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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
Originally posted by Axehilt
Originally posted by Kyleran

You shouldn't have overlooked the 4 works that followed 'could'.   And should have been is the key phrase, with their budget, IP, and design team it should have easily rivaled WOW in terms of features and functionality at launch and it fell woefully short.

Yes, in many ways it is a failure, even if it makes mega gazillions of cash. 

You can't seriously believe $200M is more than what Blizzard has expended on WOW over ~11 years, right?  Should ToR's featureset really have been better than a game which likely has at least 2x that investment? (and probably a lot more than 2x.)

I don't know much about ToR's design team, but it seems clear (after ME3) that it wasn't Bioware's A-team.  They weren't bad by any means (they're right up there with Trion as a team of solid devs who nearly captured WOW's fun; a feat almost no other MMORPGs come close to) but they weren't Blizzard (whose A-team worked on WOW.)

I wish game developers had rosters instead of vague blanket companies, when talking about their specific game.

 

There are certain developers I know will produce a good game, if not another great one. Then there are certain developers who would make me want to stay away from their games like the plague.

 

BLIZZARD who made WoW most likely isn't the same BLIZZARD who made WoW expansions. BIOWARE who made ME is probably not the same BIOWARE who made ME3.

I don't believe in game companies, I believe in the human beings responible for the product. You know...the more logical choice. I dont get the whole company crap, it means nothing...

Most people here don't understand the meaning of the word "failed".

 

A game can have 5000% profit and net millions of dollars over its lifetime,  and it will still be considered a "failed" game.

That's because people are either extremely ignorant or very stupid.

Originally posted by Alders
Originally posted by Larsa
Originally posted by Loke666
Originally posted by Larsa

The bad guy/good guy dichotomy is just horrible game design when there's PvP involved.

As with many other things DAoC got it right, 3 factions, but no good/bad ones, just different ones.

I think a few more might have even higher potential, like 5 or even 7.

But yeah, it proved the concept, 2 factions ain't enough.

I think the number of factions doesn't even matter that much, more important is that the factions don't match the good guy/bad guy theme. The good guy/bad guy theme works well in books or movies but when you try to take that IP into the MMORPG genre you instantly have a problem.

 

In theory yes, but players will just gravitate to the side that's winning, regardless of good/evil, and we're back to one side dying out.

It's really sad that people will do anything for a win, including giving up challenging and fun gameplay.

I find myself to be in the minority to WANT to play the underdog BECAUSE it is more fun BECAUSE it is more challenge.

I find myself to be entirely alone saying it is BORING and stupid to play the winning side with no competition or challenge.

Free wins and having a team so much better that the enemy is spawn camped for the entire game is incredibly boring... but fighting that one guy who seems just as good as you in what feels like a Hero v. Hero battle while all the crappier players dance around us? Now THAT is fun.

Actually I'm interested in different reasons why things seem one-sided with factions.

 

IMSO (In my Scientific Opinion) I'd theorize that the biggest reason is that people believe one side has better players, and thus the good players (tired of losing) switch to the "better" side with the "better" players. This multiplies from the beginning until all of the good players are on one side.

IMO, morale probably has a lot to do with it. It really seems like there are unchangable realities without any rational or reason, such as... battleground ownership amongst factions at different levels.

 

In DAoC, Faction #1 would own Thidranki most of the time, Faction #2 would own the next popular level battleground, and Faction #3 would own the next. In my server, Midgard always owned Thidranki, Albion always owned the lvl 30's battlegrounds, Midgard the 40's, and Hibernia owned the max level frontier. It made no sense at all.

In WoW, it depends on the server. One server will have ALLIANCE always win, while the other will have HORDE always win.

Yet even in HORDE-dominated servers, Alliance almost ALWAYS wins this one specific battleground. It's as if horde loses before the match begins.

 

 

I honestly don't know what causes one-sided factions in PvP, but something does. I always like to play the losing side because I am extremely good at video games and I know I can make a difference (or even win, if 1 player can make a big enough difference.)

Unfortunately one side still typically wins most matches, because my team is just THAT bad. Of course, I have to play the underdog, because the game is INCREDIBLY boring if I play the winning side, and help stack the advantage by participating. (Nothing is worse than a side that is already roflstomping the enemy constantly, getting another really good player to multiply that advantage.)

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.

 

Those who suck at FPS games probably suck at MMORPG's too. Those who rule at MMORPG's are probably NOT horrible FPS players.

Originally posted by corpusc
Originally posted by LeegOfChldrn
 

So to see a metal bikini girl standing in the snow, to me, is the opposite of immersion breaking. It actually makes perfect sense, because that is EXACTLY what some girls are like in real life.

