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All Posts by xaritscin

All Posts by xaritscin

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302 posts found
Originally posted by asmkm22

I'm a hardcore pen & paper RPG player, and I do not miss the old graph paper dungeon style.  Layouts never made sense.  They took forever to navigate, and did nothing other than to facilitate the combat aspect of the RPG.  The main reason video games used them was because they could be easily rendered one room at a time.

As for modern day FPS games that have linear maps on rails; well that's just because the focus is on telling a story, much like a movie.  There's nothing wrong with that.  I'll take another crappy Call of Duty map, that immerses me in the moment over another old school game where the room layouts make no sense, have no sense of scale or relation to the outside world, and gate you with the constant 'keycard' system where saving the day hinges on you finding keybards conveniently in the same area...

they need to get into a balance, not be overly complicated in structure and mechanics, but without being an easy linear path with trash mobs and unnecessary difficult bosses.

what i find most strange is that most of the loot comes from mobs, while the dungeon could have different loots in each room. i mean. things like coffers, barrels, bins, in the case of being an abandoned mine or something like that it could even have ore veins or something, gonna put the Skyrim examples. those are interesting dungeons, where you can practically loot almost everything and isnt overly crowded with mobs (sometimes)......

while i found the OP very interesting, i think that from the standpoint of a new school player, even WoW's raids got me at the border of boredom, too much time organizing all the stuff. i think the problem is that the current state of dungeons and raids is the pattern they seem to get now:

-short instances, usually 1 way

-too much trash mobs

-harder as fuck bosses

-the dungeon drops uber loots

-in order to complete it you have to finish it, sometimes the whole so you are obligued to stay mroe than 4 hours raiding

i think it would be better if we had large dungeons that can be completed by the player in thime, instead of making a single rush in a dungeon that can take more than 3 hours to complete. i mean, you could have a whole large and complex catacomb or similar and explore the parts you want and find a boss or something while exploring.

-less or no trash mobs

-no need to organice more than 5 people teams

-doesnt have respawns until completed, the dungeon saves its current completion and allows the player to complete it later

-you dont have to spend large amounts of time or stay a whole day doing it, unless you really want to do that, you can decide to complete it when you want.

-dungeon mobs should be hard and should drop interesting materials, but not epic loots, instead they could give crafting materials so no raiding elitism

-less time creating boss mechanics and other stuff would lead to more emphasis in dungeon mechanics, in fact, it would be cool if they were procedurally generated, instead of fixed would make raiding and dungeons more dinamic....

im happy to see indie studios like this one featured here......

i think its more of an snowball effect......EVE's legacy code is so tangled that CCP has had it hard to modify or fix in order to expand the game. veteran players are so accomodated for their current playstyle that their fear of change limits CCP developments.

i've analized from time to time the things related to the incarna fiasco and it was a failure from both sides. CCP hyped people too much, when they werent able to deliver what it was supposed to be delivered. there was an scandal about a mail regarding the creation of a cash shop that could mean P2W items. and of course the disagreement of the veterans and other people once this was known.

now the second decade is coming, and CCP's new plan is to open the option for player to eventually colonize their own new discovered systems, along with their own stations and stargates. the promise of custom paints for ships and other spaceship related stuff. i hope they can cover that.

there were some internal news about incarna, but it was something momentary that hasnt been heard again.

at this point i can assure that the only way of implementing incarna into EVE is by creating a new EVE title. one that covers not only the capsuleers, but also dust mercs and valkyrie pilots....

it wouldnt be about spreadsheets in space anymore, but it wouldnt be the EVE we know now... for those that talk about giving new to the game. incarna wouldnt be attractive to the eye for the people that only see the game as spaceships based.

basing the game more in the player's clone would open the field for new gameplay, not only cosmetic:

-real planet interaction: not just a minigame from space, people actually getting control of parts of the planets, founding cities and industrial layouts down there, gathering resources by hand or using machinery, and fighting the invasion of other players or even PvE content in the planets, the same way than in space. this using dropsuits and/or travelling with vehicles. even using fighters as transport between planet and space stations

-multiplayer control of ships: this is more of something that goes against the main idea of EVE about one person controlling the whole ship, but this is at a pilot lvl, it has been said from time to time in the lore that capsuleer ships actually have crews. other players could help the pilot in terms of keeping systems in check and other stuff. it means taking out the action from the pilot and putting it in the hands of the whole crew but it would give more interaction.

