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All Posts by Uproar

All Posts by Uproar

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199 posts found
Originally posted by spinach8puff

This is possibly the best list of Guild Stereotypes.

Personally I can deal with the people who cause drama since they make it more interesting, but what I can not stand is the The GM's Significant Other on that list. Poor players that you can't get rid of drive me nutty.


 

You can deal with it, because given what you describe about yourself YOU are the drama queen of every guild's nightmare.

Simple-- when there are two crazy people the guild self-destructs and one or both then goes out to find their next victims...

so odds of finding a guild with a crazy person increases over time as more and more guilds are infected and either hold onto one of them or disappears entirely and then one or two more get infected -- it's a progressively geometric increase with small step-like regions of non-growth (for the mathematically inclined).

 

 

 

Dragon Empire, Dark and Light, EQII, SWG NGE, Shadowbane

Hard to pick between those.  There are probably a few others (Wish maybe) that I have forgotten.

Largest impact to me was EQII and SWG NGE.

Between those I'd pick EQII.  Should have been a monster hit! (no pun intended).

 

Dark Age of Camelot, Mythic Entertainment [ October 1999 ]  Asherons Call, Microsoft [ November 1999 ]

Two very interesting titles. Each of them using very interesting and unique systems. While still being level based, Dark Age of Camelot used a dual template type design which required you to distribute skill points earned upon leveling up into skill trees you wanted to specialize in. Asherons call stayed conventional but used a magic formulae system. which basically had the player trying to discover his spell through trial and error which was fun and mysterious to some, and painful to others. 3rd party programs fixed that problem later. Asherons call did however bring back the pk. what made AC so popular was the fact if you killed another player, he had a chance of dropping items and you basically got a few of his belongings. DaoC however turned away from the pk thing, and instead introduced RvR or what is known as realm vs realm. Seeing that raid parties was so popular in ever quest, they also realized that pvp was a important instrument to the growing popularity of combat demanded by many players. & found a way to combine the 2. unite the masses for a event of killing and personal glory. Players in the hundreds would invade other Realms [Factions] Killing enemy players. While AC had the popular pk trend going, DaoC had its popularity with the raid feeling form of pvp.

 

Just for the sake of correcting the record, DAOC did not come out until October 2001.

Originally posted by Adamantine

Games in the Game - that is possible quite a couple games, but I'm surprised anyone would think thats a great idea. If you want to play chess, there are really, really MUCH better possibilities than a roleplaying game available.

 


 

Spoken like a true MMO designer.  You (like them, assuming you are not) have nearly without exception failed to understand that an MMO is not a game like GTA or PacMan or even Online Poker.  It is an enviroment that supports, and in fact is the desired conduit to, a social network of the playerbase.  It is the link an average MMO player uses to 'play' with his 'real-live' friends.

Give them tools in your enviroment for when they are bored or unable to continue with the objectives you've set forth for them to conqueor and you will be rewarded with their continued subscription fee while drinking a coke and playing Chess with their friends in Your (continously funded) environment.  Fail to do that and their friends might start to disappear one day which eventually leads them to follow to other people's enviroments (say byebye to your funding) to regroup or form new 'real live' friendships.

Get it?  I am not surprised if not, as many of these execs seemingly neverwill.

Originally posted by qbangy32

I would like to expand further on your first point as I feel this can become an important part of any MMO and provide a new lease of life.

I'm not overly keen on the idea of the author having to use their own money to provide the rewards, it could potentially prevent new players from being able to participate until much later in the game.

I would rather see this as another means of character development, you have the GMs in PnP why not have those willing to invest their time in creating new and exciting adventures for ppl to play also aim for those lofty heights, with each new lvl gained you have access to better and more varied loot/monsters/traps etc etc.

 


 

I really do like the author having a vested interest in somehow providing the rewards (whether just once, periodically or every time is agreeably controversial).  I like the idea that it provides a new career for elder toons; it gives a reason to grind for items, possibly even low level items, if the content is geared to lower levels.

However, I can see your idea working to as a sort of GM class or skill.  Have you played Little Big Planet yet?  It provides an absolutely brillient template that could be modified for use in an RPG / MMO whereby as you play you have the ability (or skill in MMO speak) to collect items that can later be utilized in the creation of your own scenarios.  It's an amazing system.  Check it out if you have access to a PS3.  One of my favorite console games at the moment.  Links:  http://en.wikipedia.org/wiki/LittleBigPlanet or http://www.wonderhowto.com/how-to/video/how-to-use-your-stickers-in-little-big-planet-for-ps3-270630/.  Could be a good idea here. 