 

sure..... completely ignore the context.   there is an extreme difference between being right next to a heated building and being able to take a little bit of cold for brief periods, versus being out in a blizzard far away from civilization.  one is a minor annoyance, and the other is a matter of life and death.

I guess no one here is allowed to have any fun or interesting conversations huh?

Captain Buzz Kill and the Bringdown Police are here to make sure none of that happens.

From what I read, about 80% of players didn't make it past level 2 or 3 when Vanguard first released.

What this means, given the fast leveling to 3, is that they literally played about 1-3 hours and never logged in ever again. Meaning it was all because of performance issues, crashes, and the inability to play.

 

So literally 80% of players who bought vanguard couldn't play the game, and left within a few hours to never log in again.

 

I think that a large amount of players, even if it's only a small % of that 80%, would love to try the game they never had the chance to play.

 

The biggest hurdle is the 16Gb client. That is freaking huge.

Originally posted by Quizzical

Whoever the GMs like the most wins.  No matter what the GMs do, there will be truckloads of credible allegations of favoritism and corruption.  If that's not something that you're willing to live with, then you should scrap the idea entirely.

The advantage of machines making the decisions is that they're impartial.  They don't care who you are.  They just follow the set rules for how a battle goes and what loot you get.

This is very true.

If you have ever been a part of a forum for a long time with corrupt moderators (the kind who actually post on their mod account) you will quickly find that moderators favor some over others.

I have seen people literally singled out and mistreated by said favoritism in some forums on the net.

 

It is actually very common for a moderator to allow a group of people who the mod likes to gang up on and attack someone the mod dislikes, and then when the post is reported by the victim, the moderator goes in to agree with the bullies and assist in bullying the victim. The bullies who are favored by the moderator break hundreds of forum rules trolling the victim, but the MOMENT the victim steps out of line and breaks a single, small rule, the moderator uses that as an excuse to ban them.

So if a moderator has favoritism and an argument occurs, they will purposefully encourage trolling and ignore the breaking of the rules so that the disliked user will (the moderator hopes) break a rule, giving them excuse to ban.

 

I've seen it happen an endless amount of times, especially on smaller forums. From moderators having butt-buddy favoritism like Gamedev.net, to moderators allowing bullying but only punishing the minority (Unity forums), to moderators banning the only people speaking love and respect in a violent redneck conservative (verging on KKK redneck) forum (christian forums). I've not just been around when this happens to me, but I've seen good, intelligent, mature users get booted out of communities because they chose to speak their mind in a rational, respectful manner.

On gamedev.net, I even read a 3 year old thread just a few weeks ago where a user came in to answer a question no one could answer about programming, and his facts were 100% correct (I checked, and what he said was entirely true in countless articles and even on wikipedia sourced and everything) but the moderator was a butt-buddy of the lifeless nerd attacking this guy saying he was wrong and provided no evidence (despite how they supplied none and were lying, while he supplied some and told the truth). The moderator stepped in and defended his butt-buddy (a noticable trend) and lashed out aggressively attacking the guy. Before the guy could even reply (the moderator asks for more links to support the facts) he locked the thread, inevitably saying "If it's true, then give us the links. HAHAHA jk you dont have them LOCKED!"

Sure the guy wasn't banned (I dont think), but this favoritism ends up with locked threads, tons of noticable bullying, and butt-buddy favoritism.

 

So any GM who stays a long time in a server will 90% develop favoritism and have several people he dislikes. I guarantee there will be many players PURPOSEFULLY excluded from events or given bad prizes because of this, and butt-buddy players given the better prizes or just happening to "win" the contest where the GM is judge, etc. etc.

From what I've seen from humanity when they are put in positions of power and authority, a GM-driven MMO sounds like a very, very, VERY bad idea solely due to favoritism and authority corruption. Although not all human beings are corrupted like this, there are a very large amount that are. Bad people tend to see power as a means of making their lives better, as opposed to fulfilling the responsibilities and purpose of said power.

Originally posted by corpusc

as far as immersion goes, the picture of the woman in a metal bikini standing in the snow IS immersion breaking, and i am all for trying to take care of things like that when it doesn't make gameplay more annoying.

I actually don't see it that way, because in real life, you will constantly see girls go out in 0 degree weather with the skimpiest outfits imaginable.

