Login:  Password:   Remember?  
Show Quick Gamelist
Games:398  Guilds:2,008
Members:1,147,268  Online:0
Guests:0  Posts:3,124,694
<a href="http://www.gameads.com/" target=_blank>Game Ads</a> banner requires iframes.
Recent forum postsRSS
Active threads
Cloud view
List all forums
General Forums
Developers Corner General Discussion
Popular Game Forums
Click a status to find game forum
Game Forums
Click a letter to find game forum

MMORPG.com Discussion Forums

All Posts by Halo-Bump

All Posts by Halo-Bump

5 Pages 1 2 3 4 5 »
98 posts found
Originally posted by tro44_1

I want Guild Halls to become Guild Towns,

and would be built in the Mist, along side other Ally from your Server. And allow enemy Servers to lay Siege to it, and vis versa.

 Now that would be both Cool and Emotional

 

Except it would NEVER happen! The mechanics to impliment that just wouldn't work. It's a nice idea, but not for Guild Halls. Though, quintessentially, you've just described Factions.

 It would be easy enough, could just instance them.

Just have an NPC that would "Take" you to the player's room.
Your room can have your achievements, awards, storage space, misc items.

 You want to see hype?

Wait until the game is actually released. Then wait for the fireworks as players from every MMO clash in a battle royale to prove that their MMO is the best. While in the meanwhile, the rest of us will be enjoying our new game :D

Originally posted by xyasharx

Theres also plenty of npcs in the guild halls...not sure what else we can do with em

 

I know what you mean. How about personal rooms for Guild Members?

 Hey everyone,

One of the most important parts of Guild Wars was, and still is, the Guilds.
The main part of a Guild is it's Guild Hall, it's where people gather, and prepare.

What kind of designs would you like to see for the Guild Halls?
A treehouse style hall designed by the Syvani, mechinal workshop of the Asura, or something else?

Also, what kind of usage would you like to see the Guild Halls doing?

 It's already been decided. It's open-ended with intelligent usage of instanting.

Originally posted by illyana

been thinking abt the guild system for GW2
will it still be limited of 100 members?
will there still be an alliance?

I wonder about that too, it will definitely be in there.
I imagine it will be simliar to Guild Wars 1 with instanced Guild Halls.
I'm looking forward to those actually.

I think a new thread is coming along!

 

I think a good way to explain it is to take the old Ranger and Paragon classes.

They are quintessinatally the same in the way they deal damage. They throw things at other things.
They do it in different ways. I'm sure it will be along those lines.

Originally posted by Lydon

I'm not big on alts, though, as I don't see the point behind them for the most part, so my main will get far more attention.

 

No, I agree with you. Alternative characters mean nothing to me. I play with all my characters and focus on all of them (Slight Oxymoron there). Usually means I'm poor a lot of the time, but all my characters have lots of fun stuff!

 Sounds awesome. Same here about being in Guild Wars for way too long as well, lol

Good times, eh?

 I was thinking about it, and some of the best Guilds have been around since the dawn of time.

Who would be interested in making a UK and US Guild, operating together with it's core members originally coming from here, MMORPG.com? Teamwork works great when entering the unknown, and it doesn't get more unknown then a completely new game! 

 A Sylvari Assassin would make me so happy. Or a Ranger...or Elementalist!

Oh god...I've already decided I should save money to buy extra character slots.
I'm gonna need them methinks.

 Though, it certainly leave a nice explansion shaped hole, if you get my drift. 

 I was really excited when I saw the trailer. Forget the facts, figures and numbers, I loved Guild Wars for what it is. Fun.

Though, within a few minutes of coming onto MMORPG today, I can already see the foundations for all-out war. You all know what I mean. No need to explain.

Hype is hype, and the game will be what it is.
And as soon as Beta is out, I'm there :P

You play as a character from your city.  Characters come in different types (guardsman, hunter) which are limited by the building types you've created (militia barracks, hunting lodge.)  Primary progression comes in the form of training your townsfolk or upgrading buildings (build a blacksmith to improve weapons, train your blacksmith to give access to new weapons, deliver him more ExcaliOre so he can keep making you awesome swords.)  Secondary progression exists on the characters themselves, but is shallow (1-2 hours to max out,) and exists primarily to give a sense of permanent loss.

 

I like your idea. It's mixing elements of Age of Empires and RTS into MMO-style gameplay, it's a very interesting concept. Your character get's good at learning how to use said sword quickly, and while you are doing well, your character reflects that in his usage of said sword.

