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All Posts by Lokero

All Posts by Lokero

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269 posts found
Originally posted by giftedHorn

OP has a point that MMORPGs are bad as RPGs. There have been experiments in changing this. For instance, EQN is trying to make player decisions affect the world. Blizzard's canceled Titan project would have let players take on roles other than hired gun; you would have been able to concentrate on your in-game day job, if that was your preference. You could also mention SWG, EVE, UO...

I think most of us just simply say "MMO" at this point in the timeline, because the RPG aspects died out long ago.

 

 

Yes, each character should have a unique story. That's what an RPG is about. Probably the easiest way to get that is to have random, procedurally-generated quests. Throw in some non-violent advancement / content and you won't just have more roles to play, you will attract more kinds of gamers.

I think this is a pretty valid, relative point.  If you ever notice, even in the MMOs that focus on a storyline(GW2, SWTOR, etc.), once you step out of those quests/instances or what have you, the entire game is focused solely around combat, and all of that story is suddenly completely irrelevant.

There is a MASSIVE disconnect from the story side and the actual game that just shatters and destroys anything the storylines did.  It's like two completely different games going from Story to the actual World.

I think the Blizzard Titan thing with the superhero-style day-jobs to shadow-ops was kind of a cool idea, at its base.  It would have made the characters feel more personable and "role-like", in theory. Though, obviously in practice, their particular attempt didn't pan out.

Point being, I think you are right about non-violent/non-combat advancement/content.  When all you do in a game is kill things and mash attack buttons, the RPG aspects fade out of a game pretty quickly.

Up this point, of course, most attempts have simply been story instances, etc., rather than in-world content. I think sandboxes do a pretty good job of allowing people to be who they want to be, but there could certainly be more development in the area of non-combat/non-crafting systems.

EQNext is a cool idea, but it sounds like it'll be focused solely on combat as well.  So, despite the pretty cool world-changing events, sounds like it's still going to be just an action-combat game with relatively little "character"-relations.

Originally posted by LegacyGame
Originally posted by lilreap2k3

I've been following this thread for a while now, and I must say I am impressed. I would love to hear some background about any schooling you did, past projects, etc.

I am currently in college studying Web Technologies and Mobile Development (phone apps). I am more of a coder myself and I am pretty terrible at the graphic side of this stuff. I would love to learn how to 3D model and whatnot. Do you have any tips for getting started, or what programs you find most useful?

Hey man sorry for the late reply, to the point I would recommend trying out Sculptris to get used to what CG sculpting is like and when you feel like you get the idea get zbrush and watch all the tutorials you can because it is a very powerful convoluted program. In addition to zbrush you can use any CGpackage that processes models before going into games like Maya, 3DSMax, Blender etc. There are other things but this should be enough to get you started, good luck!

First of all, love watching your thread and your progress.

Second, I am kind of wondering the same thing as the guy quoted above.  I saw you mentioned on your FAQ on Tumblr(I think) that this was a learning/education project for yourself.  So, are you literally learning EVERYTHING from scratch while you do this? or do you already have a background in animation or programming or some other development field?

Anyway, game sounds promising, keep up the hard work.

Originally posted by drakkenstaln

Ok I had to point this out:

"A nice feature is the ability to trade your weapons during matches upon death. Shot Gun not working well for you, queue up to return with a Sniper Rifle. This is an innovative feature that surprised me, making matches not feel so painful when you feel outgunned by the other team."

 

I'm not even remotely a fan of multiplayer shooters, but this feature is not 'innovative'. I'd be willing to say that most? of these type of games offer the ability to change weapons/class after you die.

That's exactly what I was thinking.

Unless there's something about it that he didn't explain well, it sounds like the exact same feature in pretty much all other MP shooters, dating back to CounterStrike, Battlefield, etc. and perhaps beyond.

I don't think it's because Sci-Fi is less desirable.  I think it's more that Sci-Fi is much harder for developers to pull off in a fun and "believable" way.