I remember one of the coldest winters where I, a person who rarely has to get warmer and loves the cold, had to wear a jacket (or maybe even a coat). I was going to the mall, and while I was there this girl walked in wearing those hip fad eskimo boots, and absolutely nothing until her butt cheek (the short shorts were REALLY short), and a top that covered only her upper torso (with no sleeves). Probably one of the most skimpiest outfits ive ever seen, on one of the coldest days I've ever been in.

 

Anytime it ever gets really really cold, you will still see women dressing up as if the weather didn't matter because fashion is far more important to them than comfort will ever be.

So to see a metal bikini girl standing in the snow, to me, is the opposite of immersion breaking. It actually makes perfect sense, because that is EXACTLY what some girls are like in real life.

Originally posted by corpusc
Originally posted by LeegOfChldrn

 

once again you post a big wall of (no doubt fail) text.

Please refrain from insulting others due to the length of their text. I'd like to avoid trolls and insults and focus on the actual topic.

you presented this as a totally simple-minded feature.  you did not flesh it out at all.

Fleshing an idea out not only isn't required (especially since I made it clear that the idea can go many different ways, but... you're complaining about "big walls of text" yet demand I flesh an idea out? Fleshing it out and giving all the needless details would make the OP a massive wall of text. So far, it seems no matter what I do you will complain.

ITS YOUR IDEA, its YOUR responsibility to flesh it out.

It sure is...which is why I already have far far before I ever posted the idea here.

its YOUR problem of having no imagination from the beginning, and acting like all these things you thought up after the fact were things that you had in mind all along.

Please refrain from insulting others, rash assumptions, etc. And yes, I did have all of these things, and many more, in my mind all along. This idea is not a new one, and it is certainly not the first time I had ever thought of it.

numerous people here were open minded enough to say that it could work WITH ENOUGH EXTRA SUPPORTING FEATURES.

Yep, and I said nothing bad about these people. I honestly do not know where your hostility is coming from.

none of which you actually thought up until it came time be...... yourself.... in the forum in response to other people who put more thought in it than YOU had up to that point.

 Such an aggressive assumption void of any actual evidence. I don't mean to offend you, but you are entirely wrong and needlessly aggressive.

your reply was total simple minded condescending crap in the first few paragraphs, defending your UNORIGINAL, SIMPLEMINDED UNFLESHED-OUT idea.   i've seen enough of your incoherent posts to ignore the rest of it.

Please refrain from insulting others in this thread. My posts are fully coherent, so please choose a different word (a more accurate one) to support your dislike opinion of my threads.

I am glad though that you admitted here that this has nothing to do with the OP, but is actually about some disturbing dislike towards me as a person. You apparently have read many of my posts/threads, and all this aggression and irrational assumptions attempting to insult me seem to be personal.

you obviously have alot to learn about game design being so hand wavey about the subject.  "don't let them do that!".    ROFL

 When the "problem" is as simple as "Players will possess 100 monsters in the dungeon and move them all to the entrance to instantly kill anyone who comes in." the solution IS very simple: Dont let them do that. This is a very obvious problem that any real game designer would foresee... if the problem ever even exists in the first place, since the design might easily include a limited number of players in each dungeon, especially if instanced.

i suppose thats a simple matter of:

if (badGameplayIsDesired) { doThat(); }

I will not insult you like a child would, claiming that your post is "incoherent" as I fully understood it. Your thought process, however, seems a bit disturbed as it makes very little sense (in other words, the ideas you're submitted are incoherent, but the post is not).

I am not sure what has led you to create a personal vendetta against me, although it is clear in your post (as you admitted to your post here being based on my previous posts. You also submitted a lengthy critique of my post, yet also admitted that you did not even read it because it was "too long" and that my other posts is enough to ignore it. 

You'd think that before someone went on this long rant attacking someone personally, making irrational assumptions, and filling their post with loads of needless aggression and insults, they would at least read what they were trying to provide a rebuttal for.

It's very strange when people both admit that they didn't read what you had to say, while also making rash assumptions that would typically (if rational in thought) require reading the person's post in full.

 

For example, I read your entire post, despite how it was needlessly aggressive and irrational in thought. For whatever reason you are angry towards me as a person, I am sorry. You might be better off toning down your assumptions, as I think you may have assumed I am attempting to hurt your feelings or attack your ego (ex. being condescending) but that was never my intent.

If anything, at least do everyone a favor and tone down the insults, if not the needless aggression. Do yourself a favor and read in full what you are replying to. It will not only make you seem far more credible, but it will show others that you are intelligent, because it's quite silly to provide an incredibly aggressive insulting wall of text without even having read what you are supposedly yelling at.

Originally posted by yewsef
What the heck is a MOBA?

It's an ARTS.

POKEMON would be far superior as a MOBA than any other genre.