-avatar space content: the same interactions that can be had in planets and/or spaceships would be present in space, like in the fanfest 2013 video, people exploring ruins and other installation with their characters exploring interiors in search of treasures. players could use fighters apart of big ships for this too.

the EVE IP is really good. but game wise it lacks in vision......


Dofus and Wakfu from Ankama games, they're both turn based, you should check them out.

it fits perfectly in a game where players can fight demons that use spaceships (AKA Dredgions), if the NPC enemy faction can use spaceship why not vehicles and mechs for the other 2 factions?....

not gonna play it anyways, dont like instanced worlds.

people will always complain the funny part is that many of the things one can do in the game dont require months worth of skill training... its the "i must be top skilled" mentality that kills the can start a new character and you start if the most basic skills, yeah, you have to level them and get aditional skills depending on what you want to do and with which ships (althought you're free to fit it however you want).....

if you think that for enjoying the game you have to be a 100 million SP vet, you're doing it wrong.

just find something you want to do and look what you can do for it with your current skills. if there's more training to be done, do it. but you dont have to skill up everything to V and wait months worth of training. its not like you'll find vets whenever you engage someone. you can do it just fine.

also, if you're loosing money and cannot replace a ship, well, pause and save for the ship, "dont fly what you cannot afford to loose", the golden rule. 


just for those who dont know, the developers need the money to speed up the development so they can launch it, its already close to its completion but they want to cut time......

the game features many of the current objectives, but only one race is avaliable for now (humans), there are 4 alien races that are left to make but one of them is ready to have its ships deployed....

aslo B2P with a small premium advantage that i dont know if will be there since people claim that would make the game P2W (they just give you less micromanagement)

simple, non instanced housing:

1. plot size is either defined by the game or by the player or by the faction leaders

2. plots have to be bought from the faction's government and are either predefined places or just random in any part of the owned territory

3. landownership means taxes, and the player has a cut in its earnings for keeping the plot

4. the plot can be used to build from communitary to private buildings, be it social, housing or business.

5. the plot can be sold for a sum in the game and its buildings can be either sold with it, or demolished (furnitures would be retrieved to the owner BTW)

6. buildings are indestructable unless the faction looses the territory, its in war/invasion or if the player looses the ownership and the state takes charge of clearing the plot.

7. players loose ownership of the plot if they stop paying the tax for a prolongued time or if the territory is taken by other faction. the player will have a time to evacuate its goods before the plot becomes vacant for sale.

8. when a building is already in place of a vacant plot, it remains there be it if the new owner wants to use it or wanst to demolish it. buildings are automatically demolished if no one buys the plot after certain time. then the state takes charge of the demolition

9. cities are built by this mechanic, with general faction stuff like roads and strategic buildings (town halls, capitols etc) being derived from the same plot system (walls too).

10. faction buildings are subject to enemy destruction. leaders will decide if they want to destroy the buildings or just change ownership of them.


NPC cities are as propense to this mechanics as player owned ones. but they can only be claimed or destroyed in factional warfare events. and not by the general public

that's a good example for a good player housing mechanic

ahhhhh the EVE example is perfect of how gathering should not be done. even being a miner i hate the whole industry stuff in that game (and i like that game).....but its more related to how EVE is handled, all the activities in EVE are button dependant. if we wanted a more fast paced game it wouldnt be EVE anymore, it would be any other space sim......i could say the most closer would be an X3: Online.....

out of the jokes. the problem with gathering is more of how resources are handled and the player's interaction with the environment.

examples about resource distribution are WoW's ore veins and EVE's asteroids. althought the type is random, the ore is always in the same place.

a good example of resource distribution is Entropia, out of the casino bullshit. resources in entropia have to be finded and are at random locations. both size and type are random too. and the last update seems to have changed the distribution to be more defined by geology (dont have more info about it).

the ideal thing with gathering systems would be that players would have to look for the resources, resources would be changing positions all the time after they're harvested. this of course, only applies to ores and stones.

as for wood and herbs, well, define them by things like climate, biome and location. herbs should also be able to be raised by players. giving use to farm and greenhouse mechanics.

