll be interesting to see what they'll come up with down the road. 

 

Is that a 10 year plan for Destiny or a 10 year plan for the Destiny series. There have already been reports that Bungie's massive budget is essentially a tax-efficient measure of funding future Destiny titles. 

I'd give it an 80%.

 

It looks great. It plays great. The skill system (grenades, second jump, super, melee) was a great way to define classes while seamlessly integrating all parts of fps combat. Game has a lot of potential for depth and replay value. It certainly beats out its competition (Warframe primarily, but also Defiance and Firefall).

 

 

Unfortunately, Strike content is boring, repetitive, and often frustrating. Lack of communication features make finding Raid groups difficult save via forums and other out-of-game means. And, as a consequence of it all, gearing up appears to be a frustrating, lengthy experience.

Here's the setup. 

 

- Find the instance area, fighting weak trash.

- Enter instance area. Fight stronger, but still weak trash.

- Defend yourself for 3 waves while Peter Dinklage does his thing AND/OR beat mini boss

- Kill more trash

- Kill boss.

 

 

Said boss, by the way, is also going to be the same boss fight. They're all high hp punching bags that spam a move that brings you low or outright instagibs you unless you have taken cover or are evading. They all frequently spawn adds that are usually more threatening than the boss itself. 

 

There is no variety to Strikes. At all. Each one is a different level of tedium and frustration that utilizes the same mechanics as the others.

As a third person camera fan, I was highly disappointed to find that third person wasn't a full option as advertised.

 

It's one of my major gripes with the game, but it isn't one that I can't look past. It just makes this - and the other instances of 3rd person camera - all the more insulting.

Originally posted by Roin
Still trying to figure out why anyone listens to him.

 

Yes, he's a bit of a clown, but as someone who does watch his videos, I would say my reasons are as such: 

 

He's an honest source. One can count on his opinion to be exactly that - his opinion, not bought out by developers or publishers. That makes him a better source of reviews than most outlets.

 

He's entertaining, though that is certainly subjective.

 

His opinions tend to line up with mine pretty well. Not to say that I follow his opinion, because I generally explore games myself first.

 

 

 

I see no reason for myself to not listen to his reviews. I'd take him seriously before putting weight into Gamespot, IGN, or any of those other cronies. 

Originally posted by sagil
Originally posted by Aeander
Eye-bleedingly bad incoherent art style. Almost makes Rise of Immortals' art look good.
Non-sensical universe and character roster, without the tongue-in-cheek nature of something like Awesomenauts.

DULL skill sets. Heroes are designed to appeal to the lowest common denominator with no depth at all.

Game as a whole is lacking in depth compared to every other game in the genre.

P2W out-of-match customization system.

Made and supported by S2, a company with notoriously bad customer relations.

 

 

I could keep going. But really, there are good MOBA/ARTS titles out there, and Strife isn't even close to being one of them.

Are you serious? The graphics are 100x better than LoL's graphics. I mean, just look at the trees. Zelda on SNES had better and varier trees than LoL has now.

LoL has boosts that last for a few games/time, but Strife has a permanent exp boost. And you get lots of pet seals and crafting mats every level. I'm level 16 and almost already on my 3rd pet (max level is 70). All pets are not needed, you need to research what pet is best for what, and stick to those heroes using it, before you have them all. I rather grind for pets than grinding for a character out of 100.

And try the mini single player campaign serie and we'll see how much skill you have. Try to survive with Rook on the fire spitting wall without losing any health.

EDIT: I've had support answer me through mail in 20 mins. And they have live chat support.

 

On t3h graphics:

Yes, Strife has more graphical intensity than League. That doesn't matter at all, however, as Strife's ART STYLE is rancid shit. A game can have Crisis level graphics, but if its art style is bad, the game will look bad. And Strife's is the worst of the bunch.

Plus League, the game you are obsessed with comparing it to, is currently in the process of receiving another major graphics overhaul which will, if the youtube previews are any indication, bring it up to approximately the graphics level of DotA2 - a game that is far more impressive and coherent in both its graphics and its artstyle when compared to Strife.

 

On business model:

Tell someone who cares. We've already seen better and more generous business models than what Strife is offering. DotA2 has NO unnecessary out-of-match progression systems AND no champion unlocks. Dawngate has good prices and the ability to earn one or more free runes or even characters every match. Smite offered a $30 package to unlock every hero the game will ever have - and it has no out-of-match rune system.

It matters no if Strife "beats" League here, when it isn't going to dethrone League and doesn't compare to the model of other new MOBA/ARTS tiles.

 

On depth:

There is a difference between mechanical skill and depth. In any scenario in which power and all other factors are equal, a skilled player will beat a lesser-skiled player. That is the case with every game in this genre.

That certainly doesn't make Strife deep, because it isn't. Kits are barebones, dull, and one-dimensional. Items are bland and one-dimensional. The map itself has less depth than almost any other competitive moba map. That's not up for debate, because it's objective. Compare Strife kits to kits from virtually any other game and the other game will come out on top. Compare the tactical elements of Strife's map to the competitive map from another game and the other game will come out on top.

 

And, just to make their game laughably bad, S2 decided to take the worst mechanic from one of the genres worst titles.

Prime World was a bad game. If one were to list every awful mechanic in Prime World, they could easily form a list of 15-20 gamebreaking mechanics off the top of their head. Overdone out-of-match progression. A freaking bubble-pop minigame in the base that players could play instead of the actual match. Farmville style city building that was a part of the business model. The need to level and equip each character you own individually. A stamina system that punished you for playing a small selection of characters. The list goes on.

The worst mechanic in Prime World by far, however, was the ability (and, in fact, requirement) to pick your character and lock it in before seeing any of your teammates' picks. This absolutely ruined anything that wasn't a premade match, and it made the game a complete joke from a competitive standpoint. For some reason, S2 thought it would be a genius idea to use the exact same dreadful mechanic for their title.

 

Even if every single other mechanic in Strife made it a good game, the inclusion of pre-picking would make it a joke. But that's hardly the case, because Strife would be a lackluster game even without this gamebreaking, non-competitive mecanic. With it, it's just laughably bad. At least Prime World, for all its flaws, didn't look like cancer and had some modicum of depth and creativity to its mechanics. Strife is nothing more than an ugly, boring, simple derivative of better titles.

5 is the best of the bunch. It has the most potential for content expansion; simply add more islands. It has a good setting that lends itself to nice art and a ton of creative liberties. The plant-based aspects of the lore are also fascinating and have tons of potential for environmental interaction with the flora and fauna. 

 

The other concepts all fall flat in comparison. Particularly 4, which lost me at the barnyard of anthros, as opposed to a more fascinating set of alien species to flesh out the universe.

Originally posted by Loktofeit
Originally posted by Ender4

You can't make a sandbox game without it being PvP, sorry but you simply cannot make one effectively. The entire purpose of sandbox is everyone can impact the world and if you can't impact it in a way that someone else doesn't want then you really can't impact it.

Murder is not the only way to change the world. 

 

That aside, I prefer sandbox MMOs for PVP. I play FPS and MOBA for the PVP. I play MMOs for the effect PVP has on the game world. 

 

 

That is the heart of it, aint it.

 

Though really, it's Realm v Realm that makes a real, tangible impact on the world (in a good RvR system). FFA PvP only brings in small scale dickery. 

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