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All Posts by LeegOfChldrn

All Posts by LeegOfChldrn

18 Pages « 1 2 3 4 5 6 7 » Last
355 posts found

What feeling?

 

When I played WoW for the first time, I dont even recall the feeling. It wasn't anything special...

Originally posted by Loktofeit
Originally posted by AticusWelles
Originally posted by GrayGhost79
Originally posted by AdamTM

We certainly get a lot of devs these days on the forums answering general MMORPG.com banter.

It's because the definition of a Dev is now as obscure as the definition of an MMO these days lol.

Not really.  The definition is still the same, it's just that the barrier to entry is lower now.  The gatekeepers are no longer able to keep people from jumping over the fence, in part, thanks to Kickstarter and it's equivalants.

It's neither. It's that there are a lot of posters who think that because they scribbled something in Word and called it a Design Document they are now a 'Game Designer' or 'Game Developer'. It's an amazing level of arrogance. I played Minecraft a lot, so I probably should start calling myself an Architectural Engineer.

 

If you design something, I'm pretty sure that makes you a designer, by its very definition.

If you develop a game, that makes you a game developer. It's kindof in its very definiton as well.

 

Perhaps you're confused and don't understand the use of adjectives? "Expert Game Designer" or "Amateur Game Developer."

To be a Game Designer, you need only to design something related to gaming. To be a Game Developer, you need to develop some type of game.

 

Despite what your arrogance wants you to believe, scribbles in Word called a Design Document DOES make them a Game Designer. I'm amazed at the level of arrogance you have to think otherwise.

Once you familiarize yourself with the purpose of Adjectives, perhaps by attending an English 101 course at your local community college, then you will understand it would only be arrogant to call one's self an "Expert Game Developer" or "Experienced Game Designer" or Arrogant Adjective + Correct Noun.

 

TLDR: Herp Derp once again you're wrong, and it is YOU who is arrogant, thinking little of others who are actually correct.

Originally posted by Unkillable

 

I dont understand how anyone could dish out 100 grand for a game that doesnt have any details about ANY game features or systems or models,  screenshots, videos of gameplay, or any other info besides : heres our team they have a lot of experience give us money. ie: Pathfinder Online

direct quote from their kickstarter page:

"Pathfinder Online is a hybrid sandbox/theme park-style MMO where characters explore, develop, find adventure and dominate a wilderness frontier in a land of sword and sorcery. The Pathfinder world is high fantasy in the tradition of epics like The Lord of the Rings, Conan, The Wheel of Time and Game of Thrones.

The Pathfinder setting includes many different classic and modern fantasy elements, from lost cities shrouded in misty jungles to decaying pyramids amidst deserts of burning sands to a fantastic island metropolis where folk from across the world live side by side with all manner of fantastic creatures. The Pathfinder world has a place for any story a player wants to tell."
 
does anyone else find this to be extremely vague? i mean wtf is going on here? honestly? this game has 100k$ pledged into it, and i cant find a screenshot of gameplay. needless to say this worries me a tad.
 

it seems this game and EoC as well, are getting tons of money, based off of proposed ideas and promise of delivery ALONE. this doesnt suit me at all. i personally sparked a thread created by a dev today based off the fact that EoC hasnt even begun to hash out the details behind their games Stat system.

my post over on the Embers of Caerus found  here: http://www.embersofcaerus.com/forum/showthread.php/1294-EoC-Stat-System-Explained made some waves over there today and ultimatly lead to this post:

http://www.embersofcaerus.com/forum/showthread.php/349-Random-starter-stats-and-natural-attributes

i offically predict here that the kickstarter site, within 1 year will soon feel like a "pay for promise" site and that much of this "funding" is going to dissapoint people in the long run, leading to people thinking throwing money at ideas is the future of mmo deveolpment, which i hope to god its not. i smell the breath of money, and it stinks.

It's not like a single person wrote them a check for $100,000.

Paying a small amount of money to see created that seems like it might be cool isn't that big of a deal unless you pinch every penny you earn.

I believe it's worth buying solely to support the pricing model of "Buy once, play forever."

Subscription models are really lame. Mainly because you have to pay $15 / month AFTER buying the box.

