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Originally posted by Tierless Problem with that, as with most stealth mechanics, is you still run into this situation where one class is always either way too strong, or way too weak. Even if they kill themselves with stealth in the way you're describing, from every other player's perspective they're still getting killed before they can really do anything about it. That's just not very fun. Games have to be pretty careful about stealth mechanics in multiplayer. If you're going to have stealth, it needs a counter, and you need to make stealth classes non-reliant on stealth (so it's a choice, not a crutch). This way stealth doesn't become an automatic 'Iwin button', but rather a tactic you can use against unprepared players. |
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Originally posted by MarkJacobs Glad to see this MJ. Imho stealth has always been a crutch in MMO combat, or at best poorly designed. I'd rather either see maps with pleanty of areas you can hide behind / inside, or terrain-specific stealth mechanics. |
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Originally posted by Xstyles So you want a WoW-like game, but you don't want to play WoW... Let me see if I can help you there... - Rift - SWTOR (I dont really recommend this one though tbh, but some people like it) - Aion - LotRO - Perfect World - Raiderz - TSW You've got quite a few options, some of which are actually fairly good games. All depends on how picky you wanna be. |
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The trailer's definitely nice, but I'd hold off on getting overly hyped just yet. For one, the trailer shows almost nothing about the game when you stop and think about it. It shows it looks pretty, and that the game has some pretty bad optimization issues it needs to work on (I don't know if you noticed, but there's a lot of texture shuttering / flickering, and framerate issues in that tech demo). We don't know anything about the game mechanics, and that's going to be a HUGE factor in determining whether or not the game is actually good. Just look at what happened with FFXIV. I'm definitely curious about this one, though. I saw the trailer a while ago, and kinda forgot about it. |
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Originally posted by Amjoco Lol! Thanks for linking it. That's exactly the video I was thinking of when I posted that. The OP sounds very similar to the guy who made that video. |
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Combine Best elements from all mmorgp's
The Pub at MMORPG.COM « General Discussion 4/21/13 7:10:40 AM
I think this is one of those things that would sound amazing on paper, but would actually result in one of the worst MMOs ever made. The best games include only the mechanics that support the inate game design and hopefully strengthen that vision. Almost every time a game starts to do too much outside of that scope, it starts to suffer as a result. |
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Originally posted by Amjoco He may also want to wait until he gets an accurate impression of the game (assuming he's even willing to give the game a fair shot) before making assumptions about the game. Otherwise even a poster w/ the best intentions comes across as trollish, because they'll literally be posting nonsense without even realizing it. Unfortunately this game does a very bad job of introducing itself to new players =/. |
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Very tough choice. I'd probably lean towards Aion on this one. TERA has decent combat, but unless you are all about the action combat (and must have that retical), it doesn't really offer much else at all. The PvP is really not all that good, and most players are on PvE servers anyway nowadays. I had more fun w/ Aion's PvP inspite it being tab-targetted. I'm not a huge fan of the flying in Aion, it's decent, but not good enough to make the combat better, so imho it just kinda gets in the way. Aion has way more content than TERA, and even though the questing is bland in both games, Aion does it better. To be fair, though, I don't really play either anymore. I just can't do TERA anymore, and Aion still feels very grindy to me. |
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The Zoo Effect in MMOs and Mobs with a Purpose...
The Pub at MMORPG.COM « General Discussion 4/20/13 7:14:41 PM
Originally posted by Aerowyn Agreed. GW2 actually has the systems in place to do this, all they need is to have enemy factions battling each other as well as other players. But ya, I would love to see more of that. That said, though, it's incredibly tricky to setup such a system like that in an MMO. We're basically talking about a more complex version of Orr, and a lot of people already bitch about Orr as is, lol. |
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The Zoo Effect in MMOs and Mobs with a Purpose...