People expect a certain level of realism when they think of Sci-Fi usually(minus Star Wars).  Sci-Fi generally centers around space, and any time you center your setting around space, there is going to be an inherent boredom factor, because space is boring, in reality.

So, not only do you have to have a certain level of scientific realism, but more often than not, Sci-Fi becomes linked with shooter type games for the combat.  I think the majority of MMO players aren't looking for real-time, shooter type combat or space sims.  This is where Fantasy becomes more appealing, not because of the setting, but because of the gameplay types.

You can see threads all the time where people are bickering over action combat vs. traditional turn-based tab-targetting, etc.

 

Just a few reasons why I think it's less about genre/setting, and more about development concepts.  So, generally, you either have FPS or Action real-time combat, or you end up with a setting like Star Wars which barely even qualifies as Sci-Fi but is more high fantasy.

Spin-off question:

How do you make space flight and such more appealing?  I think a solid team could easily make a great Sci-Fi game without touching space flight and such at all, but I think space flight and owning a spaceship are almost an expectation with anything called "Sci-Fi".

Originally posted by mbaucco

Thank you for the suggestions, for now I am enjoying STO! The ground missions are a little bit bland, but the ship combat is fun (kind of EVE-lite), and until SWGemu releases JTL I don't think there's any other MMORPG that comes close to what I'm looking for.

This is what I get for watching Firefly again, I suppose. :P

Yeah, there's not currently a whole lot of games out that mix spaceships and avatars.  Star Citizen appears as if it will be the next decent one to take a shot at it... but that's still a good ways from release.

Most of the games either do full spaceship gameplay without ground stuff, or vice versa.

SC is supposedly setting up not only the flight sim aspect, but FPS style ship-boarding actions, etc., so I'd suggest just keeping a lazy eye on that and dinking around in STO or something in the meantime.  Or if you are in the mood for pure flight-sim in space, I hear Vendetta Online is an option... but I don't think it has a large population.

As others mentioned, stealth isn't the problem, but the typical mechanics associated with stealth.

Stealth != invisibility, and should not be treated like it.  This is sort of a cheap and easy modern way of integrating stealth.

 

I see 2 real solutions to the stealth problems.

1.) The realistic approach:

Realistically, stealth would be best served in First-Person view games... I think there could be a lot of fun if the Oculus Rift or other VR sets ever go mainstream.  Stealth should be more related to line of sight and "hearing" / "move silently" skills and such.

If you are staring directly at someone, then stealth should be cancelled out, period.  This actually would work in third person, just as well.  Except in third person the player sneaking up behind you would have to be "invisible" until detected.

Could even make stealthing more manually-controlled like in FPS type games where you crouch/move slower by holding down the specific key/toggling it on.  If you want to close ground on a moving target, you need to move faster, thereby increasing the odds of giving off sound, etc.

2.) The first strike approach:

Current mechanics, but without all the escape abilities really.  Stealth should simply give you the advantage of surprise, but once you are in combat, it should be more even ground without all the "get out of jail free" cards.

Obviously, it would require some balancing so that the the sneaks could hold their own in combat once stealth is gone.

A half-dead(from opening backstab-type attack) knight in plate armor vs. the full life stealther in face-to-face combat being an even match-up.  But, the full life knight should overpower the stealther fairly easily if he screws up his advantage of surprise.

Just basic common sense and RSP balancing on that really.  You simply take away all the easy-mode escape tricks.

Originally posted by DimTheDungeonMaster
Originally posted by Loke666
Originally posted by nbtscan
With the amount of people that talk about how they'd rather skip over quest text and story cutscenes, I'm gonna go with no.

There are other ways to tell a story then an annoyingly long cutscene or a wall of text you know... Like actually letting the thing happen in the game instead. If an assassin backstab the kind, let us see that in game instead.

This. Just having a static world with 'this happened!' isn't enough anymore. Quest text and cutscenes are ways of telling a story, but actually letting players see things unfold in game in some ways is better. There needs to be justification behind what we do, that we can see, otherwise it becomes boring with 'no point' and all of a sudden 'nothing to do'. Because nothing has happened.