 

 

SWTOR: $60 + $15 / month

GW2: $60 once.

 

 

GW2 deserves the money solely bc it's not SWTOR's business model.

Originally posted by tixylix

TLDR

The PVP is basically WAR as well where you have boring Battlegrounds of poorly designed maps which don't hold a candle to what WoW's did back when I used to play that. You have no world PVP as the PVE zones are all cut off from the PVP so that makes PVE more boring knowing you cannot gank or be ganked, shame because proper world PVP is dynamic and fun. You just have big battlegrounds with keeps in them that I dunno probably hold 300 people and instead of making another instance of it they make you queue up forever. Like hang on you have this overflow server for all the PVE zones and you cannot make another instance of the Keep PVP stuff? When I did eventually get in I quickly found it plays exactly like WAR's Keep PVP in that you will find massive zergs of Ranged all sticking together making melee pointless and you just follow the zerg. I realised why again I found WARs PVP boring because fighting in zergs isn't fun, what is fun is small group or 1 v 1 in true open world PVP....

 

I came into GW2 expecting great things after the hype, sites like Gamebreaker saying how it is nothing like other MMOs. What I got is Warhammer Online 4 years later............

Warhammer Online was awesome, so thumbs up for this post.

 

You shed tears and whine "This is Warhammer Online 4 years later..." as if it's a bad thing.

I look at that comparison and smile, thinking "Awesome! I loved Warhammer!"

Originally posted by BartDaCat
Originally posted by LeegOfChldrn
Originally posted by OldManFunk

As you get older you find that you have to spend more and more time in the real world and that's hard for some people to accept. They keep looking for the perfect game where they can abandon their real life in favor of a fantasy world where they can feel needed or more powerful than they actually are in the real world. Unfortunately it is unrealistic to expect to be able to replace your real life with a game life and it can be upsetting when people are faced with this reality.

This would be a valid argument if it werent for the fact you're 100% wrong.

Honestly, did you really feel it necessary to validate yourself on a video game forum? 

 I felt it was necessary to inform others that this type of stereotyping and pop psychology is very misinformative and more often inaccurate than not. To those of us who actually take psychology seriously and know a bit about the subject, we see misinformative and erroneous psuedo-science as harmful to the education and understanding of others.

Of course, you can side with him and blanket every educated professional as someone who is simply low in self esteem, desperate for validation and attention. After all, you're most likely just as educated in psychology as him, correct? Please troll elsewhere, you're actually hurting others by breeding pop psychology ways of thinking. Stereotypes != good.

All I am stating is that "There are a multitude of reasons and explanations for how people understand or preceive their world." as opposed to "Everyone feels powerless IRL so they play games." Why you feel that is bad is beyond me. I question if you aren't him on a different account, lol.

As they say, Fail troll is fail :)

Originally posted by Irus
Originally posted by LeegOfChldrn

This would be a valid argument if it werent for the fact you're 100% wrong.

I have very high self esteem, am very valuable in the real world, feel valuable, and have a ridiculous amount of free time.

I play video games not to make myself feel more powerful than I actually am, but to have fun because I like video games.

He's wrong because you're the exception to the rule?

Quite a few people do not have a ridiculous amount of free time. Or don't necessarily want to spend that free time just on games.

If there are people who do not fit to what he says, then that means he's wrong to say that is the reason why.

Herp derp ftl.

 

Use some common sense... what he said is obviously not true and is simply something he came up with after getting an A in his Psych 101 class. It may apply to some people, but the majority are most likely not playing MMORPG's solely to escape from their harsh reality that they have to spend 99% of their time in.

Even if MMORPG's are used to "escape", the REASONS people escape are going to be much more broad than "because they feel powerless" and have low self-esteem.

Some people will escape because it helps them de-stress. Some will do so because it helps keep their mind from other parts of life, such as having too much power over others.

 

To say that the reason people escape is always because they feel powerless IRL is to assume that everyone feels powerless IRL. Some people have problems BECAUSE they have power. If someone is bipolar 2 and abusive to those they love, with severe depression states, they are most likely escaping because they have too much power (abuse others). All this pretending people always use games as a form of escape.