Originally posted by bmdevine

I definitely agree that randomization in dungeons would be helpful.  One reason I had trouble getting into this game when I tried it was that so many players had the dungeons memorized from doing them 100 times and wanted to zerg through everything unbelievably fast, so it was hard to really enjoy the experience of going through new areas that had to be done in groups.


 

I am glad you said that bmdevine.  I sometimes forget that was one of my driving reasons for wanting it in the first place.  I've been playing long enough I am starting to know where things are for the common quests, but I recall that feeling well.  It probably is the number one reason folks hate Zergers (those that do -- i am impartial personally).

And it probably does cost DDO customers.

Topic transplanted from DDO forums.  Thought I would ask the MMO community at large.  First let me state that in most ways DDO has greatly improved since beta or even it's first couple of years.  However, for many current (and obviously ex-)players there are still many wants that remain.

So let's Discuss those below or add your own list.

                                                    ------------------------------------------

Prioritized Wants:

1. User generated content.
- Loot tables should be creatively balanced to provide valid gear / reward for difficulty.
- Would prefer to see authors having to supply suitable rewards themselves, perhaps via some sort of Raid Points / Platinum being exchanged for items. Authors (and/or their guilds) should receive some benefit for doing this (perhaps status points or some other such pride mark). Some invention required to assure that authors or their friends do not solely (or even ever maybe) benefit from this content / reward system. When rewards not available content not available or at least force notification to players that no rewards are present, if run anyways.

2. Druids, Gnomes, Half-orcs
- All the same priority, so introduce them altogether.

3. Character housing
- Think those such as available in DAOC / SWG including many, many new fluff items (as well as including all weapons, suits of armor, potions, jewels, etc found in the game today), and looted trophy items from raids / epic questlines, etc. Auction house should be out of our home zones, could allow for a marketplace and merchant shop in each home zone, as well (for the rich to afford).
- Actually this is my number 1 priority for me personally, but listed 3rd due to need for other two first in terms of overall game and community health.
- Guild towns would be nice and could include a guild hall (see User Generated Content above about status rewards; these would support the guild hall / town preferrably).
- Generally I prefer character housing over guild housing. Guild only housing creates a lot of issues for players that move between them or do not belong at all.

4. Landmass and difficult to find content
- Add more, much larger 'explorer zones', but add quest givers into these zones that must be sought out. Make these regions 'wild' and more difficult to map (somehow). Maybe randomily place quest givers each instance.

5. Better randomization of Dungeons overall
- Trap types and their location could be much more random
- Mob encounters could be much more strategic / tactics oriented then I generally see now. For examples look to higher level DAOC Raids and EQ (1 and 2) raids for ideas.
- Dungeon layouts could be more randomized as well. For example, why doesn't crucible maze (door switches and even the swim maze) randomily-generate every instance? Simple maze generation algorithm is all that is required here (seems to me).


Things I do Not Want:

1. Character respecs
- Due to the belief that it would greatly reduce the number of low level toons due to folks not recreating as often.
- Would accept a ONE time event whereby all characters above level ~9 that are already created can respec classes and stats chosen as a fix for unforeseen modifications brought in from Mod 2-9. Characters should have to use respec prior to next level or two (so they can't hold onto them!). Once all existing, qualifying characters have used these respecs they should never be allowed in game again (at least until mod 15 or so!).

2. Nerfing of Mixed Classes / Preference for Pure Classes
- Reverse the trend I see in the development of the level 16-20 enhancements that OVERLY favor the creation of pure classes. Some of us really like the idea of mixing classes -- don't make them inferior. Balance it (better) -- I agree pure classes should be much better at what they specifically do, but mixed classes should remain more independently survivable and(/or?) of much greater utility.
- BTW: Pen & Paper does this via Prestige Classes. Might be the answer needed here too, but might be doable via adding enhancements specifically pre-req'd for mixed classes (likely easier to implement).

3. Weapon nerfs -- stop them!
- Leave WOP and Transmutting alone!!
 

LMAO at those that doubt WRIT XP. 

 

Our guild's MOTD is often "DO WRITS! WRITS! WRITS w/ GRITS!"

It is the easiest way to "grind" XP while at the same time earning gold.  If you do writs at higher levels, especailly you will never suffer for cash or XP.

 

 

Thanks both of those replies helped!

So how do I figure out how many feats I will get at each level above 16?

I am working on a build and I need to get in three more feats from level 17-20.  Is there a chart of feat progression somewhere?

As I understand it for a multiclassed character in DDO, feat progression for a given level is a factor of how many levels of each class you already have taken as though the other classes weren't there, correct? 

You ask why they don't implement race-based crafting like all of the other MMORPGs out there?

