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4/10/07 11:45 AM
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Viewed 4001, Replies 46
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I once posted that it might be good to go through a linear progress to master that unlocks all Professions to choose from. In essance, turning a Profession system into a Skill System once you finish your chosen path. If a player, does not like Skill based play, they can quit having finished the game by Mastering a single profession.
I to hate the term "End Game" but there it is. I feel that multipul situations should open up for a player at Master Level. Master should be a first requirement on unlocking content/mission/quests that are group based or single player driven. This same content could help tailor and customize the Look and Play of this character based on the genera or setting and the choices of the player. What does Master <character class> mean if the world does not open up other posiblities?
Both of these ideas, however, cause developers nightmares in balance and content building. They are not easy repeatable or grind conent that players can continue endlessly.
Further, its all backwards. Raiding and PVP should be what a character does (mundane jobs) to get to master that opens up new possiblities such as quests and missions. Thats kinda how it is in the real world. Work hard for promotions to achieve better tools, higher status to work with better situations. |
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4/10/07 6:58 AM
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Viewed 2127, Replies 41
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Originally posted by _Seeker Its interesting that you lock gaming absolute in one sentance but reconize the "nerds" change in another.
The true defining feature of a Nerd is the obsession to his interest which is usually complex and makes the "common Joe" say "Thats too high brow for me." Of course, Joe might also say "Whoa, that sure looks cool." The lack of social skills and funny dress are non-required window dressing. Heh, exchange Pocket Protectors with Palm Pilots and see who now looks like a Nerd. |
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4/06/07 12:31 AM
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Viewed 2981, Replies 64
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Originally posted by Cabe2323
If you track back to when these regs took effect, you will find many games changed thier TEF systems to comply at that time. |
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4/04/07 9:21 AM
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Viewed 1318, Replies 25
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Hmm,
Maybe they are wanting to get thier feet wet with a simple MMO that is fantasy but has a fairly indepth setting. My first thought was a Baulder's Gate MMO. Probably not as that would be confusing with DDO currently running, but still it is a different world. KOTOR Online is still a possiblity again, not fantasy, not sci-fi, its Science Fantasy as some media journelist have labed Star Wars.
My hope is a Old West MMO that draws from legends and not facts. That would be something new to MMO's. I hope its not a Spy or Fantasy MMO. Unless its done well, I think SOE is going to be disippointed in their Spy offering. Super Hero might be good. Having an alternative to CoH/CoV and the others coming (DC and Marvel) would help that genera flourish.
Just like you, just speculating. Have a Great Day , Ya'll. |
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4/02/07 9:53 AM
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Viewed 2356, Replies 51
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Originally posted by Phoenixs
Many SWG players would agree with you. No matter how you spell it, Dev are having to equate FUN = MONEY. For them they are not exclusive issues. Innovation has to do only one thing. Make more money. It can be a crap grind that all will do and hate. As long as it makes money they wont mess with it. Let some other poor suc... Gaming Company develope a idea that works. If its good (and easy to implement) then others might copy its formula. Heck, all the devs of the popular MMO's live in Austin. They probably swap ideas and solutions all the time. FRS --->Honor Rank--->GCW Rank anyone? In truth, making money is great but does it make a better company with better games? You need people with ideas, talent and vision to change the status quo. Are there still people out there that can do that? Lets hope so. |
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3/23/07 11:29 AM
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Viewed 265, Replies 2
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SWG: Yes, there is progress and some old and new players are trying it out. But the direct question was Is the relationship with SOE and Lucas Arts still positive? Can they both come to a understanding and pursue it or is there a conflict with the direction of SWG? Good question with a vague answer. |
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3/22/07 3:48 PM
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Viewed 3209, Replies 82
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Originally posted by Wumi
An interesting condition created by the early Jedi/BH TEF system, I had friends in a city that set traps for BH hunting thier Jedi. They were, of course, on ventrilo and were based on Dantooine to grind. If one of thier Jedi was under attack he would run to their Cantina which was a safe zone. When the BH arrived in town, the whole guild would pour out and jump him. Standard attack was ban, kill the vehical, then kill him. The town was in a very isolated section of the planet forcing the BH to walk 1000s meters to the starport. As I understand, this tatic was the first condition that ended up nerfing the TEF to just the Jedi and BH involved. Most feel that forums carebears killed the TEF. Not really true. TEF was killed with those Asian regulations against PVP. Big MMO companies could not afford to alienate themselves from the East Asian markets if they didn't change thier games. TEF may have been real fun but it was just not cost friendly for a big company. WOW's population is about 3 million Western subs and 4-5 million in the East (Asia). Think how that would have impact Blizzard if WOW had a TEF that they removed. Ah, TEF = Temporay Enemy Flag for PVP combat. |
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3/19/07 12:13 PM
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Viewed 3209, Replies 82
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SWG was mentioned so I need to add that Pre-NGE Galaxies was kinda dependent on Grinding. It had multiple xp pools to feed the varied skill based professions. Scouting xp was different from Pistol xp, though earned simularly. Why was grinding acceptable (to a degree) in SWG? Large groups made for interesting conversations. The odds were high for it with groups up to 20 players. Most of the time, the Loot/Resources gathered had a value and there was always a chance to score something useful (i.e. Legedary Weapons). The intensity to grind was high also when xp was traded for Jedi xp during the Village Unlock period for Jedi. I found grinding most fun when there was a quest goal attached such as the Padwan or Knight Trials. The only grind in SWG that about killed me was the Crafting Grind. Grinding for (Force Sensitive) Master Crafter just about did me in. Why was this tolarble? These were forms of Achievement that were very rewarding for gameplay. This would still be true if Jedi was not a starting profession and a alpha class in the NGE.