It is just common sense in psychology (real psychology) that not everything is caused by the exact same feeling (powerlessness) or that EVERYONE who plays, plays to escape real life. Some people may play to escape fictional dreams and actually find some reality. And as I just stated, not everyone plays to escape their "hrash real life".

Originally posted by quasi_dead

1) MMOs are hard to make.

MMO gameplay is no more difficult than any other type of gameplay. The added networking in the game is irrelevant of gameplay, even when it requires FPS twitch combat (like Darkfall).

2) MMOs are addictive.

Any game can be addictive. League of Legends is VERY addictive, but it isn't a MMO in any regard.

3) People will still play shit MMOs.

Sad, but true.

4) Companies will still make shit MMOs. See points 1 and 3.

 So so true, and they'll still rage when their MMO with a famous IP doesn't make billions for them immediately. LOL, MMO producers and developers remind me of the movie producers who fund movies like BATTLESHIP or Rock Em Sock Em Robots, er I mean Reel Steel, and since they have a famous IP invest hundreds of millions into a movie that makes them less than a score of a million, roflmao. How can ppl be so blind...

For every player that is bored of MMOs of which I am one, there are many who will pay for shit, and pay a lot. So why bother making better games? The developers have no reason to. Fuck pride.

 This is how it is, truth be told! Hallejulah brother!

Despite the fact that if someone actually bothered to make a decent subscription MMO people would flock to it and it would make a fortune. But hey, their still making money for doing fuck all so why bother. 

Exactly. So true, so true.

The people who are really irritating are those who bitch about MMOs but then still sub to shit, or 'go back' to tired old shit games that they fell out of love with years ago. You know who you are.

 LOL

But then I'd argue their feeding an addiction to an extent, in which case, go wild.

Good post, lol.

Originally posted by Drokar
Originally posted by Darkcrystal

Finally a post on this forum that make sense and is not bashing Devs..  I have been a gamer for 30 years, I started with D&D and then move to console and IBM and commodore, and then moved on, I was into ART, and then Cars, I was an Auto mechanic for 17 years, and then got sick, so I decided to go to school for Gamer design to understand more about games, and how to make them, I messed around  through the years but nothing really that big until I went to school.

 

So after going to school, I see both sides to it now before I was like most people upset about this game or that but I played what I enjoyed, and also I was a beta tester Paid one, so after seeing what is all involved I see why the industry is off a bit  most people just complain and don't figure out why they just want what they want and thats it like spoiled brat which is annoying.

 

I will tell you why we do not see new mechanics, and ideas...

 

1. AAA companys are ran by people who never play games they wanna make money.

2. Publisher, Investors, will only give money to people who they know and what games have made money in the past, AKA WOW and clones. Yes they do, they made billions.

3. Indies have great idea, but who the hell are they and this crazy idea, !! No way will most gamers play this.. So guess what we won't see new games that often

 

4. Indies lack experince.

5. Indies lack Funds.

 

6. Indies lack buisness sense.   ( This one I have been dealing with, see indies should start small and then make the next MMo, but MMO cost the most, if indies make small scale games they will get funds for the bigger  games also investors will trust them more because they have made games, and seen how well they have done.

 

 

Gamers today have no patince and how can Devs fix anything if people just complain and not say why or what is wrong, also they can't please everyone.

 

Gamers who are becoming DEVS, which I find to be important because they are gamers and want they next best game but what I learned is most new devs  hate MMO's that is a fact and I ask why when I'm in school and mostly told, because why should I make games for a bunch of selfish people and whiners,

I see there point now and Iphone games are easy to make and easy to make money, even flash games you can make more money and faster, so those are reasons as well.. So people will be like Iphone!! Well guess what these are  all facts, and now I see it, will I play Iphone games no not really, I l ike MMo, but I'm actually doing good for myself making smaller scale games.