That actually is probably the single best thought of the decade (for Pokemon or ARTS games).

I would absolutely LOVE a game that instead of telling me "Go kill 10 Gnolls" it gave me NO quest, and I just walked into a gnoll area and killed 10 gnolls because I thought it was fun and adventurous.

Quests are stupid. End of story. Even the best of the best of quests in WoW aren't worth keeping over a sandbox without quests.

 

DDO, however, is entirely different. Their quests are amazing, and full of adventure, life, etc. I absolutely love their quests, because each quest is actually its own dungeon.

Originally posted by killion81

Would be something to consider for a sandbox, but it may not be worth it due to the massive amount of code that would need to go into every mob, controlling mob spawning and reacting to player actions.  If there's a simpler way to create a roughly equivalent level of "fun" for players, that is the path that will (and should) be taken.  The first step is really to get a few high quality sandboxes released to see what kind of market there is for true "virtual worlds".

Typically in code, all mobs inherit from one class / various subclasses.

You would really only need to make one class for the mobs to react to players, and include all the variables for different mobs.

 

Programmers try their best to not repeatedly recode every little thing, and instead believe in reusable code. That is why inheritance, entities, polymorphism, etc. exists.

Originally posted by dontadow
Originally posted by nilden

There are some mechanics I feel should be done much better than they currently are in MMORPG's.

RAndom Encounters

There are random encounters in pretty much every MMO. Monsters just appear.  But what your'e describing, GW2 has.  Some quests have been described like that verbatim.  

Final ThoughtsYes i get , u guys want to kill each other in agame. That is not going to make dynamic content anymore than it did 10 years ago in Wow.  I know if you hate GW2 it sucks, but thats as close as we get to dynamic content, and its pretty damn good.  You have your ever changing encounters, your pcs effecting the environment and random events that aren't locked on particular places. 

Random Encounters in pretty much every MMO already?

LOL...I don't think you understand what a random encounter is. At least not what everyone else is talking about or thinking of.

 

I didn't read anything else because that right there is enough to say "TLDR, this guy doesnt know what he's talking about." Sorry if I'm harsh, but random encounters, the type we're talking about and what most ppl think of when they think random encounters, are NOT in every MMORPG already.

Originally posted by Cuathon
Originally posted by BadSpock

While I agree with you for the most part OP, I just wanted to share the following.

In the early days of UO, the devs had designed a system where all the wild life (animals and such) had these complex behaviors and migration and family/population... all this really cool dynamic stuff.

They found through testing/live play that the players simple went into the world and mass slaughtered every animal they came across and the entire system was made pointless, so they scrapped it.

Truly dynamic / random content sounds great on paper, but the implementation is everything.

Sure you could have NPC AI that built structures and gathered resources, but then you introduce players to the equation and all of a sudden either the players completely leave the NPC's alone and the system only goes so far and then stops or the players just go out and slaughter everything with such regularity they never have a chance to build and grow stronger.

Balancing it out is... problematic because you can NEVER fully predict player behavior.

 

The thing is, we can pretty easily account for the UO problems. If the players easily destroyed the ecosystem its likely that it wasn't large enough. Further, ecosystems are not the same as mob societies. Having golbin settlements is not the same as rabbits and deer.

Rabbits and Deer should also have a measure of stealth or the player's a measure or tracking, perception stat, etc.

Animal AI should also be fast, smart, and instinctual.

 

There should be no reason a player can go into the forest and slaughter every animal because they feel like it, ruining the ecosystem. 

Why? Because this doesn't happen in real life. Why? Because animals aren't these slow braindead things that will instantly attack you back in melee combat when you hit them with an arrow.

 

Instead, animals have survival mechanisms, such as....

 

1) Pack Mentality. Wolves travel in a pack. Want to kill a pack of wolves? Bring a friend, or your tombstone.

2) Escape. Deer do not just turn grey in real life and run to melee you. They hear you snap a twig and run away before you can even see them. Animals smell you, track you, avoid you, hide from you.

 

There is a reason you can go into the forest and see absolutely nothing at all, yet it be full of more life than you realize. You probably wont even see most animals, because they already saw you a long time ago and left the area. Or perhaps they're hiding in plain sight.

The only thing I have to say is that BALANCE is not an opinion, it is a fact.

The opinion is just what people think without the facts, and that isn't balance, it's what people think (without evidence) what is balance.

Once again, BALANCE IS NOT AN OPINION, it is complex mathematics.

 

For example... let's take an imaginary game with 3 classes, a Warrior, a Cleric, and a Paladin (a mix of both).

