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All Posts by haust

All Posts by haust

2 Pages 1 2 »
25 posts found

Well, technically Atlantica Online is a Turn Based MMO. A little different than what you seem to have in mind though.

 

But something like Civ 6: The MMO. Meh I dunno devellopers would have to get real creative to pull off a large scale turn based MMO.

the only barrier between a fantasy game and eve style gameplay is a developer with enough balls to get the job done right. eve gameplay can be adopted for any genre, its only a matter of doing. the rest are details.

 

but i think many may argue there's still a shitload of grind in eve.

How is the PvP?
General Discussion « Ryzom
4/13/10 5:31:31 PM

also, how long does it take to get competitive in PvP?

How is the PvP?
General Discussion « Ryzom
4/13/10 5:11:43 PM

I just realized this game has PvP, this is great! But how is it? Are there PvP goals like capturing territory or locations? What is the nature of Guild vs Guild warfare? Are the full PvP root realms a gank fest or challenging and fun PvP? Is it full-loot? What are the consequences of a PvP kill?

 

Also anything else you would like to tell me would be great!

Thanks.

Everything you are complaining about is fixed on wilds/freedom. I'm not quite sure what you mean by "formal trade" because there is a trade window even in GV Wurm. I trade things all the time, it all depends on what you wish the trade agreement to be. For instance, I could trade a bunch of iron ore I mined to someone else for a new fishing rod to get food. If you want coins, hop over to the premium servers and you can get that. Wurm is what you make it, so make it good!

I have an idea for an improvement  idea for champions online: make it better.

I don't see how a gamer could call him self a gamer if gameplay is not the most important thing. If a gamer prefers graphics over gameplay he should look into being a visual artist not a gamer...

Originally posted by tifalockhart

if you log into the website (assuming you have an account) there is a link to the pre-order bonus there.  Life time Sub is $199.99 which is about £118 in real money and the 6 month subscription is $60 which again is £34 in real money.

seems rather reasonable tbh, im going to go with the 6 month option.

 

sadly,  i don't have access to this "real money"

I love all those ideas. I would love a game where npc enemies have their own agenda, like bandits who travel around the globe robbing villages. If a player kills those bandits, they are gone forever and the villages will no longer see those bandits.

It'd be nice if NPCs progressed just as the characters do. Like if a bandit kept killing and robbing, his skill would increase and be better at it. Eventually if he killed enough he'd try to take over as the bandit leader. Basically, in-game evolution and politics that respond to themselves and the players around them.

 

But how are you going to get this done? People might help you out, but we'd have to know you're serious. Because, let's face it, all of us have an mmo we want to make.

It's old as hell, the graphics aren't the best and it's kinda buggy, but I recommend Necron 2. Fits basically all your criteria and is still pretty awesome.

If you want something that is like Eve, try Wurm online. It isn't Eve but it certainly has elements. This is a good review of it: 

www.rockpapershotgun.com/2009/06/08/frontier-psychiatry-wurm-online-interview/

A game similar to Wurm Online where the beginning of the server is an island filled with trees and it's up to the players to forge ahead and create civilization. A game like this except... sci fi. Imagine a team of explorers or colonizers just arrived on a planet thousands of light years away and now they must create their civilization. Build villages, mines, crops, cities, space ports. Build spaceships, weapons, armor... absolutely everything.

I just sent a message under the "Contact Us" button down below.

www.mmorpg.com/contactus.cfm

I dunno who it gets sent to, but if you feel like this article should be taken down from the site due to its biased and alienating nature (amongst other things), then you should shoot them a message.

I won the contest, I confirmed that I won, but I don't have a beta key.

 

I got a message that said that said I won but no information about where the key is. They said they were gonna email it to me but there hasnt been one.

 

wtf?

 

plz help!

 

 

EDIT* I got a beta key through fileplanet. Crisis averted.
 

Way to alienate your audience dude. Who exactly were you aiming towards? I disagree with everything you wrote and would go so far as to say this article should be taken down. I don't believe this is the kind of behavior and mentality an MMORPG site should foster. You've insulted a good deal of honest people who honestly enjoy RP servers for none of the reasons you've listed. An featured article writer should have more intelligence and grace when writing and most definitely when dealing with matters he finds far from his personal preference (this fact is very obvious).

Your other articles were good. This article is venomous and would be more appropriate on a darkfall forum.

Sadly, you’ve managed to mar your integrity as a writer. Good luck recovering.
 