 

SO my advise to gamers is to relax and stop with the crying and bashing, because if they don't new devs won't bother to come up with the  next new MMO....  They can continue to deal with what they have, not saying all  the games are bad because there not but I do want some new mechanics and trust me they are out there but people aren't using them....

i think many of the older gamers understand this concept, yet don't have the patience to see a game past a month or two and at that point if all the bugs are not worked out they leave and move on to the next release.  Gamers are at fault for being impatient, but developers are at fault for pushing out unfinished games with nothing new added in terms of innovation... lets face it.. if you want to play sword and scorceror... WoW is THE game.  10+ million say so and they are paying to play.  All the other games have niche followings, even the successful Rift and TRION Worlds.  The next best subscription game is EVE online which is sandbox... so which do you think investors want a piece of.. 300k or 10 million subs?  so perhaps we are all at fault.

Unless the "bugs" actually mean the game doesn't even work for the people (like Vanguard at release, no one could play the game) then I don't think that is right at all that people leave if all the bugs aren't fixed immediately.

People leave because the game isn't very good.

 

The reason MMO's are bad is because they're not innovative, they have either awful devs or awful producers forcing the devs to be bad.

Money is the main reason MMO's are bad. Catering to the widest market is also the reason (althoug that is entirely based on money, once again).

Indie MMORPG's are actually pretty good, even if not perfect. No one here can say that Darkfall is not a good game for those who want a FFA PvP environment.  Just like WoW, even if you hate it, think it's boring, or believe it's flawed-- it's still a good game. The design of WoW is good, smooth, polished. The design of Darkfall is new, fresh, innocative. Yes, Darkfall has some massive flaws for new players, but at release it was actually quite awesome. If it were ever to become Darkfall 2.0 with a server wipe, there would be many players who would want to play (and stay).

Just because Darkfall didn't become the next WoW doesn't mean it's a bad game. Just because a ton of people think it's a bad game, doesn't make it a bad MMO. It is innovative, fresh, different. It has flaws, but if there were 10 more games like it, one of those would be nearly flawless. Eventually you'd get a game that combines WoW's polish with Darkfall's innovative. I'm not talking FFA PvP, I'm talking about DIFFERENT FROM WoW-Clones.

Unfortunately there is only 1 Darkfall for now, and in the next few years no more than 5 more types will pop up. The chances of those also having design flaws, financial problems, or not even making it to release are high. If developers were all like the Darkfall developers-- and just did what they think is FUN, we would eventually start seeing some really, really awesome MMORPG's alongside some bad ones.

 

We also have to remember that no matter what the game's design, a single massive flaw can really hold it back. Some games are plagued with a lack of balance in PvP-- (and it's entirely possible to find balance, as many gaves have before), some games are plagued with an added feature or design vision that ruins gameplay (Vanguard's world being too big, SWTOR having too many servers, only 1-3 PvP maps in a MMO where most players love PvP, inability to keep up with content, etc. etc.)

There were games that were "flawless" in regard to massive flaws that made the game unplayable. For example, pretend they added Permadeath to WoW. It woudl make WoW's design unplayable. Yet this is very common in MMORPG's-- to have a single problem that is ignored, but one that could be easily fixed or changed. WoW + Permadeath = Hell, because WoW isn't designed to have permadeath. Yet there are developers stupid enough to implement designs that do not belong in the rest of their game's design. If WoW's design was made with permadeath in mind, it wouldn't be a game-ending feature.

 

Now replace 'permadeath' with whatever the REAL issue is. Like WoW's incredible lack of balance in low tier PvP. Many will cry, "If you're not max level, it doesnt matter." but millions of players participate in low level battlegrounds. I myself, and anyone who loves ALTS and PvP, will quit WoW because of the horrendous flaws in low tier PvP. The rest? They will be a part of the problem, exploiting these flaws for their benefit. (Ex. why you see about 50% of players in low tier PvP as Hunters or Rogues, and absolutely no gimped classes at all until set levels).

When you log onto WARHAMMER PvP as a Shadow Warrior, and people start to laugh at you-- the developers should know something is wrong with balance.

Originally posted by OldManFunk

As you get older you find that you have to spend more and more time in the real world and that's hard for some people to accept. They keep looking for the perfect game where they can abandon their real life in favor of a fantasy world where they can feel needed or more powerful than they actually are in the real world. Unfortunately it is unrealistic to expect to be able to replace your real life with a game life and it can be upsetting when people are faced with this reality.