Warriors do 10.0 damage, have 100 hp, and have no spells.

Clerics do 5.0 damage, have 50 hp, and have a heal spell that heals 50 hp per cast.

Paladins do 7.5 damage, have 75 hp, and their heal spell heals for 25 hp per cast.

 

It's all balanced right? Probably not. A simple change of, say, attack speed, and balance can drastically change. Typically slower attack speed but higher damage is favorable because players run away from one another. If you can only ever hit your opponent one time every 3 seconds of running, then a 3.0speed halberd that does 400% damage is far superior than a 0.5speed dagger that do 50% damage.

Unfortunately, even if the above #'s were true and there was balance, most likely the Paladin class would be significantly more powerful, because although their hp, damage, and spells seem balanced, their instant-heal-all or full-invulnerability spell makes them win every single time.

The cleric will most likely never be able to win because they can't do any damage. Although they can out heal any damage done to them, they will lose mana and eventually have none left. If facing the warrior, they may be able to win a far of attrition. The paladin, however, will hands down beat the cleric because he does significant damage, can heal the non-existent damage of the cleric, and probably wont even run out of mana because he has more hp. This makes the Paladin far superior to the Cleric.

Now the warrior? He has more hp and does more damage, but that Paladin, once again, will still win. The healing is exactly why, as the warrior can't heal.

The paladin's REAL stats would be something clsoer to 75 hp + 25 hp * (Mana / Cost). As long as the Paladin can heal more than once without running out of mana, he has significantly more hp than the warrior. If the Paladin can heal more than 2 times in the fight, he will win hands down.

The Cleric has 50hp per heal, and 50 hp. The Paladin has 75hp an 25 hp, making both have an effective hp of 100. Yet the Paladin does more damage, despite their effective hp being identical. Thus the Paladin is superior once again.

 

BALANCE is about mathematics and to a lesser extent physics (chasing enemies and speed of weapon or range of attack). It's not an opinion, it's a fact. The physics are still fact, but that is what everyone argues about when it comes to their opinion, usually void of the actual math.

 

Originally posted by paulytheb

I would really like to see a good strategy MMO.

 

Something where you can level up a lot of toons fast in easy random dungeons  like Diablo.

Then take those leveld up toons out in 8 -64 man squads for PVE and PVP. (arena- castle defense-race- battlefield- lots of options)

It would be kinda several games in one.  You would have your MAIN controller toon who is a non-combat crafter/general.

Then a whole pile of "alts" that level up relatively quickly, with which to build your army.

 

MMO/Dungeon crawl/RTS/strategy

 I'd buy that on day one.

You'd probably love my game concepts.

Originally posted by Deldor

I want more tactical combat where the making the right decision is more important than proper execution.

So basically a WoW style system, where managing ressources and cooldowns and knowing the opponents spells is the core.

It should  be paced a bit slower, so you don't have to press a button every 1.5 seconds but every 3 - 10s on average.

And then more support for the right execution: auto-face, stick, skill-queue, auto-cast etc.

What you describe is nothing like WoW.

 

WoW is a button spam fest where you have to hit abilities every 0.1 second, and the faster player with better reflexes will utterly destroy others in PvP.

Of course, I am someone who always tops charts in PvP games like WoW, SWTOR, etc. (even at lower levels than everyone else) for this exact reason.

 

In fact... some FPS games require more strategy and tactics (and less twitch reflexes) than some MMORPG's PvP. That is, unless you include gear and talent spec part of strategy. (I dont, I'd call that preparation). 

I dont' think in MMORPG PvP, I just spam the OP abilities and have perfect rotations. They still require ever bit of strategy as any other game (knowing WHEN to attack and WHEN to retreat is most important in ANY PvP game, FPS or MMORPG), but the twitch reflexes arent really required.

 

Don't get me wrong. I'm not saying WoW is a twitch reflex game. I'm actually saying FPS games dont require as much twitch reflex as people make it out to be. It's almost all about game experience and metagame knowledge, some about fast reaction, but mostly about the metagame in any genre, any style.

WoW however requires a lot more spamming of buttons, abilities, and quick reaction than any FPS game I've ever played that is simply Point+Click, and sometimes 4.

As always, it entirely depends on the game.

 

There isn't a game alive that can't have any of the above and be amazingly fun, or horrendously awful.

 

I've had an incredibly blast with every genre type, from MMORPG to RTS to FPS to TBS. No matter if it's turn based, semi-turn based, lame-based, RTS based, full action, third person action, FPS, it doesn't seem to matter.

A good game is a good game, and the style of combat is irrelevant to how fun it is.

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