Soo....
General Discussion « Wurm Online
6/15/09 2:33:08 AM
Originally posted by WSIMike

I decided to try out Wurm again.. I checked it out in the past (some months ago) and was glad to see that it seemed to be picking up in popularity.

However.. I gotta ask, and I say this in a completely non-offensive way... purely out of curiosity:

How the hell do you people even get started, nevermind make progress in this game?

I created a character... Talked to the NPC, followed the instructions (open character window, open inventory... equip hatchet and shield, etc). No problem.

Then I'm told to leave the village and go chop down a tree with the hatchet. No problem. I wander off in search of a tree. Not a difficult task, since I seem to be surrounded by forest.

Walk up to a tree.. and have trouble even selecting it. Moving the cursor around it seems to want to select everything *but* the tree I'm trying to target... I'm getting the grass patches behind it, edge tiles, stone slabs... every other tree in the area... except the one I'm actually trying to target. Not very intuitive, and rather clunky to be honest.

 

Yeah the selection thing takes some getting used to. Basically the world is made up of tiles and you as the player do things to those tiles. So instead of click on the tree you click on the tile that the tree is on.



Finally, I get a tree targeted... I right-click and a menu comes up with options to examine, emotes, etc. etc.. But nothing to do with actually chopping down the tree (I checked and the hatchet was equipped). I try again... no option to actually cut down the tree. Decide to try another tree... Same result... can't do it. I wandered around for about 10 minutes going from tree to tree to tree trying to cut one down.. none of them gave me the option.

 

This part is a little less intuitive at first but once you get the hang of it is much easier. Basically instead of equiping the item you need in your hand you double click the item in your inventory to activate it. This will let you use the item in the world and on the tiles or items. The only thing you need to equip is weapons and armor, everything else is activated via the double click. Try this and you should have no problem cutting down trees.



Then I come to realize that there are messages showing up in the text window about thorns doing damage to me. What thorns? All I see is grass and trees all around me. I turn around and try to get back to the road... a red glow is growing around the border of the screen, indicating that I'm taking some bad damage... It continues to worsen even after I'm on the path again.

I haven't had this issue, could have been a bug or could have been something else. The thing with Wurm's combat system is that its not based on HP like every other mmo. It's based off wounds. If something gives you a wound, like a thorn bush or wolf, you can check in your inventory under your body tree. It'll say something like Wound (Light) or (Medium) etc. The thing about wounds is that if you have medium or worse you need to get the wounds treated or you might bleed to death. If you have a bunch of light wounds and start walking around then the wounds will get worse because you are over exerting yourself.

It's a bit weird at first cause I was so used to the HP system but I gotta say I kinda like Wurm's system.


So, here I am... almost dead due to thorns I didn't know were there, holding a hatchet that I can't use on trees that I can't cut down...

I went to the official site and checked the wiki to see what I was doing wrong (not a good sign when the beginning steps of a starter tutorial require you to research outside the game... but anyway).. Seems I was doing everything right according to the FAQ... It just wasn't working in-game.

 

Despite the lack of clarity in-game, it's still VERY useful to have the wiki page open and search for stuff as you start playing and having questions.

 

Needless to say my first impression is not at all good.

I'm wondering how those of you playing and enjoying it managed to get through all that? Are those known issues that there are work-arounds for?

 

 

 

 

I would highly recommend joining a village in game, they will help you get food and have services avalible to you such as a forge to make weapons or boats to sail out into the ocean to catch fish. I assume you started on Golden Valley? Are you Jean-Kellon? If so there's a nice village just outside First Light called Scorpion Stone that you could join. Message me in-game, my name is Haust, and I'll try to hook you up with a place in the village.

Here's a great review of Wurm Online by Rock, Paper, Shotgun. It really captures the flavor of Wurm Online and how fun it is.  

"When the current Wurm servers started they contained nothing but virgin islands, and it was the players who designed and built the villages, forts, farms, shops, mines, roads and inns that are there now in various states of use, misuse and abandonment. This is important! This is /really cool!/ Not only does it give the layout of the world an intriguing, immersive plausibility, it adds an extra dimension to everything from the lowest level crafting to the highest level inter-kingdom warfare. The craftsman needs to think about where his material is coming from, the general needs to think not only about conquering castles but building, repairing and breaking them."

 

Read more Here.

Originally posted by themilton

Definitely skill-based. Low-instancing, too.

In addition to other ways, skill points could be given for time logged in. Or like the CoX new Day Jobs, for time logged out in specific areas.