This would be a valid argument if it werent for the fact you're 100% wrong.

 

I have very high self esteem, am very valuable in the real world, feel valuable, and have a ridiculous amount of free time.

I play video games not to make myself feel more powerful than I actually am, but to have fun because I like video games.

 

WHY do I like video games? It's a much more simple than a subconscious pop-psychological need for self validation. They're fun entertainment. If there's ANY truth to what you're saying, it's that I play video games to be a medieval adventurer in a world of magic, because I can't go around killing people or monsters IRL with full plate armor and a bastard sword. The police would probably consider me a mass murderer.

 

This just in: I also don't watch Game of Thrones because IRL I am not strong enough to wield a sword or smart enough to strategize a clever plot. I don't watch The Walking Dead because I am desperate for the world to end so I can be a zombie hero, because I'm a pizza boy IRL.

 

My life is very happy, I feel I have tons of self worth and high self esteem. Thus my very existence proves you should go back to your Psych 101 class and ask your teacher why people play video games. (I am only being rude because my degree is in the field of psychology, and I find this post to be very misinformative and horrendously incorrect. It makes REAL psychology look bad).

There are many, many ways to getting around the negativity of a harsh death penalty or permadeath system.

 

For example, if players were able to play OTHER characters while their dead ones were in time-out, prison, or permadead, it would solve the problem of players no getting to play the game when they die. (No developer wants a player to be unable to play at all upon death. That is not fun at all, because it isn't PLAYING the game.)

Faster progression would resolve a lot of problems as well. Although it would diminish the penalty of death (faster gains means less harsh of a death penalty)  the death penalty would still have an impact (creating a thrill of risk v. reward). There would ALWAYS be progression and thus always be an end-game. End-game would never get tiring as the thrill of fighting high-end monsters like bosses or dragons would remain high, dangerous, extremely rewarding, and ultimately elusive given the uncommon-ness of the entire affair.

If you eliminate "end game" and "early game" and just have a game, faster progression is more about taking on challenges more readily, with less cooperation, than it is about actually being able to take on said challenges. Repetition wouldnt be a problem if there was little difference between low and high end content.

 

Although any PvE or PvP game would have to design much of the gameplay and progression AROUND harsher death penalties, it is not only entirely possible and viable, but could become a massive successful for everyone including the casual gamer.

 

In all reality, it doesn't really matter what is in your game or what features you want to design around. A good game is always a good game, and a bad one is a bad one. There can be popular WoW-killing permadeath games just as much as there can be laughable failure WoW-clone games.

Originally posted by odinsrath
Originally posted by Caldrin

I would think an updated version of the origional UO would be the best bet no need to change somthing that was so good.

Updated graphics engine and UI would be awesome :)

i agree..making UO and more pve game than PVP is bad mmkay?

 

Do you think there would be any way to allow FFA PvPers to enjoy a UO type game where there IS a Felucca / Trammel type system? Not that there are two worlds, but in the design that there ARE safe zones and the UNSAFE zones are MORE rewarding PvE loot and treasure.

I'm still interested in what others think of my above concept of there not even being a player character and instead ALL characters are "monster play". (See above this post)

What if there were no humans or players at all, and the entire game was "monster play"?

Human being replaced by human-classes, such as "Thief", "Knight", "Cleric", "Alchemist", "Wizard", etc.

 

You'd be able to dye the characters' outfits like in UO, and perhaps customize some character's weapons or emblems (like tabards, possibly) but what if ALL players were Monster Players?

And all monsters were customizable, with a base depending on the race/class. With there being 5 variations of every "race". Players combine 3-5 choices to make their characters. There would be many monster races (200 minimum) to choose from, with each variation that's 40 monster races. The problem is there would be only 200 ways to look (besides dye choices or emblems). Ex. All Orc Warriors would look identical, even if their stats/talents/abilities can be customized further.

 

For example,

Take 2 Races: Human, Elemental

Human Race grants Human based traits, stats, and abilities. The 5 variants of human could be "Thief, Wizard, Knight, Cleric, Paladin". All 5 variants have the human race traits/stats, and based on the 5 variants get additional skills. Finally, progression points, weapon type (ex. Sword, Mace, Axe), and a talent specialization can further define these characters. All thieves would look identical except dye choices, so it would be the equivalent of everyone having "epic armor" on from level 1 to end game, never changing.