Combat with no result is boring. Give players a 'reason' for doing things that actually affect the game world.

It doesn't cost millions to create quests that aren't lazy 'eliminate X things' or 'gather Y things'--it should take players through a mini-story, not assign them a numerical task like we see most quests boiling down to. 1.)They need to think of ways towns actually use resources from the area around it that change (big or small) in some way if they don't get what they require, which in turn may affect the capital city and the quests that are available. They need to have deep mini-games (like original card games or casinos or racing/flying spaces) and different interactions that give another layer of interacting with players besides chat and standing around. There should be cool places to hang out, like taverns with entertainment at different times of the day that change every month, or open arenas with fighting and seating, or weekly efforts that players can invest in that affect the gameworld's efforts in some way. Player characters should have health, sleep, political, job systems. Things that don't involve just pushing buttons to kill stuff.

Creating worlds where players' sole interaction is targeting and killing stuff is boring. We're over it. Creating a breathing world with things to do that changes based on why you fight...is interesting and gives players an actual world to come back to, and to ultimately help fight in.

I agree with most of the thread.  Combat is the sole focus of alot of games, even ones that tout story still entirely revolve around combat.

I will disagree with you on WoW, though.  While WoW did have some neat lore and story, it had very little to do with WoW's success, IMO.  WoW was a raging success for the fluid, immersive combat systems and animations it brought to the genre.  I still think WoW has one of the most reactive, fluid combat systems to date, even though I lost interest in that game long, long ago.

GW2 tries so hard to provide a story, but the game's style and engine simply don't provide a suitable medium for any depth ot story.

1.) I think this is the main thing I wanted to hit.  The future is believable, reactionary systems.  Games need to have believable environments and systems that harmonize and feed off/affect each other.  Everything needs to be intertwined and impactful, from one part of the game world to the next.  SOE is somewhat attempting this with the StoryBricks/EQNext experiment(I don't think it'll go as well as they hope, but at least they are trying).

Overabundant rains flood the area:  Crops fail, cities short on supplies pay more + hire caravans(and players to guard them) come in from other cities on the roads, water monsters move into new territory because of the rising water, bounties arise on said invaders, guards increase, etc.

^ Generic example showing weather, economy, AI reaction/migration, changing borders/territories, new quests(and so on and so forth) all feeding off each other.  And, boom, you have a natural storyline of players being required to stop the invasion and supply and save the kingdom.

I think developers finding new and clever ways to create "living worlds" is really the answer to all the problems.  Story needs to be part of the world as you guys were saying, not just repeating, pointless NPC quest hubs and such.

Side note:  I do think there should be NPC quests and such you get from chatting with NPCs, though I'd rather see it be more like original, old Everquest where you randomly stumble upon them by talking to NPCs, rather than obvious flashing neon signs(read as: more natural).

I think we are still bordering on AI/engine limitations with alot of that stuff, hence, why I said "clever ways" to do things like that.

To end my rambling, combat is definitely overused, and we could certainly see more variety in how your character chooses to "live", be it diplomacy, crafting, cartography, mining, musicians(LOTRO and GW2 already have instruments).  But, in the end, I think the problem is moreso how stiff and compartmentalized the worlds are. 

Less focus on producing content for the world, more focus on building a world that produces content.

I think part of the problem today is that the literacy level has dropped dramatically since the UO/EQ era, also.  People today(in the U.S. at least) seem much less capable of spelling/reading/comprehending basic words.

Alot of people also type fairly slow, so voice chat is a boon for those folks.

As for myself, I have very little interest in (voice)chatting with a bunch of whiny people I've never even met.  I do have the luxury of being able to type exceptionally fast, so I never have had a problem with typing out everything.

The only time I really ever will use voice-chat is for PvP.  With the fast pace of PvP combat in games today, it's pretty hard to type out anything useful without standing still and getting slaughtered. 

