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Strategically speaking a "gnome" (short) character would be helpful for a dps that doesn't want to get targeted easier. Still I've seen just as many giant characters who are mostly plate dps and such who do want to get targeted. My assassin is average size >_>.
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> 2sec stuns are the dumbest mechanic to ever grace MMOs
The Pub at MMORPG.COM « General Discussion 8/05/09 3:02:21 AM
I don't really care that much about them. |
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I understand that. I personally think a better way to go about things would be to find a game that you really care about that is in development and support it. Be an active member in their forums, write up articles about it and get people interested. It's amazing how much one person can do with word of mouth to get others interested in an otherwise indy product.
Ok. I guess it just seemed like with you expressing your extreme dissatisfaction all the time that you had something really against the game, or those that enjoy it, or something. Like I said I can understand not liking a game or anything -- I don't think it really is helping just being overtly negative when you have other companies who do much, much worse. If anything you should at least be happy that they are releasing a polished game for once, and not a buggy turd in the box (Age of Conan).
Like I said above, I would really find out an indie game that interests you and stick to it. I don't think developers are really going to notice some posts on MMORPG.com, although I do understand there are several developers who look here. However I do think that if an indy title did well for its self with the type of gameplay you are interested in that they would be more inclined to give it a try. A lot of times fresh ideas do come from indy companies. I do hope you understand why a lot of people are responding negatively towards you though. I know it gets annoying with the fanboys making a thousand threads about how amazing Aion is (and I love the game, but I'm not going to make another thread about it) but if anything it's just them being excited, haha. Then again those threads are pretty much asking to be critiqued. |
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Death systems. And yes, Hardcore is stupid.
The Pub at MMORPG.COM « General Discussion 8/05/09 2:03:03 AM
I'll be sure not to :P.
I think it really depends on the penalty. An XP loss does convey some challenge because it is difficult avoiding it. You can't really slap around and still get stuff done, because if you die too much you'll end up going no where. I'm not sure how harsh FFXI's XP loss is, so I can't really say if it is something that would just extend time overall (because unless you're dying a hundred times you'll still progress, just a lot slower). An item loss seems a bit different for me. It feels more like an annoyance because you have to spend a bunch of time replacing that gear. With that said I think EVE does it well where it allows you to insure your ship. Then again that game is something entirely different, and PvP is a bit more "realistic" in the sense that you have a point where you won't want to send out more ships and just cut your losses. I guess I've just seen too many games that were easy and masqueraded that fact with a piss poor death penalty system.
I don't know, I think there certainly is a fine line to it. I do admire someone who will keep on trying -- and from a development point of view this is a great thing to have because it really ups the longevity. Still I understand what you are saying, although I've done things before in WoW that I would never have tried if a harsh death penalty was intact. (like trying to solo elites, ect.)
I also think that death penalty makes more sense in a PvE game, or a game such as EVE. Not so much in other games. |
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It didn't run like a slideshow, but it did run real terrible for what the game looks like / my specs. I personally couldn't get passed the bugs in the beta when I tried. Maybe if they fixed them I'd be interesting, but some of the setting seemed pretty boring. It was a really "normal" post-apocalyptic setting from what I saw, nothing too interesting. |
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Death systems. And yes, Hardcore is stupid.
The Pub at MMORPG.COM « General Discussion 8/05/09 12:22:16 AM
Isn't it obviously better to have someone who enjoys to keep on trying a challenge, even if they die a lot? Maybe it's just something painfully obvious I am missing here but the better game seems to be the one that someone tries challenging things in, because there isn't a huge risk. If they had a high death penalty than that player would just give up, probably go grind on some easy mobs until he gained some levels and could go beat that place. What is the challenge in that? It sounds like all it does is harbor that type of mentality to where "well, if I can't beat it no point trying". Not only is that not good for a game but just doesn't seem very much fun to the player. If developers want to make a game more challenging then they should make the actual dungeon, or whatever, more challenging -- not the penalty. Because like I said before death penalties aren't exactly challenging anyways, because its not difficult to just keep on doing what you're doing. They serve to keep someone in a game longer, where as a game with a less strict death penalty but harder gameplay would do the same thing, while being more difficult and less tedious. |
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Crit setup helps for templar's leveling solo. |
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Stigmas, manastones and godstones are your customization in the game. |
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Yeah... I'm glad the majority of the community isn't like this at least. |
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You're the minority. As sad as it is to say this your opinion doesn't matter much to devs, because they don't really care if you're paying or not. Like I said before, most of the people who strongly dislike Aion also very much dislike WoW. There are a few exceptions (Teala, and players who aren't fans of PvP at all) but you can certainly see how that does. Considering the outlook towards WoW is almost unanimously bad on MMORPG.com I wouldn't take anyone's opinions on here as fact. Also, as much as it sucks to probably hear this, you aren't going to get what you want from a mainstream dev. You're going to have to wait for an indy developer release who are only aiming for a small slice of the pie. Luckily for you there is a lot of good coming out, although why do I feel that some people on MMORPG.com are never going to be satisfied with any MMO to come out? |
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Oh no, I fully understand. I think that's a real challenge in MMO design though. It's almost impossible to cater to some different crowds in one game. It's obvious people are going to dislike, and even hate, Aion just like many dislike and hate WoW. I do think it's pretty much impossible to get a game that is going to appeal to everyone. |
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Death systems. And yes, Hardcore is stupid.
