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All Posts by Ortwig

All Posts by Ortwig

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1008 posts found
Originally posted by LadyEuphei
MAny people are talking about forced grouping and such, which is not what I see happening. I see people starting to be held accountable. If a player can rank a team mate and say, "hey, this guy was really helpful" the community swarms to that. If you make it beneficial to be a nice person the game community becomes even better. Take League of legends for instance. They always had the ability to report and players were down right nasty to eachother. Since the release of the honorable opponent system, you have really seen the LoL scene clean up. Games need to remember that there are 2 sides to the story, if you focus on punishment people will turn evil for some reason, if you focus on rewarding the nice players, people will be nice. 

I think this is a great start of an idea.  So many of the crowd sourcng and social networking tools could be tweaked to work better in an MMO system.  I know people flip out about Facebook, but you can't deny these tools make it easier to pair up with like-minded people.

  • Player and guild ratings, with the ability to offer reviews
  • In game system to add public character profile information and guild info -- what you are looking for; add tools to match up interests with guilds
  • Add the ability to create informal groups -- not quite guilds, more than playing solo
  • Incentives and rewards for participating in group activities, including, but not limited to dungeons, open world questing, crafting, trade, diplomacy, entertainment and RP
  • Penalties for bad behavior as judged by the larger community (a karma system sounds great)
  • Tools to advertise group events -- bulletin boards and calendar
  • Matchmaking tools so that groups with similar interests can find each other
  • Difficult content that can best be completed by a group
  • No lfd/lfr tools -- instead use bulletein boards and calendaring to sign up for teams
  • Improved chat tools, and integrated voip
  • Community events -- theater, music, tourneys
  • Law enforcement framework if open world PvP is to be added
  • More specialization in abilities and gear instead of less (eject the trinity in favor of unique/individual characters) to promote diverse groups 
  • Experience for non-combat activities
  • Politcal and trade systems coupled with reputation and influence
  • Improved communication tools for individuals and guilds - all with the the focus of getting people into a group that fits their playstyle
  • Activities focused exclusively on getting new people introduced to other new and experienced players.  Maybe a newcomers guild designed especially to get people up to speed and find them a place within the community.
I'm sure there's a ton more ideas out there.
Originally posted by madazz
Originally posted by Ortwig
Originally posted by Cephus404
Originally posted by Razeekster

I guess I've never been able to look at other players as "tools" to use to further myself. If that's really how the main population of players think than MMOs and MMORPGs are heading in a dark direction indeed. I found a game where you have to have friends. Otherwise you will have a party up constantly asking for help. I think more online games need to be like that or else I suppose people will continue seeing each other as "tools" to use to further themselves within a game.

But that's all players are in these games, they are tools to further your advancement.  You group so you can take on harder content than you can on your own, so you can do it more efficiently and safer, so you can have someone on the sidelines constantly healing you so you can keep fighting beyond the point you'd have to stop and rest on your own.  These aren't people you go to parties with, these are people you go out and fight and level with.  That's a tool.

Hooboy.  And I guess a group of tools would be considered a "toolbag?"  ;)  

Sorry, my friend, can't buy into this one.  I prefer to think of people I meet in games as friends.  If you get into this mindset, you have gone over into "winning the MMO" mentality, which coincidentally there is another thread going on about at this very moment...

It's sad there aren't more people like you. I too see people as basically just tools to get where I want in the game. IMO the current crop of games gives me no reason to invest into a relationship of any form with other players. It happens here and there, but typically only in games with a broad scope. Games that allow single players to have fun but encourage grouping for more content. Like UO, AoC, and Darkfall. 

As for the "winning the MMO" mentalitiy you refer too, I am in that field too. The MMO's lack depth now a days. This is what some people want, which is great, but a certain type of community comes with it too.

Regardless, I wish there were more people with your mind set in all games.

Well now, I can definitely agree that there needs to be better designs and incentives in these games to foster real friendship as opposed to using others to get ahead in the game.  Now *that's* something worth fighting for, but is incredibly elusive among all the other goals of building a world.  I see glimpses of it in lots of games, but nothing that brings everything together:

GW2: Great incentives to help other players

TSW: great backdrop and storyline

Neverwinter: tools for building your own content

Rift: Great player housing tools

But I have yet to see a game that has made community building tools a central design of its game.  It's always kind of an afterthought.  Games can build towards these, but I'm not sure there's a good enough understanding yet of online communities to make this happen.  Looking at EQNext, but we shall see....