This is a great idea and I have wanted to see it in a game for awhile. It makes too much sense.

Don't know how "shake" works, but I'm thinking of cross hairs for shooting. The more accuracy points you have, the tighter they get and the more sure you are of where your shot is going to hit. Or you're able to use a finer scalpel as a doctor. Or your lariats land around your target more.

So an FPS/RPG combo? With twitch and die rolls? I dunno seems weird. Third/first-person would work much better I think.

Make it mostly open PvP, but some towns could be non-PvP zones. There could be varying degrees of lawless-ness. Some towns you could do whatever you want and nobody would care. Others, you might find the NPCs turn hostile (shopkeepers won't do business with you). Some, the sheriff comes after you by himself or recruits a posse to hunt you down. The degree of your offense raises the bounty on your head and increases the number of towns where your wanted poster appears.
 

Towns could hire officers that are either NPC or players. NPC officers protect the town while no player officers are around. When someone commits an offense in the town the npc or player officers arrest him (or kill, not sure how this would work).

Perhaps the guy would be booted from town or something? I dunno. Or make him pay a fine.

 

Guilds could be towns, ranches, or outlaw gangs.

For mounts you'd have horses; horse-drawn buggies, carts, and wagons, stage coaches and trains wouldn't be mounts but maybe ways to travel longer distances in a shorter time. If you had a horse, it could be tied to the back of the stage coach or loaded into a stock car so you could have it at your destination.

I'd love to see all this stuff player created. Tracks and railways are all done by players for particular reasons and for particular goals.

One possible way around the Native American problem would be to go with an Old West-inspired track. Let it have the flavor, but not be historically precise or accurate. It's just a game after all. Make two fake tribes, one more friendly to the frontier people and one more hostile. Have diplomacy a skill track. That way, you don't have to worry as much as historical detail of specific tribes. But that could be just as offensive. What do y'all think?

Native Americans should be portrayed in the same manner of realism that settlers / european types are given. So if a settler can make saloons, shops and towns let the native american players have tribal lands where similar features are offered but in a distinctly native american way.  Some research could help this situation, find what tribes were mostly around and base the characters off of those historial things.

What it doesn't need to do is point to native american conflicts like the Indian Wars and abhorent racism that was apprent during that era. It would be easy enough to allow players to playe both cultures without having to be disrespectful or one sided. As long as both sides are even and equal and treated fairly I don't think there would be much problem.

 

Native Americans could easily be included. When creating a character one could choose the culture ancestory they wish to be from including European and Native American. There are no stat benefits to either culture or benefits particular to each per se. Every player can do whatever every other player could do regardless of cultural ancestory. The only difference between the cultures is what skills you start out with and probably your starting area. So a Native American might have archery while a European might have revolvers.

Conflict wouldn't spawn based on a "Cowboy vs Indian" mentality but rather be more organic and less boxed in than that. Since guilds always form in mmos it'd make more sense to have conflic based on guild lines rather than blood lines.  Generally, any player could join any guild that invited them.

Perhaps guilds could have different benefits depending on the fame or infamy of their guild. Someone mentioned earlier about Outlaw Guilds who wander around the west doing outlaw things and Calvalry Guilds who help uphold law. An outlaw guild would have more specialization towards things such as robbery and survival in the elements. A guild with better fame could ally themselves with the government and recieve benefits such as easier access to weapons and the like. Guilds allied to the government wouldn't be able to attack other guilds allied to the government unless they retract their benefits from the government and tarnish their reputation.

There could be different factions one could ally themselves with, American Federal Government, Mexican Government, Native Tribes, Outlaw (which wouldn't be a faction per se, I think outlaws should be able to attack other outlaws as well), and Neutral.

Again, conflict wouldn't happen based on an 'us vs them' or Mexico vs America but instead on how guilds manage their connections to other guilds and vie for resources and land holdings throughout the west. The allignment would only allow certain benefits particular to those organizations.

I would love to see a guild that rises up similar to the Pinkertons.

I don't think many people would hop on board unless you give them reason to believe you a) aren't a scam b) won't flop. I think the majority of people would need more information before putting down 10 bucks on an idea for a market that is notorious for flops. If you have a website, ideas in the process, a forum, then perhaps you'll be in more of a position to ask for player investment. If you're trying to develop an idea around an intial player base then you still need to develop the community more so. I think it'd work best if you describe what the game is, what you're planning to do, what it's all about etc. etc.

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