The Pub at MMORPG.COM « General Discussion 8/04/09 3:45:15 PM
I'm trying to remember about it (didn't play AoC in forever), but didn't the penalty its self not do too much? |
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I think both of us have gone off on two entirely different tangents this time. I'm speaking of more general competition, not about min maxing and dictating how someone should play. |
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It's not like it is too difficult to get around an IP ban. |
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I don't think people will listen to this sadly. I've tried explaining it until I was blue in the face but they still don't get it, haha. |
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Ok, you're just trying to strawman your way out with the first part. I didn't think it'd have to be so hard to explain. I thought it was obvious that I meant only to kill the mobs that you had to on the way to the boss. Flying over them would allow you to bypass all of that. As for flying mobs you should realize that you could just, you know, fly over them. Unless you littered the sky with a thousand birds everywhere (which would make flying in its self pointless there anyways) it wouldn't stop someone. And yes, it is an engine limitation, you've done your homework :).
You're right, and that is probably why I don't play MMOs for a story experience but for PvP instead. (which is also why I'm looking forward to Aion). It's really difficult to do though, like you said, because you have to find a way to allow it so that all the players in the game feel special and a part of the storyline, which doesn't work if a hundred people are doing the same quest. |
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You're throwing around several ideas here. For one, why does it need to be an established goal? From what I understand people are perfectly capable of making their own goals, and it is perfectly fine. I'm sure some of you have made a goal in the past to lose 15 pounds, or to bulk up a bit. You get nothing for meeting your goal but satisfaction, and thats all that should matter. Having personal goals or competitions in a game is not a bad thing. I think that healthy competition is good. Not everything has to be what the game tells you to do. Again though, what you're saying is not true of everyone. There certainly are some crazy competitive people that think the entire thing is nothing but a race. That it's just about who can do the most dps, tank the most hits or kill the most players. Not everyone thinks that though. Like I said, I'm not so competitive that I would go out of my way just to win. I'm not going to sabotage my fun or friendships because it'll make me better in game or to meet some goal. I will, however, still view certain things as a challenge, and I think that is perfectly fine. Hell -- pretty much all of PvP can viewed as a challenge in its self. |
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What is missing in today's MMO's? i.e. WoW is a cheat code
The Pub at MMORPG.COM « General Discussion 8/03/09 9:11:22 PM
These type of threads are a dime a dozen (seriously, look at the first page of General Discussion) and frankly they're boring. We get it, people want a game to take thousands of man hours to get to the max level. They want to be spanked and told they're naughty whenever they die or make a mistake in game. Really though, the idea of needing a hundred threads all expressing the same thing is tiring in its self. Game design is a changing thing. Trends come and go, standards are raised and mechanics are challenged. Certain things change for a reason, and I honestly believe that games are getting better. We're getting more attempts at truly artistic pieces, especially when you look at many indie releases in the past few years. MMOs too are evolving, developers are still trying to figure out a possible way to alleviate the feeling of "the grind" and guess what, it is a tough thing to do. Players demand much more today than they do back in the day. I owned a number of NES games, many which would have obvious glaring bugs and issues. It didn't matter, it was touted as a feature or something that made the game tougher. And yes, many of that eras games were difficult - very difficult. I don't recall memories of beating many of those games when I was little. Going back to play them now, however, I can understand why. There are things those games do which would be a cardinal sin in today's market, and would be laughed out of the building. Much like those old games old MMOs have several mechanics which are just plain faulty design. Forcing a long, tedious grind is something developers are very much trying to get away from (to what extent, we don't know, and possibly they aren't trying radically enough yet) yet several people seem to want to go back to what made games such as Everquest so terrible. It is not a bad thing to bring in influences from older mechanics. Bringing in a new MMO which would have more exploration potential would likely be a great idea. Bringing in an MMO which would successfully pull the community together (not through forced grouping but benefits and other bonuses for being in a group) would likely to be received well. The problem is that you want to bring along the bad part of these aging games. You want to bring along a harsh death penalty, or the infamous corpse run. You want to bring along the tedious grinding, the long waits to get into a group. Like I said, developers should look forward. It has nothing to do with making a game easy or difficult but more of making it so that there are less tedious moments. It's not to say that every moment should be balls busting amazing but they should learn some pacing. For example Half Life 2 has wonderful pacing between frantic fights and slower, puzzle based gameplay. An MMO would be well to follow suit instead of moving too far to either side (non stop fighting or long tedious breaks). Finally, difficulty is very difficult to implement in an MMO. Think about it, games are made for all sort of players. What this means is that not every player is going to be as good at a game as the other one is. In a single player game this is easy to resolve by adding difficulty levels. New, inexperienced players can play on "easy" while the vets can play on the hardest difficulty or, if available, an unlocked "extra hard" sort of difficulty. Many of these single player games which are incredibly tough if played at the hardest difficulty are also quite easy if played at the lowest difficulty. The problem here is that you can not have various difficulty settings in an MMO, as everything is persistent. One could feasibly make different difficulty level servers -- but that would bring in a problem of its self. After all what happens when you really want a challenge, yet your best friend would rather take it a little easier? Of course if someone can figure out a good, viable way for various difficulties in an MMO I would really love to hear it -- and I'm sure several developers would too. |
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This game should be near tops on the hype list...
The Pub at MMORPG.COM « General Discussion 8/03/09 8:53:35 PM
It's really buggy when I tried the free stress test beta they had going on at Fileplanet. The idea of the tutorial storyline sort of intro was an interesting idea. However it just felt really.. unresponsive to me. You couldn't turn in air while jumping, apparently that was a "feature" when I asked about it in the general chat. (Several players made a note to me that well you can't do that in real life so you can't do it here! Well last I checked I was able to turn while mid jump pretty well.) I don't know, it just felt really.. unpolished. When I got to the main world it felt very laggy as well, even though the actual game didn't look all that great. |
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Those crafty Koreans. |
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