Originally posted by Cephus404
Originally posted by Razeekster

I guess I've never been able to look at other players as "tools" to use to further myself. If that's really how the main population of players think than MMOs and MMORPGs are heading in a dark direction indeed. I found a game where you have to have friends. Otherwise you will have a party up constantly asking for help. I think more online games need to be like that or else I suppose people will continue seeing each other as "tools" to use to further themselves within a game.

But that's all players are in these games, they are tools to further your advancement.  You group so you can take on harder content than you can on your own, so you can do it more efficiently and safer, so you can have someone on the sidelines constantly healing you so you can keep fighting beyond the point you'd have to stop and rest on your own.  These aren't people you go to parties with, these are people you go out and fight and level with.  That's a tool.

Hooboy.  And I guess a group of tools would be considered a "toolbag?"  ;)  

Sorry, my friend, can't buy into this one.  I prefer to think of people I meet in games as friends.  If you get into this mindset, you have gone over into "winning the MMO" mentality, which coincidentally there is another thread going on about at this very moment...

Originally posted by grimgryphon
Originally posted by Ortwig
Originally posted by grimgryphon

I have a feeling that you are going to get a lot of people who won't answer honestly. Just a feeling...

BTW, those choices are not mutually exclusive...you can enjoy a virtual world and its community and complete all the content.

Yeah, sorry about the poll -- I actually wanted to remove it altogether.

Thing is people come to MMOs from all kinds of backgrounds, so each of them is going to biased in a certain way, and that's fine.  I'm actually just wondering if the MMO can truly accommodate all the playstyles, or as a designer, do you just need to pick an approach and go and not worry about the rest?

Pick an approach. IMO, developers should never, and I repeat never, try to be all things to everyone. I'd rather see one or two amazing features in a game than a dozen mediocre ones.

Agreed on that.  Just be prepared for much carping and bitching by the group(s) you didn't pick.  :)  Still, I do believe that MMOs are better able than most games to appeal to a wider audience.

Originally posted by grimgryphon

I have a feeling that you are going to get a lot of people who won't answer honestly. Just a feeling...

BTW, those choices are not mutually exclusive...you can enjoy a virtual world and its community and complete all the content.

Yeah, sorry about the poll -- I actually wanted to remove it altogether.

Thing is people come to MMOs from all kinds of backgrounds, so each of them is going to biased in a certain way, and that's fine.  I'm actually just wondering if the MMO can truly accommodate all the playstyles, or as a designer, do you just need to pick an approach and go and not worry about the rest?

Originally posted by Thorbrand
Games that cater to solo game play and no social interaction with no group incentives really isn't going to have a community. Don't forget you just level to fast in these games for it to matter.

Removing solo play would be sure way to lose thousands of paying subscribers/players and kill your game.  The way to do it is to provide powerful grouping and community features that attract people to group play.

The one thing GW2 did do nicely was not penalize you for helping each other out.  They basically removed any disencentive in the game (XP, loot, etc) for chipping in and helping other players.  Not sure if this translated to a more community friendly game or not -- there are other factors I'm sure.

 

But the lesson cannot be forcing people to group.  There has to be incentives as part of the design, but I don't think a forced grouping model is going to get you what you really want.  You have to take into consideration the free will of the player -- only thing you can do is provide attractive benefits to grouping.

So, wondering how people play MMOs, and the approach you take when playing them.  It seems to me some folks come with an approach of the console gamer -- to complete all the content and say "finished!"  Others are looking for a virtual world to spend time in and create their own stories within a community.    Some to dominate the playing field n PvP.

 

Lots of different approaches with these games, and people seem to come to them for many different reasons.  What's yours?  In what ways should an MMO be different than a console or single-player game?  In what ways should they be similar?

 

With TERA and Planetside 2 and Firefall, there certainly seems to be a trend towards adding a twitch/FPS aspect to the game -- is this a good or bad thing?  

 

Sound off!  :)

 

EDIT: Was gonna do this as a poll initially but tried to delete it (without success)  --  feel free to ignore!  :/

Originally posted by Icewhite
Originally posted by Razperil

It might only be a "story" made up, however, this kind of thing "does" happen unfortunately.)

Only on the Spike channel. And bars south of the mason-dixon. Step away from American TV for a while.

Whole thread most reminds me of these guys:

6-supposed-action-heroes-you-could-probably-take-in-fight.html

Chuckle.  +1

Originally posted by Kyleran
The questing part of the game was quite good, but when I realized it was heading into the typical gear grind end game I lost all interest and quit playing. Shame really, they were on the right track and then the creativity well seemed to run dry.

Well, so far the gear progression has been very slight at the highest levels of the game: 10.0 thru 10.5, with the 10.4 gear not being made obsolete in the progression (you get to 10.5 with  kits that improve the 10.4 gear).  Still lots of horitzontal content at the highest levels with lairs and new missions.  Don't give up on things yet!