Elemental Race gets Elemental based traits/stats, and then the 5 variants are the elemental type (Air, Water, Fire, Earth, Ice) which give unique abilities (perhaps Water is a Healer variant, while Fire is a pure DPS variant, with Earth giving Tank skills, Ice being CC, Air being mobility.) Then after picking Fire Elemental you pick 5 out of 15 fire spells, spec your talent tree to enhance those spells, etc.

 

If there were over 200 monsters to choose from (human being included) and deep character development/customization would that make up for the fact there would be 0 aesthetic variations between specific variants? (Orc Warrior and Orc Archer would obviously have different looks, but ALL Orc Warriors would look identical to ALL OTHER Orc Warriors.) With the exception of dye colors in costume/skin tone, possibly some hair/face choices, and some limited weapon/shield choices.

 

 

 

Well then, I guess I have a lot of work to do :P

 

It will be fun, as making each "Monster" will be like making unique MOBA heroes :P

 

One of the coolest features that is a MUST for any sort of "Monster Play" game, would of course be Player Dungeons. Dungeon Keeper 2 anyone? :)

Actually, in such a game...

 

There would be 0 reasons to not create two separate servers.

 

SERVER #1: A complete remake of Classic UO, including FFA PvP with Red PK's, etc. etc. (As close as possible without getting sued). Identical but 2012 user interface, graphics, etc.

SERVER #2: The OP version. UO with FFA PvP replaced by Monster Play.

 

You inevitably subscribe to 1 MMORPG for $15/month, and get BOTH the classic UO server with updated UI/graphics, AND the revolutionary Monster Player + Keep Sieges / Town Raids + Left4Dead dungeon experience.

Updated graphics, user interface, animations, etc, but still the same 2.5D (2D) game we all knew and loved. Similar art style, gameplay, skills-- the works, up to even including the Paperdolls and mouse-dragging items / backpack.

However, there's 1 huge change. In replace of FFA PvP, there is Monster Creation, and Monster Warbands. A player can use a Monster Currency (Monster Points) to play as the monsters, which allows for FFA full PvP.

 

Granted full loot wouldn't really exist like it would in a FFA PvP game, as the monsters would collect the player's loot (and be able to become more powerful the more they killed players and took their stuff. Or perhaps instead it's all "sold" and translated into monster points, and if the player defeats the Monster Play they can loot all their stuff back.)

Monster Play would consist of the following:

 

 

Monster Spawn. 

A player can spawn as a monster, based on the various monster spawns. Whether it is an Orc Fort, Lich Dungeon, or Dragon Cave, the player spends his monster points to spawn a new monster, slightly customized and equipped from a small selection. (Perhaps the Lich picks their 5 spells, or the Orc picks if they're a Warrior, Mage, Archer, etc. The more upgrades, the more Monster Points.) 

Upon logout, the monster acts as a player would, and can be logged in again. The Monster Points are spent upon spawn, and the monster stays playable until the player deletes it (to spawn as a new monster) or it dies.

 

All Monsters suffer Permadeath. 

Monster Progress is through Monster Points, not Character progression. These points are gained through killing players or monster players. They can be spent on regular player items/bonuses for those who dont want to play as a monster but want to benefit from PvP points.

 

Monster Spawns are locations/cities,

such as an Orc Fort, which can be raided, protected, or enforced. For example, the more a player participates as an Orc from Orc Fort#4, the stronger the Orc Fort can become. This could include anything from better stats for all Orcs (NPC and Player), Monster Point increase (xp buff), more NPC guards, etc. These locations themselves (which are not the same as other Orc Forts which do not have monster spawns) can be sieged by players in a Monster vs Player siege, possibly including siege weaponry, large monsters, and Bosses.

 

Bosses are special monster spawns. 