I fully understand how valuable it can be in PvP coordination, but I always avoid any guild that "requires" voice chat.  I know right away that it's a guild with which I won't fit in.  I always look for guilds comprised of people who mostly text-chat, but have no issue with it being used in certain situations to help out the slower folks.

I think it was worth it for them to try out the Living Story angle.  It was a neat experiment in content delivery, unfortunately, it was a miserable failure that they can't seem to let go.  I personally think their content updates have all rather sucked, overall.

Honestly, I think the bi-weekly content delivery could actually be a great idea in the hands of another developer on another game, and it'll be interesting to see if anyone tries it again.  But, between the poor story/plot delivery system in GW2 to start with, and the type of "end game" it has, the living story just seems like the same old crap with a different skin every new iteration.

In closing: They need to take the saddle off the dead horse and walk on.  Their players have been saying for quite a while they'd rather have an expansion, and I think it's about time they focus their efforts in that direction instead of those half-developed LS updates.

Personal disclaimer:  I haven't really touched GW2 much in a while, so maybe their last couple updates have been some wonderful, dynamic events, but given history and the responses by other players, I seriously doubt it.

 
Originally posted by blueturtle13
Originally posted by LacedOpium

 

Apparently, pre-paid Alphas and Betas are heretofore going to become the norm from here on in.  Personally, it has no bearing on me financially since i have never been one eager to want to play Alpha or Beta versions of games.  It does, however, impact me in the sense that from now on release dates will forever be delayed until after these game companies feel they have dried up the pre-paid Alpha and Beta player pools of founder funds.   All I can say is, we all might as well get used to these 9 months to 1 year long Alpha and Beta phases because the success of this tactic has dictated that this practice is here to stay.

/shrug

Yeah it is a fine edge sword some companies walk. I am not opposed to the idea with smaller developers who may not have the funding upfront for a game to be made using the funds for a better game than would have been had otherwise but now every developer is beginning to do it.

Well, this is the evolution of crowd-funding and Kickstarter style backing, IMO.  I think it's a mutually beneficial system, honestly.  The small developers get the funding early on to help with development costs(in turn speeding up development, in theory), and the donors are rewarded with seeing what their money is paying for firsthand.

Frankly, I like this better than Kickstarter projects that may never show any proof of development at all.

Downside, of course, is that there's no safety net like there is for Kickstarter and similarly protected backer sites.

All that said, I'm not generally one of those people willing to pay a developer to let me test their game for them.  But, for people simply looking to invest in a project they believe in, being able to access it and personally go along for the journey is a pretty cool reward.

Overall point being:  This is a more reliable form of Kickstarter for small developers who may not have a ton of publicity and followers yet.  Since the majority of crowd-funded projects through KS, etc. never meet their goal and likely never get a dime.

I do agree, however, that this also very easily opens the door for money-milking schemes from some of the bigger companies.

I loved the first season of SAO anime.  The second season was entertaining just for the new game world, but the plot/storyline were so laughably bad, it made me cringe.

On topic:

Sadly, immersion seems to be a forgotten thing these days.(Personal note:  I blame alot of this on so many games using 3rd person perspective now, it's a pet peeve of mine. Can't wait for VR headsets to go mainstream)

The last game I played that had any type of immersion was FF14:ARR, but I think they still don't have individual housing and all of that.  The world and environments were fantastically done though.  That's a really slow starting game though, you have to do quests to unlock most of the feature systems.  But, they now have a 2-week free trial you could try.  Some people love it, others hate it.  So, it'd be a toss-up.

If you are more interested in the free-building styles, you could always check out Landmark, might be able to get a key from someone with extras.(still in alpha/beta).  Not much to the game atm, though, other than building/modelling things.

 

SHORT VERSION: Unfortunately, I don't have any genuinely great MMO suggestions, because there are so very few "great" MMOs, but I'd check out the 2-week free trial of FF14:A Realm Reborn if you want something to mess around with.  It's worth it just to check out the scenery, IMO.  The crafting was fairly unique and deep, if that's your thing(you couldn't open a shop or anything though).  They are supposed to add individual housing, but it's not in yet, last I knew.