I almost want to say that rather then using skill points, it's more of a focus on resources and money for your team/faction/self rather then your character suddenly become godlike. I'm curious, how else would this idea of yours progress? Would it be a team based game, where people share your team's resources, meaning sharing the equipment, choosing the people who are good at, or enjoy playing with that particular weapon setup?

 Sorry guys, I may have not be descriptive in what I typed.

Best way to describe it is to look at some of the upcoming MMO titles, for this example I will be using APB.

It's something that breaks away from the tried and tested gameplay model of generic mage wakes up in fantasy world, finds monsters, sets fire to said monsters, rapes their corpses of any useful items, gain experience from said monster, and repeat.

Maybe it's just me, but I've always been a fan of freeroaming games. When I see APB I think of EVE minus the space element, instead stick in an Urban gang war. It's something different in my eyes, and something that hasn't really been used in the MMO context before.

Another aspect I seem to be finding more and more with newer titles is a greater focus on teamplay. I know the irony in that sentence, MMOs are supposed to be MMOs for a reason, but I'm am looking a new titles and thinking of the potental of games where people are more focused to work together as a team.

Going off on a tangent a little bit, I think that's kinda what made me lose interest in Guild Wars, it got to the point where human players where no longer needed for 95% of the game, and that seems a liitle wrong to me. Gaming should be about playing together, exploring together, and arguing over who gets that magic ice ring that just got dropped.

 Hey everyone,

I was watching videos and trailers for a couple of upcoming MMO games, some of which look awesome and pretty fun to play, and I noticed that MMOs are all trying a new approach to their gaming style. It seems like the old WoW style of MMO (Skill bar on bottom, health in corner, etc) is being slowly eased out as games are instead trying new things, breathing some life into the stagnating MMO industry.

It gives me hope that I'll be able to look forward to playing new and exciting gameplay in my MMOs. It was the reason why I first got into MMOs, and I'm sure it was the same with a lot of you as well. It was a new, interesting way to play games.

Penny for your thoughts.

 It's a very good point Cephus, a way I would suggest to address that issue is to encourage the usage of several characters. Or...here's a thought, the problem with perma-death tends to be the amount of skill points and the like you spend on a character. As a radical idea, what would you say to a game where there is minimal personal development. Rather, things you can improve on are more based around more global attributes?

I'll have a little think on that, and come back with a few more ideas on that theory. What do you think in the meanwhile?

 

Hey Everyone,

 

I was reading Stradden's blog entry Arguments of Perma-death in his blog and came up with some ideas.

Now, I know how perma-death can rub off people the wrong way. I mean, it's understandable, right? Our characters are our babies, we care for them, cherism them, watch them grow and learn new skills, praise them as they assassinate another player from behind.

But, should this be such a black and white issue?

Let's look at EVE online at the moment. Now, it is set in the future granted, but if your ship has been blown up by a high-energy laser beam cannon, and your escape pod has been compromised, subjecting you the the ultra-harsh enviroment outer space has to offer you, your body exploding due to the lack of pressure, even before asphyxiation begins to set in while the sheer lack of heat causes your body to instantly freeze, and quintessentially causing your body to pretty much become a hollow icy shell, no amount of band-aids and phoenix feathers are going to save you.

Your character is dead.

However, you have a clone you keep under lock and key in a safe locker in a station just in case this kind of thing happens, retaining all of your memories, but not anything that was in your head at the time (That's been destroyed also by aforemention method.) and your skill points up to the amount you had payed for in the quality of your clone because you were being cheap and rather wanted that tasty ion cannon thingy.

Still, gone on bit of a tangent there. So your character is badly wounded, body hurt and burnt from the mage you ticked off.

Perma-death rules state your character is dead. Completely dead. Not alive, but dead. Non-perma-death rules say that you will be resurrected in a short time in a safe location and suffer from nothing but a drop in stats for a few minutes, essentially - an MMO version of the common cold.

Why not find something that's inbetween. No-one is going to recover that fast, so why not impose a time penalty on her, say a few hours, or even a couple of days while she recovers from 2nd degree burns.

That's just one idea, but what I'd really like to see is your ideas. Let's skip the it shouldn't be there at all for another post. What are your ideas for semi-permadeath?

 

Originally posted by toddze

you realize that top mmo's have a multi million doller budget. Investors dont want to risk millions of dollers when the old formula still sells. Games may be a virtual world, but they are still very much tied to reality, and reality revolves around money.

 

No, I agree completely with you on that fact, but surely the larger companies are able to attempt side projects and try new ideas in smaller games? I didn't mean to suggest they put all their resources into one project that may or may not take off.

5 Pages 1 2 3 4 5 »