Besides being limited in spawn population and being very high in MP cost, Boss and SubBoss spawns require Boss Tokens. (Either special MP items or very expensive MP items). Bosses include monsters that take from (full group to raid group) to defeat, and Sub-bosses take (a small group to full group) to defeat. These would be monsters such as Balrogs, Dragons, Lich Lords, etc.

 

 

 

The Idea borrows a lot from the The Left 4 Dead mechanic

It is the job of the Monster Player to drain the resources and slowly wear away the player in the dungeon, more than it is their job to win a 1v1. The Monster Player is suppose to spawn many many times throughout the dungeon process, eventually beating the player group by either a final fight (Boss / Subboss) or through teamwork & attrition at the right moment (with NPC aid). Although monsters cost monster points, the most basic monsters are free (no cost) and spammable (easier for players to kill) monsters are cheap or merely free + small upgrade. If monster players are in a dungeon for a set amount of time (and are active) they may get tougher free monster spawns occassionally.

 

City Raids

When enough resources / power are gathered, Monster Spawns (monster cities) can declare a raid against player cities. Ex. the local swamp Lizardmen have had enough monster player influence to declare a raid at 7pm against the nearby city of Muneglow. All participating players can either spawn as Monsters and attack the city, or defend it as a player. Once decided, they cannot switch sides. (Although they can switch from Monster Raider back to their human player, but as their human player they cannot participate in the human-side of the town defense and so are only capable of acting like scared citizens.)

NO SAFE SPOTS?

Monster Spawns are limited in location, but there are Monster Spawns throughout the world, and very few safe spots. For example, all dungeons would have multiple monster spawns (or the entire dungeon would be a monster spawn city). Yet while the Orc Fort may spawn orcs to roam around the Eastern City, those same orcs can't go to the Western City. Fortunately the Undead Graveyard may spawn undead around the Western City, so Monster Players can still go almost anywhere.

 

 

So there IS FFA PvP, but it is not a human vs human mechanic. It's a Monster vs Human mechanic. Monsters can include human-characters such as Pirates, Bandits, etc. Monsters can group up, travel the majority of the world, etc. Not every monster is restricted to specific areas. For example, Pirates (Monster) would be treated as a "Red" where they spawn at Buccaneers Den, with their boat (and NPC allies in boat) and can travel anywhere. But if they enter a city, the guards will kill them.

Guards, however, are not instant-teleport 1-hit-kill robots like in UO. Guards are more prevalent in cities, roam around, and call each other (slowly) to eventually mean that a group of pirates could try to PK people inside a city (especially around a docks) if they managed to kill a few guards (it would be easier for the players to run away if the PK's also had to fight NPC guards)

So while there ARE safe zones, there are no invicible areas. There might even be stealth monsters which can sneak into cities via dark alleys, or disguise themselves as humans (Human Thief- is a Monster) and steal from player's backpacks.

 

It would be like No-Trammel UO, but with permadeath for Monster Players, easier safety in city for human players, and less likelihood of random PK's teleporting in to ruin the gameplay of casuals. Instead, casuals know exactly what to expect, monsters, and stay within their limitations. If you stay at level 1 of a dungeon, you wont fight anything tougher than you.

There are possible exploits to a monster-possession system, but it could be as simple as a Monster Player gets NOTHING (No loot, no gold, no monster points) unless they attack their Quest Target, and Monsters cannot spawn unless they are balanced player populations (a ratio of Monster Power : Player Power, so if there's only 1 player in the dungeon, the number of monster players and monster power won't exceed what 1 player can handle).

This could lead to monster players and players easily forming groups to protect themselves, and thus becoming more powerful to enter deeper into a dungeon.

Originally posted by Divion

Maybe Gamestop, and other outlets will become like antique stores, buying, trading, selling collector editions, and retro-video game memorbellia. 

They also have a Gamestop that sells antique and retro game memorbellia. It's called "Vintage Stock", lol...

Hello everyone, and thanks for providing your feedback. I have finalized my animations for my 2.5D (2D) RPG (future MMORPG after it releases as a singleplayer RPG similar to something like Ultima Online / Baldurs Gate 2 + Oblivion / Skyrim world freedom). Right now as I finish up, I am working on the transitions for those animations (1-3 frames to smooth the transition between different animations).

