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All Posts by stormwaltz - 4 found

3/18/08 11:44 AM
Viewed 1752, Replies 21

Originally posted by Bababooey

 

 

From what I've heard, EVE Online is more of a point-and-click, whereas you have more abundant time to strategize more, and JGE is more fast-paced twitch and reaction type jet game? 


In a very small nutshell:

JumpGate is FreeSpace /  TIE Fighter, EVE is Homeworld / Nexus: The Jupiter Incident (if you never had more than one ship).

3/14/08 11:40 AM
Viewed 1752, Replies 21

I like the way this guy thinks about loot. Story-evoking "roleplaying" loot is always a nice touch.  It doesn't have to all be uber - a big pile of small stuff, so long as its stackable in inventory, is just as nice.

To put it in terms of what I'm playing now, I've gotten rich in LotRO off piles of crap mob trophies, and despite the fact that I can't use them (wrong crafter class), I've saved all the unique cooking recipes I got from quests in the Shire.

8/31/05 10:56 AM
Viewed 4677, Replies 71

Originally posted by nomadian

Not meant as a flame but thats the worst argument you could come up with. Uninspired!, AC2 is quoted as having the best combat system in all games, it was the rest of the game that let it down.


I agree that the combat system was the most solid part of AC2. The concept was good. The execution was very meh. Consensus seems to be that in practice it didn't succeed in engaging the player's interest, requiring actual feedback, or providing enough differentiation between play style. I've seen many comments to the effect that mage, archer, and melee felt largely the same to play. I did like those Lugian engineers, though.

It was definitely on the right track. I believe CoH came closer to the sort of fast-paced reactive group combat they were shooting for. I'd argue that removing the "almost real physics" of AC1 projectiles was definitely a step back, though. In AC1, you could dodge arrows and projectile spells. PVP tended to FPS style circle-strafing and ducking behind cover.

8/30/05 5:59 PM
Viewed 4677, Replies 71

The following is my personal opinion only.

One of the key lessons that we learned is the customer perception of sequels in the MMO space. They end up splitting your community more so than growing it. So they are counterproductive, unlike sequels in other game genres where they can be really successful.

That AC2 was a sequel had little - if anything - to do with its inability to attract players. There are a host of reasons it did not succeed, many of which have be touched on in this thread

The game was kicked out the door too soon, it was being continually rebalanced underneath the players, the combat design was uninspired, it was too easy to reach the "end" of the game, the critical early period of community development was destroyed by the inability to get the chat servers working, the console game style segregation of high level and low level players to specific continents further sabotaged community building, it took too long to get fresh content into the game, and the world felt "soulless."

I don't deny the AC1 players who expected "AC1+" negatively affected perception. It should have been possible to move beyond that and gain a fresh audience. AC1 was a hardcore Explorer game. AC2 was a lightweight Achiever game. The initial attempts to sell AC2 to the AC1 playerbase were doomed to fail.

Nevertheless, all of these design and operations issues I listed above would all remain true even if AC2 had been a fresh IP. No; AC2 failed not because AC1 fans rejected it, but because it couldn't create AC2 fans.

If this "sequels are counterproductive" is truly the best lesson Turbine has extracted from AC2, then it saddens me to say AC2 was ultimately an entirely fruitless endeavor. Not only did few enjoy the game, Turbine learned nothing from its failure.

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