I think an Amazon sale might be coming around on Jan 1 or 2, but you will miss out on the free Issue 5 (already live) if you purchase after 12/31, so it sort of evens out.  It's $22.50 right now on Amazon and Steam.  You can always get the Issue later  for $5 or $10 -- the storyline in Issue 5 is a bit more difficult content anyway, and you are getting a lot of content in the regular game just to start.
It's the same objectivity you see in any season of American Idol, really.
Originally posted by Icewhite
Originally posted by botrytis
Sandbox and themepark - get them out of the lexicon.

chuckle

+1 vote for intensive arguments about what "mmorpg" means Truly too.  Or any subdivision thereof.

Oh god yes.  +1

Originally posted by marz.at.play
So Funcom has a promotion where you can save on memberships until Jan 7th. I for example took the 1 year membership which works out to be $6.99 per month. That's like getting $10.00 worth of points for $6.99 each month. On top of it all if a DLC that comes out in the future costs $20.00 you're only getting it for the $6.99 price because members will never pay more then the points they receive in a given month.

Yeah it's a pretty good deal, and the game itself is $22.50 and Amazon and Steam currently.  There might be a Jan 1 or 2 sale, but I think the Issue 5 DLC becomes a paid Issue as of Jan. 1

Originally posted by Po_gg
Originally posted by Ortwig

The buddy key program is still going, so if you know someone already playing the game, ask if they can send you one.  I believe each player gets 3-4 keys, and they last for 24 hours.  They are sent from your account screen on the TSW site, and you'll need the email of the person you are sending to.  At least you can test out your rig that way.  Mine are all used up, unfortunately.

(Sorry for the off-topic question)

What happens, if you send out all 3 buddy keys? FC resets them after a while, or is there any other option to get more? I haven't used all of them up yet, because I want to keep at least 1 reserved, but if there's a way to get more I will be handing them out like sweets :)

Since mine were sent, it hasn't given me any new ones unfortunately.  :(

Originally posted by Scalpless
Originally posted by Nacario
Just to c that i understand this: i bought the lifetimer pack at release, meaning no subs (or future costs?). This is the same eigt withxthe new system?

Yes, and you'll get cash shop currency for free.

Originally posted by TalulaRose

There is nothing in the shop worth buying other than the DLC. They give you a ton of outfits ingame for free. You get more than enough xp from running dungeons and quests. They also don't add alot of items on a regular basis to the shop. 

The best model for your $$ is to just buy the points when needed.

This is the conclusion I came to, as well. The Time Accelerator is a nice bonus, but it's not a big one, especially because it only gives double XP from monsters. As for outfits, I had trouble spending my 1200 bonus points on them, because most of them are too weird or recolors of the same thing.

It's the same problem GW2 has. They've got an item shop and want you to spend something on it, but there's nothing in the item shop worth spending money on.

Will aso get the item of the month and discount on any items in the shop.  Agree, though, they need to add more stuff to the shop.  I could see pets becoming a thing, and lots more clothes....

nvm
Originally posted by augustgrace
If you're concerned with missing out on what the other factions see, Joel just said on the Beyond the Veil podcast that infiltration missions are in the works.  For example he described a mission that has a Dragon or Templar inflitrate the Lumie headquarters, to get information from a certain prisoner held below.

That's great to hear!  Looks like more interfaction strife coming (also dynamic PvP events), which is good....

Originally posted by Sevenstar61

Wow, great answers guys. Can't wait for Egypt then. I guess I will stick with one toon /grin... though it's fun to play toons with different weapons... and not waiting until I am maxed up with APs so I can have them all...

Thanks f:) Greatly appreciated.

Hey, Seven --  if it's easier, you can just pick one of the starter decks to the left of the ability wheel -- they are good for getting the hang of things (and also the outfits!).  Keep a look to see how each of those decks work, and read the descriptions; you can work towards all of these.  Once you get the hang of it, here's a good guide for building your own decks:

http://yokaiblog.wikidot.com/guides:build-mechanics

Originally posted by pandaclysm
20 hours? I am struggling against the gameplay for the first 10 hours. This game LOOKS polished. This is pretty much the same swtor problem all over again. This game was apparently rushed out. I picked it up because in interest it was second to gw2 "which WAS fun until endgame. The game play here is horrid. The controls are incredibly sticky. I don't know if I can push myself to keep playing.

Can you clarify what you mean by sticky controls?  Are you talking delay between command and execution in combat?  It's usually immediate, unless there's an ability that's finishing up before it.  

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