 

Also I am wanting to get some opinions as to if the animations are acceptable or not. I do not wish to know if they are high or medium quality, but if they are acceptable. Simply put...just NOT crap. My goal is NOT to provide the best possible art, but to provide the best possible art given my skills, budget, and time constraints.

 

The character's outfit and model texture are just temporary and there are plenty of glitches in the art (clothing during animation) but I did this for simplicity and I didn't want him to be naked when testing.

 

Anyone who is interested (and has the Unity webplayer installed) can view the animations here. Please tell me if you think they are passable for a non-artist low-budget game developer.

http://ronnyrulz.zxq.net/AnimationExample/WebPlayer.rar

 

Thanks for letting me share! :)

 

11:56 PM - Guy: So tell me
11:56 PM - Guy: Where is the negativity NOT?
11:56 PM - Guy: Tell me
11:56 PM - Me: where is the negativity NOT?
11:56 PM - Me: In trying to keep you alive
11:56 PM - Me: In trying to keep you from dying and getting mad
11:57 PM - Me: In trying to give you the best score possible
11:57 PM -Mel: In trying to commnunicate with you and give good advice
11:57 PM - Guy: Just shutup
11:57 PM - Guy: i dont listen to morons
11:58 PM - Guy: You didn't answer the question
 
 
 
Did I answer the question? Is my reply fitting to the definition of "to answer"?

 

Originally posted by teakbois
Originally posted by LeegOfChldrn
Originally posted by Ramonski7

PvP in MMos (in it's current state )is nothing more than an attempt for delinquents and unskilled FPS players to compare their achievements against themselves in a RPG setting and attempt to use those merits to justify their hardcore status..... They do this because they KNOW they don't have enough skill to accomplish anything when they play actual FPSs.

 

Either that or it's FPS players that feel the need to justify their inner nerd for MMOs by telling their friends that PvPing in MMOs is actually a thing of importance when it really isn't in a MMO.

 

But to answer your question, I don't think I would enjoy a PvE only game for too long because it limits the ability to fully commit yourself in a living breathing world and the dangers of coming up on devious players (not to be confused with asshats with an attitude).

 

Until the ego, self-centered PvPer becomes a minority to the real mentally stable PvPers. I'll take limited PvP servers like those found in WoW. To me it was the perfect balance for PvE and PvP.

I'd say your wrong, only because I believe the good FPS players probably ARE the good MMORPG players.

 

Unless I'm an exception to the rule, I am always on the top of the end of matches no matter if I'm playing FPS, MMORPG, RTS, MOBA, whatever.

I believe the reason I top charts in MMORPG's is the same reason I top charts in FPS games and MOBA games: Gaming Experience. I know how to exploit the metagame in any game I play. I know how to read information, guides, tips. I know how to figure out what REALLY is the best, and why. I'm also fast and skilled (intelligent?) so I'm sure that helps.

 

 

and modest too

The facts were very relevant to the topic. Modesty doesn't exclude speaking the truth when the topic warrants it. If someone says a fact, what's it to you? Does it offend you that I am good at video games or slept through college not paying attention with better test scores than those who studied ridiculously hard? Does it make you feel bad?

 

I always think it's funny when people get offended that others talk about the fact they're very good at video games, they're smart, etc.

I apologize if it offends you, but yes...I am very intelligent. That's part of the reason I have so much frustration in my life and find it very difficult to find friends I actually enjoy talking to. It's not all roses you know. There is an endless amount of disappointment with society (especially the more educated you become) and a ridiculous amount of boredom that comes from the lack of challenge in some areas. Not everyone is well educated, open minded, and not hyper-sensitive when others are prosperous. It's not easy to have an interesting conversation when other people seem to have a hard time grasping basic concepts or simple facts.

Sometimes I wish I were not, simply for the fact people like you wouldn't make me facepalm constantly, making myself think every post, "...and why are you still posting on these forums?" Fortunately I stay for those rare posters who speak rationally, don't attempt to troll people, and are mature enough to realize cracking a joke every 10 seconds doesn't make you as witty as you may think while smirking in a false sense of forum victory.

 

Of course, it always helps to add people to my ignore list :)

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