The Pub at MMORPG.COM « General Discussion 4/20/13 7:09:26 PM
Originally posted by Sephiroso While that bandit example would be cool, the problem here comes from that of meaningful choice. GW2 has mutliple forms of events, and that's as much a strength as it is a detrement. They have quests that change up and vary. However; There are only so many ways you can program an event, quest, w/e to make it seem unique each time. Could GW2 take it further? Absolutely, and I hope they do. That said, 2 things generally happen as we get more varied events. 1) Players choose the simplest path and ALWAYS push that path. 2) Players ignore the variations and pass it off as yet another 'kill X of Y' quest. What GW2 has done, especially when you look at the games before it, is a pretty massive step forward. I hope it goes even further, but I think what some people are looking for is just not practical at the moment. The programming behind GW2, while many people still bash it for being 'too simplistic' is often far more sophisticated and complex than that of other games. It's one of the most complex MMOs on the market atm. That still doesn't change people from feeling that there is 'nothing to do', that it's 'the same as every other MMO', or that 'there's a lack of content'. Honestly, I think GW2 deserves the praise it's gotten. It has a lot of things it needs to work on for sure, but it's a pretty impressive game. The main criticisms I have of the game are generally geared at how PvP was handled, some of the boss mechanics, & the last half of the personal story. To create an MMO you have to sacrifice a lot for it to work, and I think a lot of people have forgotten that, in the chase for an MMO that plays like a single player game. |
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The Zoo Effect in MMOs and Mobs with a Purpose...
The Pub at MMORPG.COM « General Discussion 4/20/13 6:57:21 PM
Originally posted by jmcdermottuk That's kinda a different beast. It's one thing to give mobs a reason to be where they are, and to make them feel like they belong there. It's an entirely different thing to make them completely random, or mobile to the point that they are constantly migrating around the entire game. The later is definitely doable, and some of the games you mentioned in that list have that to varying degrees, but I'm not sure how much that really adds to a game. Thanks to the internet, you're going to know where things are in any given game. I think it adds a lot more to world to give NPCs a sense of purpose and backstory, rather than making them harder to find. |
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The Zoo Effect in MMOs and Mobs with a Purpose...
The Pub at MMORPG.COM « General Discussion 4/20/13 6:43:45 PM
Originally posted by Ayulin You're missing out. All 3 Uncharted games are phenominal, and some of the best environment design I've seen in a long time. Naughty Dog is one impressive studio, that's for sure. Especially if you like Indiana Jones, that series is amazing. I'm actually really glad I went the PS3 route when it came to consoles. By far the best value for my money I've had in a while. |
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The Zoo Effect in MMOs and Mobs with a Purpose...
The Pub at MMORPG.COM « General Discussion 4/20/13 6:40:58 PM
Originally posted by midnitewolf Making the cage larger doesn't make it not a 'zoo'. SWG was a good game, but mob wise they were pretty standard (just more spread out than most). Honestly, when it comes to MMOs, this is definitely something few get right (or at least close). |
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The Zoo Effect in MMOs and Mobs with a Purpose...
The Pub at MMORPG.COM « General Discussion 4/20/13 6:37:17 PM
Originally posted by Aerowyn Or Farcry 3, there's a lot of examples, I just picked one I was pretty sure people have played. Even still, he's proving my point for me. The setting, the AI behind Elizabeth, these are all parts of the environment that when animated, and given a backstory, a purpose, become WAY more interesting. Yes the story helps, but the environment is what really sells the image. Think about how good the game would be without the people going about their business, reacting to you, the racial bathrooms with the different people trying to avoid punishment. The hidden bunkers, and sympathisers trying to avoid detection. All these little things in that game that aren't part of main storyline, but help make it much more immersive. |
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The Zoo Effect in MMOs and Mobs with a Purpose...
