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All Posts by maccarthur2004

All Posts by maccarthur2004

23 Pages 1 2 3 4 5 6 7 » Last
446 posts found
Originally posted by Azrile

As soon as you kill another player,  a shout goes out throughout the capital city with your name.  Your character gets tinted red to other players and your fortress sign (housing) gets painted red.  In the capital city, your name gets posted along with the coordinates to your fortress on a bulliten board, but there is no bounty system ( too easy to exploit).  Each murder results in 15 days of being red.  Once you are red, ANY time you kill another player results in 15 more days being added to the timer, this includes killing players who attack you first. 

 

Are you seriously advocating 15 RL days of punition because the kill of a single toon (that, i supose, didn't received even 10% of the punishment damage)?!

Man, if you hate pking so much, or if you consider a toon death a so much big deal, it's better to advocate the total abolition of pvp itself.

 

Originally posted by Madimorga
Be smart.  Don't buy in now.  Wait until launch, then scope out the game while paying nothing, and see what land and gold making activities are available in safe areas for players who don't want to deal with getting ganked.  This is shaping up to not be a game for PVE players, but since it will be free to find out, you lose nothing by waiting.

I think this mmo may not be friendly only to SOLO players, not to pve ones. But even the anti-social people that dislike grouping/socializing can find some niche in the game world to explore (a example i can imagine now: plant/farm and sell the products to others by gold, then buying from others the delphi coins).

 

 

Originally posted by ArcheAge2014
Originally posted by maccarthur2004

What are the differences between AA and EVE ow pvp ruleset?

I am asking it because EVE dont seens to receive so many carebear whines as AA. By the contrary, it even receives praises from so called PVE players.

It intrigues me because the EVE ruleset is far more hardcore (full-loot, full destruction) while in AA the only thing a player can lose if die in pvp is trade packs or honor points (in war periods).

 

 

 

 you can burn down someone's house if your a dick. destructable buildings and houses, and castles, forts. player housing is not instanced, you can attack someone's house and bring down the houses.

The only truth here is the houses being not instanced. Everything else is wrong.

What are the differences between AA and EVE ow pvp ruleset?

I am asking it because EVE dont seens to receive so many carebear whines as AA. By the contrary, it even receives praises from so called PVE players.

It intrigues me because the EVE ruleset is far more hardcore (full-loot, full destruction) while in AA the only thing a player can lose if die in pvp is trade packs or honor points (in war periods).

 

 

 

Originally posted by DMKano
Originally posted by funcon
 If you are looking for a western sandbox then EverQuest Next is the game to watch.

I have serious doubts that SoE is capable of making a good sandbox game - they have no developers that are sandbox-centric (SWG devs are no longer there).

For a Dev studio to produce a quality sandbox game, you need to have sandbox minded devs - I know that most people think that "well any Dev can be whatever they want, and any studio can be whatever they want"- this is simply wrong.

Each Dev studio has a way of development that is " in their blood" - switching from themepark centric way of doing things to sandbox is not something that can be done with a flip of a switch - doesn't work like that.

 

I agree and this is the reason why i never hyped EQ next. Is somewhat hard to believe the creators of the father of themeparks (EQ 1) will create a true sandbox.

 

 

Originally posted by Cetra
why is NA always last for korean mmos?? .....

Different tastes.

Koreans, Russians and eastern europeans are less casual and carebear than NA average player.

Seens that 1.0 patch didn't good to it.

 

 

A poll.
Originally posted by Vhaln

I'm stuck one the first question.

Would you rather:

  • Know more secrets than your friends?
  • Become a hero faster than your friends?
First of all, I'm not interested in competing with my friends.  Second, I don't care about knowing secrets (what does that even mean?) or becoming a hero (what does that even mean?)  I've tried to take this test before, but a lot of the questions are like this.  I just can't choose between two answers that both sound stupid to me.

In old schools mmos (like UO) you could discover "secret" locations, rare mobs or treasures. In L2 you could become a hero in the server.

 

In a sandbox, the less the number of servers you launch, the better, because a sandbox becomes better, richer and complex as more people it have (people are the main "content" creator there).

So, i answered the second option.

 

Originally posted by MMOExposed

Why is it that Themepark MMOs can have many different rules for PvP, but Sandbox MMO can only have FFA ruleset?

Themepark MMOs can have FFA, or Factions, or not PvP at all.

 

But Sandbox? It always seem to have FFA PvP.

 

This is why Sandbox MMO has become synonymous with FFA PvP!

 

But why is this?

 

- Because sandbox in general seeks realism, creating a "world simulator" that allow players to interact with it and with each other with the most freedom possible. Themeparks dont have that "compromise".