trees should be part of that mechanic since right now they're mostly cosmetic. chopping down trees should have an impact in the world and as such they should be a renewable resource. an example of that is Wakfu, there's an ecosystem mechanics that dictates the need of having a balance between herbs, trees and fauna.

animal derive products should enter in this category, be it hunting them or taming and breeding them. the increas or loss of certains species should have an influence in the world.

ores and minerals dont really have an impact in the game, unless that game handled terrain modification (like Wurm i guess). so players would be hable to make quarry mines and that stuff and actually transforming the terrain.

the idea is to allow players to be active in gathering, not all gathering jobs have to be active, as i explained with herbs /crops and animal products. but things like wood and ores would require being in constant move AND taking care of not creating an unbalance in the ecosystem.

it would make the economy more dinamic IMO

Allods had the chance to be a good title, the problem was its F2P -> P2W transition, i wish luck for them with the sub based server.....its a good IP

L2 could've become a really good fantasy sandbox, its a shame that NCsoft never iterated in it. they kept the themepark grindmill and power creep instead of giving more meaning to the HUGE worl they had.

i played it since Gracia but i saw that the game had been going downhill with that way of development

-no class balance

-no more depth in the pet/mount system (the wolf and the wyvern were cool features they should have iterated more there)

-land owning and other stuff like that was castle siege material....when they could have iterated in player housing for example......(why having such big world if you cannot build anything out there?)

-no balance of the powercreep and the morbidly BORING! grindmill....

-having bosses locked when you're over the required lvl.....why?, people will skip them anyways in order to get to the top. at least allow me to kill them for fun.

-crafting dependant in dwarves..........i've never seen such bullshit

i must say the Lineage PI is a really good lore to read but they have failed at the gameplay least Lineage had open worlds, not like the instanced shit that i saw in Aion......

Originally posted by Loktofeit
Originally posted by winter

 Resubbing for this? Eh no..

 While it is really hard to tell just from this article it doesn't seem CCP is doing anything majorly different and is just making some minor changes and calling it a expansion (again)


Here is some more info on the expansion:

The new playable content in Rubicon includes

  • - Mobile Siphon Unit
  • - Warp Disruption Unit
  • - Mobile Depot and Mobile Salvager
  • - Rapid Missile Launchers
  • - Ghost Sites
  • - Player-manufactured implants
  • - Sisters of EVE ships
  • - Marauder Bastion Mode
The expansion also introduces the ISIS system for planning out character skill and ship advancement, along with an overhaul of the certificate system and upgrades to ships, UI and various other systems. The full list of features are at
To address 'majorly different' though, check out CCP Seagull's vision on the feature site. Rubicon is the beginning of a new age for the capsuleers of EVE Online.  There is a lot more of a tie between storyline and the game that the players are playing than ever before, with chronicles, live events and expansion content all binding it together. 

its not a Mobile Salvager, is a Mobile Tractor/Looting device.....for the people that is too lazy to have someone gathering its wrecks or just dont have time for an alt to do it.......

Originally posted by PWN_FACE



Some of the structures down at the bottom had a sort of Minecraftian look to them. 

its because it uses voxels for terrain and object creation (you can design your vehicles and weapons along with the buildings). 

Originally posted by Dihoru
Originally posted by Yamota

I wonder why almost all content in Eve revolves around activities with high risk of you losing your ship? Could it be because the entire game is built on you, as a player, constantly re-buying your destroyed ship which will require a lot of in game currency for which you can mindlessly grind or buy with RL money through the conversion of PLEX? Naaw, cant be...

Eve is a sham...

[mod edit] replacing average ships takes about 1-2 hours of work (and by work I mean talking to people and doing something to earn cash leisurely) while faction ships with pimp fits take a bit longer to replace but if you're flying those without having means of replacing it relatively quickly then you deserve to get crucified by a ganker :) .

Fly safe or fly gloriously.

*Fly safe or burn gloriously :P


the problem with L2 is that NCsoft focused more on player powercreeping than with the rest of the gameplay. pets/mounts? negh, the same as always with some 2 or 3 new, some of the from cash shop. castle siege systems seem that they havent been touched in decades, same for their "sovereignty" system. 