The Pub at MMORPG.COM « General Discussion 4/20/13 5:38:03 PM
Originally posted by Sephiroso Think we're having 2 different conversations here. Not saying there aren't problems w/ traditional questing, and I definitely like that we're starting to see games move away from that model. However, that whole subject is actually fairly complex. For example, look at Darkfall. Pure sandbox, no real quests, and yet you're still doing the 'same old thing'. That whole discussion gets into the 5 D's and the paradox of choice. There really is a limited number of 'things' you can do in any given game, what makes it different is how it's presented. My point with Bioshock was basically that because the atmosphere is done so well, you're able to overlook the repetative (and basic) nature of the actions you're performing. Story definitely plays a big part of it, but that's not the whole picture. There's a lot of RPGs with fairly good stories, but they aren't always able to distract us from bad mechanics. I'd also beg to differ about MMO gamers not playing for the story. I'd say that used to be true. However, with the trend of MMOs it's hard to overlook how prevailant story has become in MMOs. How many gamers ask for 'meaningful choice' in their stories, and how many peopel play gimes (look at TSW) for their story. Since WoW, we really can't look at MMOers as a subset of gamers anymore. Those lines have been blurred. It's all down to personal preference really. Gamers who play for story (which is a fairly large percentage of the demographic) will play both console and PC games alike for that satisfaction. Personally, I prefer solid mechanics, but I will still enjoy a good story. Anyways, while this is a very important discussion, it's grossly off-topic. The thread's talking about passive mobs, and making them more interesting. I agree with that assessment, and after playing games with more animation / living environments it's very hard to go back to older games (even the ones I enjoyed the most). |
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Originally posted by fantasyfreak112 I'm guessing you haven't played in a while. Most of the botting has been dealt with. I can't speak for the low pop servers, but in Tier1-3 there's a pretty healthy population that's constantly refreshing. People leave the game all the time, but there are also new players all the time to replace them. |
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Guild Wars 2 - Mass info for the uninitiated
General Discussion « Guild Wars 2 4/20/13 5:19:28 PM
Originally posted by VengeSunsoar There's no multi-classing, but every class can fulfill a variety of roles (support, damage, survivability, control), they just do it in different ways. i.e. as a ranger you can try and go for pure direct damage (longbow/greatsword), you can try to go conditions heavy (shortbow/axe+torch & traps). You can support w/ spirits / healing spring. However, regardless of what traits / role you pick the class revolves around using a pet, and sustained attacks. Other classes function differently, and have their own unique ways of handling those same roles. - Just a heads up, though, Ranger is one of the weakest classes atm (balance wise). It's still playable, but it's one of the most limited compared to other classes. A large part of this is due to their minor traits being significantly better than most of their major ones, making them highly dependant on their weapon & pet choices for build composition. |
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The Zoo Effect in MMOs and Mobs with a Purpose...
The Pub at MMORPG.COM « General Discussion 4/20/13 5:04:09 PM
Originally posted by Sephiroso Sigh... Seph you're so right... and yet so wrong at the same time. A good case study would be to check out Bioshock: Infinite. This game has a 9/10 or 10/10 on almost every game review site. Why? Presentation!!! The game itself is the same old, same old. It has mediocre shooting mechanics. It's the presentation that sells the game and makes it fun. It's also exactly the kind of thing Aerowyn is talking about. People / things aren't just placed around to be 'shot at'. They have motivations, a purpose, a backstory. These things matter. The point isn't that people will pay attention to the mobs, it's that it helps tie the mobs to the world in a very significant way. It doesn't matter if you notice the looping 5-10-15-30minute pattern of a mob or herd. What matters is that when you walk around the world feels alive. This is something that all of the top environment designers in the gaming industry stress. |
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Dev CREATIVITY - Name something impressive you've seen.
The Pub at MMORPG.COM « General Discussion 4/20/13 4:53:58 PM
I've got lots of examples. Off the top of my head, FFXI had quite a few: -The renkai system / Magic Bursts -Crafting, having items affected by the weather (smelting during a rainstorm would generally produce bad results). -Magicka spell weaving -Oblivion custom spell creation -RTS FPS i.e. Natural Selection (this isn't 100% unique, there've been games like Savage, but that's basically it. You rarely see anything close to these types of games) -The Ship (again, AC3 miniced this partially, but if you ever played this game it's a crapton of fun, and one of the most unique experiences in gaming) -Combat mechanics of Jedi Knight. I could go add to this list for days, lol. |
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Just watch this: http://www.youtube.com/watch?v=HzFfO_yyxtI Going off your post OP, you should enjoy GW2. However, you've already stated you've tried it and didn't like it. As described in the link above, the game does require a certain mentallity to enjoy, and the game does absolutely nothing to help players adopt that mentallity. Even worse, since the game tries to appeal to an outside audience it can even trick you into thinking it's an entirely different game (Which is common). Essentially, and this isn't anything new to fans of the game, the game struggles to overcome a massive hurtle in MMOs atm. They try to overcome the WoW-mindset that is predominate in this genre. By this I mean the need for guided questing, the need for a gear grind, the need for a trinity, etc. etc. etc. I will say this, though. Hating on the game seems to be popular atm, but this is hands down the best value you can get for the money (plus it's on sale). A 1 time buy that's an MMO, with 1000s of hours of content, more customization than almost every other MMO (champions online probably has it beat, but not by all that much). - Just don't trust the default settings. The biggest problem (and strength) of this game is it offers a WIDE variety of gameplay. Just don't assume the default one is right for you. |
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