- Because in sandbox, the main "content" (challenges and amusements) to keep players entertained is created by the players themselves, not the developers. FFA PVP opens a huge range of metagame possibilities: political disputes, intrigues, diplomacy, social and economical challenges and so on. By not relying in developer created content, sandbox almost always cant afford decline this rich source of "content".

- Because the target public of sandboxes and themeparks are different. The former wants freedom, realism and likes to handle challenges, are more sociable and like to figure things on their own. The later wants a more "safer" , "cozy" and more or less predictable/controlable experience, like to play only to distraction or relaxing purpose, like more to solo and need guiding and be hand held through the mmo. They need to have the "ilusion" of challenge, strength and importance without their price.

Punishment should be proportional to the crime. It's a complete nonsense (and ridiculous) to defend permadeath to a character if the damage he infliged to the victims is light-years away from permadeath.

If you hate or fear pk so much to the point of defending permadeath as punishment for a player kill that not resulted in permadeath itself, is far more logical to turn off PVP completely and make everyone invulnerable.

 

 

 

 

To the OP: basically, you must follow this steps:

 

1- Think what do you want in the game, what you want to have, to be or experiment.

2- Check if it's possible in the game.

3- If yes, go for it.

 

 

The best achievement, im my opinion, is becoming famous, respected, apreciated or feared in the server. How to get it is up to you.

 

 

Seens good to me.

I still, until this very day, didn't understand (or saw) a state of complete gankfest that is so heavy and frequent that pollutes the gameplay and make the game impossible. I played UO and L2 and NEVER saw a apocaliptic gankfest state like the carebears state here in this forum. In reality, the mmo where i get nearer of a experience of "apocaliptic gankfest"  was WoW.

 

 

A poll.

 

 

 

"They who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety"

Benjamim Franklin

Originally posted by VikingGamer
Originally posted by Aeonblades

This is kind of a moot point really. I'm nearly certain that either at release or shortly after PvE only servers will be introduced, which won't affect the people playing on the PvP servers. They do it with every MMO.

 

Anyone who thinks they won't release some type of PvE centric server for NA is deluding themselves, the money to be made and subs to garner is far too great to neglect, even if the original spirit of the game is an open PvP world.

I don't think they will but If they did open an alternate ruleset server I think it would only have some minor changes. Something along the lines of not having the war zones on the south continents which would simply push all pvp to the north. But I really don't see any changes made beyond something like that.

in Russia i know this won't happen, since they love L2 and see AA as a L3.

If something like this should happens (what i doubt, at least in the near months), will be in NA servers. The "carebear" problem seens be more rampant there.

 

 

Originally posted by lizardbones
Originally posted by maccarthur2004

Someone told posts behind that Age of Wushu (a ow pvp mmo) has 15 million players. If it's true, so is a example of a loud big success of a ow pvp mmo. Why is this ignored in the discussion? Add to this the Lineage and EvE examples.

 

I think ArcheAge will help settle this question. If AA becomes a succesfull and profitable mmo, so the statemente that a ow ffa pvp mmo cant be suscefull will be proven wrong and instead is its execution and the overall mmo quality itself  the responsible by their success or failure.

 

 

 

It has been brought up in the discussion.  Since Age of Wushu doesn't have a fifteen million players in the West, it doesn't seem like a good example of a AAA OW PvP game.  It doesn't prove that the game would satisfy the urge to play an OW PvP game "here".

 

 

The thread speaks about the whole world. And in fact doesn't matter (at least to me) where the server is located if the language barrier, intolerabe lag or ip block isn't preventing the play.

 

Originally posted by ghorgos
Originally posted by maccarthur2004

Someone told posts behind that Age of Wushu (a ow pvp mmo) has 15 million players. If it's true, so is a example of a loud big success of a ow pvp mmo. Why is this ignored in the discussion? Add to this the Lineage and EvE examples.

 

I think ArcheAge will help settle this question. If AA becomes a succesfull and profitable mmo, so the statemente that a ow ffa pvp mmo cant be suscefull will be proven wrong and instead is its execution and the overall mmo quality itself  the responsible by their success or failure.

In case of Age of Wushu i wonder how many of those 15M are actualy active western players.

Irrelevant if is western players or not.

 

In addition your statement about AA is flawed. This game offers too much other desired mechanics(sailing, crafting, housing, farming, trading) that will attract players not interested in the ffa pvp. A pure pvp-game won't attract as many players.

The mmo has  ffa ow pvp, so it should fail if the statemente "a mmo with ffa ow pvp will not be sucessfull" be correct.

Your observation supports the idea that games like Darkfall and MO aren't successful because they lack sandbox features and overall quality, not because their pvp ruleset.

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