The public has spoken, however, and Sandbox MMO gameplay do not make the big bucks. In truth, what MMO is a 2nd rate smash hit compared to WOW? Nobody else has come close to hitting those numbers. I think the question is more than what did Blizzard do right but why hasn't anyone repeated Blizzards success?
I agree that grinding is much of a solution to content when enough can't be developed. I would also say that any content in (payed for) expansions that award high xp is a built in mechanic to sell the product. There is good and bad with grinding and having alternatives to any system or sub-system can't be bad. Variety is the spice of life. Though the game has troubles, I think Vanguard did something great to add the Negoiation (Political) system in as an alternative to fighting. |
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3/17/07 1:09 AM
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Viewed 633, Replies 13
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Originally posted by Pjay2k
I fully understand what the OP is feeling. I feel it as does my wife. We both enjoyed Pre-NGE with running a fairly active guild. BTW, we also enjoy Reallife also. Just got back from a nice cruise in the Gulf of Mexico. So check the negitive attitude to those that long for the old game. Posts like his help illustrate what was fun about SWG. Like other, I miss the Sandbox game play but also understand why SOE and LA did what they did. If you take note, most MMO's today are changing to the "proven model" also. Raph is done with Star Wars as LA would not want to try his methods again. They didnt prove to have instant gains. He lost control probably before it was out of Beta3. What made SWG fail? What made SWG not gain more than 300k subs(at best)? No matter the version(pre-9, pre-CU, CU or NGE), SWG has never been a complete, bug free, polished or stable product to the general acceptance of the MMO Market. This one fact has crippled the game's potential through its history to date. The current (limited) Dev team is making good strides to change this point. But we can only watch and see. |
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2/23/07 8:31 AM
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Viewed 1325, Replies 31
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Alright, if tax is satisfied to the Koren Government, who is going to pay the US Duty on the "Service" rendered? This is a Trade without a existing agreement inforced by the business or governing agents. Heh, What I find socially ironic is well fed, time free ethically lax Westerners buying from impovershed, starving, laborers from the far East. I know that the money mainly goes to the handlers but I do like that they some how benefit from the excess of the well off. I just don't like that there is no accountability or responcibilty (in mass) for the money. |
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2/22/07 8:38 PM
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Viewed 3442, Replies 72
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This is my own overall verdit of why SWG has not been the success wanted: SWG has never at any version (Pre-CU, CU, NGE) been polished, bug free, complete or stable to the general acceptance of the MMORPG market. This is why they lost Japan and continue to loose subs today. Changing philosphies only compounded the troubles that existed with implimenting an incomplete new system. |
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2/21/07 9:35 AM
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Viewed 1325, Replies 31
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Originally posted by Owyn
What about Money owed to the IRS from Korean Farmer Organizers? Players are sending US dollars to non-US profitieers who do not pay a tax. US costumers are not paying a sales tax on the services from the Gold Farmers. How does the IRS get its money from this situation? The answer will turn around and Bite the Game company that has made the situation. This is why its a major issue. Who is going to pay the tax? There is large sums being exchanged and Uncle Sam wants his share. Reguardless of your time, fun, cheating, honor or ethics, these games are implemented so companies can make money. "Follow the Money" and you will discover true intention. With that, above all else, money must, has to be kept straight and legal as possible. As we have seen, companies can cheat players on thier games but they can't cheat the US government on its "game".