Lineage IP had potential at the start, now its a run of the mill MMO. notice that i met the game during Gracia Expansion. 

huh, does EVE count as underrated?.....
Originally posted by fayknaym
Originally posted by Helleri
Originally posted by fayknaym
Originally posted by Helleri
I know next to nothing about LOL, I played through path of exile if that counts. And I have really tired to get into WoW a few times but just never could...So I am probably going to get jumped for this next comment. But, didn't WoW's precursor (the warcraft series if I am not mistaken) look and behave a lot like LOL? I mean I am going off what I vaguely recall from some youtube videos a while back...But, Pre-WoW looked a lot like LOL if I am remembering right, so I can't see it as a huge unthinkable leap for LOL to later be turned into an MMORPG.

LoL is based on DotA which is a mod for Warcraft 3. Warcraft 3 itself is an RTS (base and army building) with heavy story and RPG elements, such as controlling and leveling a hero unit in each mission. In Warcraft 3 you got to travel to different lands and continents, play as different races and meet their heroes as the story progressed. It had a really good story and interesting lore/settings so that's one of the main reasons people liked it and that's why a lot of people jumped into WoW. They wanted to know what happens next in the world of warcraft. I don't think anyone likes LoL for the lore, they just play it for the gameplay. Actually the LoL lore is just a bunch of random bs that doesn't make any sense. If they somehow came up with an idea of how to make it into an MMO, I think most people would still play LoL just because it has the gameplay they like and no one really cares what happens in the world of LoL. why isn't age of empires an mmo?

Age of Empires is based on real history and they did make an Age of Empires Online game, though I don't think it was an MMO in the same way that WoW is an MMO. There is no MMORPG based on real history as far as I know. I think it could work if the setting and writing was good and they were creative with the pve (not being able to have dragons and things like that since it's based real history), but it would definately have to have a huge pvp focus.

true true AoEO is an MMORTS game, that thing gets discussed in RTS Guru for that matter...much like MOBAs.....most historical MMOs are based upon WWII or the age of exploration.

an ancient age MMO could be good, with all the drama of Rome's rise in power, fighting as a barbarian or as an egyptian/persian soldier. with commerce, trade, diplomacy and that stuff

a medieval MMO would feature good castle sieges with all those siege machines (before the overtake of gunpowder and cannon based warfare)

an age of exploration MMO would be mostly based around the colony age and piracy

an industrial MMO would feature the coming of mechanization,  with the part of western and oriental colonization and development from the hands of the european nations

a WWI MOO with would feature the first tanks, submarines, airplanes and large battleships. but still keeping the chivalry and infantry warfare,  and the eventual demise of the last empires of the world (austria-hungary, the ottoman empire, the last dinasties in china, etcetera)


there's more content not mentioned for each one but it was a quick response

Originally posted by sapphen
It would be cool if they made a "third person view" version of LoL.  Same abilities, items, champions but in 3d. 

oh yeah! that would be a killer title, the only game that does this right now is SMITE. but then we have a little problem, the bush mechanics, if the champions are in full 3D 3rd person wouldnt the bushes be too small for some of them? (*cough* fully grown Cho'gath *cough*)

Originally posted by Helleri
Originally posted by fayknaym
Originally posted by Helleri
I know next to nothing about LOL, I played through path of exile if that counts. And I have really tired to get into WoW a few times but just never could...So I am probably going to get jumped for this next comment. But, didn't WoW's precursor (the warcraft series if I am not mistaken) look and behave a lot like LOL? I mean I am going off what I vaguely recall from some youtube videos a while back...But, Pre-WoW looked a lot like LOL if I am remembering right, so I can't see it as a huge unthinkable leap for LOL to later be turned into an MMORPG.

LoL is based on DotA which is a mod for Warcraft 3. Warcraft 3 itself is an RTS (base and army building) with heavy story and RPG elements, such as controlling and leveling a hero unit in each mission. In Warcraft 3 you got to travel to different lands and continents, play as different races and meet their heroes as the story progressed. It had a really good story and interesting lore/settings so that's one of the main reasons people liked it and that's why a lot of people jumped into WoW. They wanted to know what happens next in the world of warcraft. I don't think anyone likes LoL for the lore, they just play it for the gameplay. Actually the LoL lore is just a bunch of random bs that doesn't make any sense. If they somehow came up with an idea of how to make it into an MMO, I think most people would still play LoL just because it has the gameplay they like and no one really cares what happens in the world of LoL. why isn't age of empires an mmo?

"Age of Empires Online" would like a word with you

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