-- It's simple.  Because this game in most ways represents a step backwards. 

However, in a few it might move the genre forward -- I hope those make up for some of it's lacking aspects.

<-- 40+ here.

 I recall my parents worried in the late 70s and early 80s that I did not go out and party enough with girls / friends, etc.  That we stayed home and played board games, card games, built R/C planes/boats, read too much, etc. 

Worrying about playing video games too much is just an exercise of finding a new target for an old complaint.  Our kids don't play how we did.

I recall thinking how I could be doing the things my parents asked about.  I could be spending all of my money on a lame car that constantly broke, I could be attending football games and drinking getting in trouble, etc like some I knew.  I could be getting girls pregnent -- dropping out of school and getting a dead-end job.  I could be doing lots of things that parents of the day had no idea even existed.

Yes, sex is a great memory, but paying for that abortion / getting married at 17.  Getting arrested.  Getting drunk / drugged / or raped are also eventful memories -- ones I could do without.

Would I have rather ran away and lived in Africa or whatever your equivalent of joining a circus is?  Of course, but such is not reality.  We all chose our lives with about as much chance as planning. 

If you have a 30-year old living in your basement who has done Zip except raid since he was 9.  I'd say kick him out and do him a favor.  Otherwise, let him find his own way.

As much as we all try, you really can never compare someone else's life to your if-only-I-had-imaginings.  It's just a new virtual exercise.  There is no measure of truth to it.

I think it is a pretty good game.  I just recently started playing again and there are more then a few others in the low levels.  I haven't tried to find a guild or anything yet, but it looks like some are still active.

It's a very old game.  It's a very tough (unforgiving game) compared to any game that start after it. 

Some can not cope with those two things.  Others thrive on it's history, vastness, and danger.  It is exciting if you are willing to put up with it's lack of modern gimmicks.  Don't expect to be babysitted -- there is help to be had, but you often will not find it when you want it.  It will often require that you have tried HARD first.

Enjoy it! And welcome to the Beast-daddy-MMO of them all. 

Consider yourself warned -- Keep hands and fingers inside at all times.

Originally posted by Blodpls

Here's the report from the opencoffee event on he was doing:

"Following A. Doxiadis’ talk Tasos Flambouras VP of the Darkfall MMORPG spoke ...

Darkfall will be available in 22/01 both in Europe and the US."


 Note: It never once mentioned what year it would be released. Good luck suing them for not releasing before 2025/22/01 or any other year of their future choice.
 

Originally posted by Lidane
Originally posted by wolfmann

Epic fail.

I'm glad you agree that yes, you failed.

Is the poem about holocaust only, or is there more to it?

Considering it was written about the Holocaust and refers to it directly, I'd say the answer is yes. That's exactly what it's about, and about the way that many stayed silent as the various groups were rounded up.

Perhaps the poem is about sitting idle by because you are not affected, and since you're not affected, those that are are of no concern to you.

Or perhaps you're overreacting to the Station Cash thing and are reaching for something to try and make a point, only to fail miserably? I think that's the better explanation.

You know, they teach us to analyse things in school, and not go by face value alone.... I think you skipped that class.

And I think you skipped the one about proportionate response. You don't use a poem that has its roots in one of the greatest evils we've seen in the world and apply it to something that's benign in comparison, like Station Cash. You're just showing a knee-jerk, irrational reaction.

 

 

You dense much? 
 

I think it has ruined it.  It might be better if the battlequeues would grab players from all servers or from more then one server at least.  That way if you do want to single pick a scenario it might actually run in less then 5 hours.

I think you may have it backwards (not that I don't love the ideas you suggest).  A sandbox is about objectives not mechanics.  You list only mechanics.  At least that is my initial impression.

While mechanics are certainly important to enabling objectives, they may not be strictly required, although in practicality specialized mechanics are what bring sandbox objectives to life.

A sandbox is allowing a player the freedom to develop their own goals in a meaningful way.  It is about allowing the players to find enjoyment outside of any defined goals by the game designer, maybe even contrary to those defined goals.

All of these objectives are best served by a broader scope of game mechanics that aides the player in utilizing these freedoms. 

So in the examples you provide I think building bridges where one does not exist is a sandbox objective; if the actual building the bridge can be achieved in a variety of ways or at least without it becoming just another 'class'.  A bridge-building class is not a sandbox concept.  The ability to pick up random building materials, shape them, allow them to persist, and to benefit / deter others -- that is sandbox.

 

I play an Engineer.  

Stop it!

No really.

I don't like being laughed at.

You won't be able to log-off and log-in to SWG.  SWG will be vapor.

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