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2/18/07 3:38 PM
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Viewed 1698, Replies 29
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Hmmm, Maybe the Real World rules of Econemy don't apply to the standard MMO model. Real World, people will always be online, MMO World people might not "wake up" for months. As someone posted above, Crafting is treated as the bastard stepchild by the developers on whole. Why should that not carry over to the Econemy as well? Its not Combat (which is universily accepted as the only entertainment of value) so why bother with further understanding it or developing it fully? I applaud Vanguard for creating the Political System as an alternative to combat. I would push for this avenue to have stronger Economic ties to results than "kill and steal" based action. IMHO |
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2/16/07 9:52 AM
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Viewed 2905, Replies 64
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Hmm, This artical has done one thing positive, posters to this topic have brought a lot of info to the subject. I agree that UO being attacked is unjustified 8 to 10 years after the fact. Name a MMO that has lasted that long without addressing its troubles in patches and fixes? I clearly remeber hearing about the PKing in UO and deciding that was not the game for me (in '97). Things have changed and I have a different view and perception of MMO's. This artical is ammo for the World Simulator Vs. Casual Game War. I just see it as 2 different Catagories to the MMO market. Somegames have shades of both but usally fall in either. What would make a solution to this situation? How about a Casual (Single player driven, Quest guided, Level grinding) Game that once you Master, Unlocks a World Simulator. You learn the basic combat moves with the Casual game set and basic machanics but to qualifiy for the full world you have to graduate as a master of your chosen path. Once Master, you then can develop your character based on Skill Tree and customize to your hearts content. The Casual Game would be much more than a Tutorial but not as detailed and intricate as the full World. From my understanding, this is the flaw of WOW. There is little more to achieve after you reach level 60(now 70). Adding new adventure areas is fun to explore but adding new Achievements is the spice of a good game. Just an idea. Either way, this thread got me to thinking and thats what the author really should have wanted. |
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2/09/07 2:32 AM
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Viewed 2020, Replies 64
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Originally posted by wormywyrm QFE, All should remeber that SOE has LA involved in SWG. All marketing is done by Lucas Arts along with decisions we are not told. This new MMO will be thier own baby like EQ and EQ2. I just hope that Group Play will be akin to Mission Impossible (the TV series). PVE like Bond or even McGyver. PVP, well we all know what that will be like. Have to wonder, did Spy in SWG influance development? I hope not. |
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1/27/07 7:35 AM
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Viewed 1325, Replies 31
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Ownership is a big issue but what it comes down to is tax. Who is going to pay the taxes? Ebay is doing right by its customers by avoiding being involved. How can this exchange be legally instituted with regard to taxation, curancy exchange and ownership? I see this even effecting game play issues. More games are going to alternate and multi currancy/crafting mechanisms to throw off the single currancy pools that farmers can cater. It will be interesting to see where this will all goes. Real money for nothing. "The bigger the lie, the more people will believe it." Hitler
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1/10/07 11:56 AM
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Viewed 1319, Replies 22
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Originally posted by thepatriot
In a nutshell, you have stated the problem with SWG. Other games might show this same trouble but SWG is the prime example of Marketing dictating design. SWG has not been Polished, Bug Free, Stable or Complete to the standards of acceptance of the MMORPG market at any point in its history (Pre-CU, CU or NGE). I believe there is much discourse between SOE and LEC on what should be done and when it should be done. Quality just doen't play into the discussions at a cost of "boxes sold". Add to this attention (Subs) dictates priority and you will see little more investment to the product. Quick and Easy money over quality will kill any game. |
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12/22/06 8:16 AM
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Viewed 2800, Replies 75
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hmm, It seems the answer is in all of your discussions. A good MMORPG should have content that will allow a character to solo to full level. Every expansion should add additional matterial if the Level Cap is increased. Have a fully explored experiance for the Solo player. Seperate from Solo content should be group progression. Instances, Caves, Dungeons that only certain levels or Group/only characters can enter and explore. If the Solo player feels discriminated, he/she should continue their Solo Path until they reach the level that will allow their progression in that setting. What I am saying is there should be a 3 systems with Solo only, Hybrid Solo/Group requirement and Group only content. Where is the trouble in this? The only complaint I see is Solo players angry if loot in Group Only content is somehow better or unique. CoH is sorta like this as is DDO with Level/Group setting instances. I have had both gratification in Solo play and Group play. When cooperation with groups happens for the greater good it is a good feeling to know that it all comes together. The real trouble is when Group play is required for the benefit of just 1 member. Doing the same effort for a different individual becomes boring and you will loose members. This is where I can say I like DDO in providing Loot for every party member spacifically. Profession/Class Spacific Quest Rewards would be nice too. Leveling is important for the growth and understanding of a given character. However, leveling is only one roadblock for a MMO player. After a character is Master/Max level, there should be a whole new Tier of adventure and or progress. This Area is viewed as the End Game, but why does it have to end? What would be a fun Alternitave to PVP and Raiding in a enviroment where no one is worried about leveling anymore? Rank Status could be a goal but needs to be more intuitive then a grind. It should unlock more content and not just high level abilities. Much of this is viewed as another "carrot dangling" but it could help the longevity of a MMO if done well. Just a few thoughts... Merry Christmas Ya'll |
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12/21/06 1:29 PM
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Viewed 2800, Replies 75
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Link not working for me. Sounds like an intereting topic.
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12/21/06 11:18 AM
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