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3/25/08 3:48 AM
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Viewed 4109, Replies 59
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Sounds great. Unfortunately, as a matter of habit, I will compare all games to something else I have played. As far as open-ended games go, I always compare things that claim to be open-ended to Shadowbane. Shadowbane let you create and run empires, act as a diplomat, a general, a spy, an artisan, or an explorer. What you did was up to you and your own ability. Horizons also had that example, of cities being attacked, destroyed, rebuilt, the only difference is it was entirely up to players whether they chose to defend or rebuild the cities, NPCs didn't play a role as buildings were handcrafted by individuals. People can say their game is like nothing else, but I've got news for developers: Chances are whatever you can think of has already been done in a video game. That being the truth, don't try to claim something new that already exists. Let people have some comparisons with games and titles they already love. |
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2/27/08 3:31 AM
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Viewed 3421, Replies 46
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Speaking of snipers and BFRs, two snipers can quickly cripple a BFR and destroy all it's ammunition, as well as disable all it's systems, slow it down, blind it, and damage it's weapons into uselessness. As the reviewer said, the game has complexities so deep they can never all be taken into consideration by a single player. I'm sure the devs themselves are constantly forgetting functions and features - for example: the Lashers had their lash range set to activate after 5 feet of flight to avoid friendly fire that was continually occurring. Friendly fire was eventually entirely removed from the lash effect of Lashers, but the lash range was never put back to activation on exiting the barrel, leaving the Lasher in a reduced capability for close quarters combat. For all the negative things being said, the game continues to see every facet exploited as all sorts of players and people repeatedly discover and rediscover new ways to play the game. With considerations such as damage degradation and weapon lethality in a given situation, ammunition availability, resource management, supply chains, base maintenance and upkeep, enemy influence detection range, electronic and counter-electronic warfare, and too many more things to post without creating a massive and long-winded list, there is a lot for strategists, commanders, and the regular G.I. to take in and process, allowing each player to contribute to the battle in ways that their enemies may not foresee. A single person can change the entire flow of a battle by sneaking behind enemy lines and capturing facilities and vehicles, suddenly allowing their entire army to spawn in the center of a contested base. One well placed clip from a Beamer pistol on AP can slay a wounded MAX that has already taken 15 lives, or even in standard mode eliminate the engineer who is repairing that and several other MAX units that have created an impenetrable wall of firepower. In the big scheme of things the heroes are the little gears that make the war machine move and there are few MMOs, let alone FPS games, which rely so heavily on the individual rather than the masses. It may not immediately be so clear to a random onlooker who is gripped by a sense of doom, but when five BattleFrame Robotics come stomping over the horizon and begin laying down a hailstorm of death on a base, the two anonymous soldiers with Anti-Vehicular weaponry who resolutely stand firm against the wall of lead, aided by brave airmen in Reavers and Mosquitos overhead, and the not-so-sane but very skilled Fury bikers who rev forward and underfoot, all have an unsaid understanding that they will send those giant stomping machines home crying to their mamas. They will do it by working in concert with no communication what-so-ever, save the screaming rockets and crackling beams of light they let loose in their own storm of death. The BFR crews will be left wishing they never marched so boldly into sight. That's quality game play. (Edit: Reduced font size.) |
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2/25/08 4:14 AM
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Viewed 3421, Replies 46
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I still have my Alpha development logs. I've played Planetside since one of the first stable builds. I still am playing it. I still enjoy it. The population is quite a bit less than it used to be, but everyone who pretends the game is a ghost town is lying outright - You should never have a hard time finding a fight, especially using the Instant Action (typing /ia into chat will do this) feature. The game has relatively new and quite active developers, while they are inexperienced with the engine and it's capabilities, they are doing far better than most of the replacements that have worked on the game since the original team was pulled to SOE's other projects. They have implemented what the previous teams were too lazy to finish, they have created new content, and are dedicated to continuing the growth and expansion of the game with new game types and introducing new vehicles and certifications. They have fixed bugs that have existed for over 4 years. Many people have a lot of negative things to say about this game, but take it from the subscribers who are still enjoying it - give it a try if you havent, there's trial keys to be had. Give it a try if you quit a number of years ago, you may enjoy yourself again. |
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2/21/08 2:57 AM
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Viewed 946, Replies 8
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Clothing customization used to be in, but for some reason they removed it. Some of my characters still have red and black undies. |
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12/14/07 8:45 PM
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Viewed 1866, Replies 53
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An MMORPG with permanent death that I can recall offhand is Face of Mankind. It made it possible for corporation leaders to be assassinated, and actually put in their graves for good. Unfortunetly, I feel that MMORPG went to hell with them trying to mainstream it too much and ruining the feel and balance. However, games with permanent loss have been around a long time and made fighting mean something. Shadowbane was my favorite MMORPG of all time because we had to fight, backstab, and claw our way through the world. Imagine five armies sitting at the doorstep of your small hamlet? You'd better start making a deal or three. You always had to feel bad for the other guys when you went past their capital city and saw nothing but smoke bellowing over the burning ruins, three days later. Darkfall is supposed to have more of this loss-based simulated life in it, and the devs have stated numerous times if they can capture even a tiny bit of what games like Shadowbane and Ultima Online offered us as gamers, then it will all have been worthwhile for them. http://www.lordsofdeath.com/www/?p=12 ^^^ Article by first gamer to get to play the game |
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12/07/07 3:24 AM
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Viewed 946, Replies 8
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The news is the development team has been making new models for all the races for over a year now, which will completely change how clothes and armor are made for the game. What the developer stated was that currently, every single piece of armor has to be hand crafted to fit over 40+ models (each race, gender, and model type, as they have to fit SOGA models too!), which, if you do the math, means they have to make tens of thousands of models for just a hundred sets of armor! With the new model system, they will be able to make one or two suits of armor that will automatically adjust to each race and gender type, based off of unified skeletons/riggings on the models. What this also means is we may all have to overhaul our character models and the SOGA models which many have come to love will be removed from the game. People with anthropomorphic characters are worried it means their characters will end up looking like humans with animal heads, but I personally speculate there will be a separate skeleton for the beast races. Too bad they haven't made any major posts on the subject, most players seem to be in the dark about the coming changes.
The major benefit means that instead of the art team making the same exact suit 40 times, they will be able to make 20 completely and wholly different suits with that time and those resources instead. Rather than 100 suits x 42, they can do 1,100 x 2! (100 suits 42 times, or 1,100 NEW suits 2 times, same amount of models!!) |
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11/01/07 12:22 AM
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Viewed 946, Replies 8
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with the new clothing slots I think that's a pretty sound idea. |
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11/01/07 12:18 AM
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Viewed 455, Replies 5
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I've never had to wait more than 20 minutes. Considering it's a small team servicing all servers at once, I'd say that's pretty good. There's another SOE game that doesn't have GMs at all, whenever there's a CSR ticket they have to get people from other games to adress it and it usually takes more than a day. |
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