Westerns
LFGame « General Discussion
8/23/14 11:49:19 PM

There was one in development a few years back, supposedly, but it ended up just being a silly browser game instead of an actual MMO(I think they just changed directions during development).  I played it when they finally had beta/launch or whatever... can't even remember what it's called now. 

I remember being disappointed when it actually appeared(was signed up with them hoping for something genuine).  They touted it an MMO but it really was hardly that.

 

TBH, there is a severe shortage of anything that resembles genuine historical periods.  There has been a few pirate games along the way(Pirates of the Burning Sea, for instance), but not much beyond that.

Gloria Victis and a few others seem to be tapping the medieval era without the fantasy.

There's been a couple Roman era MMOs, but usually those revolve around mythology or are just very undeveloped/unfinished.

I, personally, always thought it would be a sweet spot to tap into something like the Mayan/Aztecs and things like that, be it historical or mythological or a mix of the two.

You'd think with so many fascinating real cultures around the world, that more people would try to devise games that delve into their history.

Top of my list would be:  Star Citizen, EQNext

Keeping a loose eye on a few of the sandboxier types: Gloria Victis, Albion Online, Life is Feudal, etc.

I'm still waiting for a legitimate sandbox game with decent crafting/trades/player-economy  where I can run my own shops in the open world(like UO, SWG and them).  You'd think such an old and known feature set would appear more often.

I just want to be that guy who owns/runs that weapons shop up on that hill near that place. :p

Originally posted by Wizardry

Good graphics for me is nothing what those poll selections offer.I want graphics no matter high end or low end to have good definition in the textures.Then i prefer to see "sections" in the model and not just one mesh with several cheap looking textures painted onto it.An example would be say a Goblin roaming the land with a backpack on his back that moves on it's own,perhaps shoulder pads that also flap as he moves,detail like that.

I want detail everywhere in my game,that is how i know a developer cared to put the effort into their game.

Another area is buildings,i really hate any developer that makes 2D buildings with no insides,that is a VERY slack effort and tells me the rest of the game will have the same slack effort.

It is that detail that tells me if a game has some heart and soul put into it or is a game that looks like it rolled off an assembly line.

Pretty much the way I feel.  The more hand-crafted and detailed, and the less procedurally-redundant, the better it is for me.

 

As far as specific "styles", I'm not overly picky.  I think graphics style should be chosen based on the world/environment/setting the developers are aiming for in their specific game.  It's never as simple as making something "look real" or "childish", imo. It's always about matching the style to fit the game, be it lore-considerations, or atmospherics, or mood or whatever.

Simple example.  If you were building a space flight + space ship sci-fi game, where people were out exploring the universe and it was meant to be a simulation of a possible future reality setting, then obviously going cartoony instead of largely realistic would just be a rather strange choice to me.

Anyhow, like Wizardry was hitting on, I'm more interested in the "little things" than the overall style choice.

I think FF14:ARR did a great job on details and adding character to their world, for an example, and it left me feeling the devs really cared about their game world.

It was worth the ticket price just to hear you trying to pronounce "copper"  in that accent(canadian?) of yours. :D
If anyone currently has any spare keys to give away, I'd appreciate one being sent my way.
Originally posted by ignore_me
 

Sandbox to me means first and foremost that you can have some effect on the world, and that it's not the same landscape year after year with no change. They said there would be designated wilderness areas, so the static map people can go there I guess. Don't leave though! You will see things that players built! OMG

There are tons of games that give you no option to change the world. It would be the same boring stuff if EQN were the same landscape in year 5 as on day one.

I completely agree.  I want to see new cities rise(and fall) and the actual world constantly shift.  It would be neat to see players migrating from one guild/player city to the next as it became less/more popular, or world events led them to settle into a different area.

So long as they have mechanics to easily clean up the landscape for abandoned houses/cities, open-world housing really is the way to go.

I think there should be certain restricted zones, but I really hope players get the most choice on where to build.  I think it's great for players to be able to explore and find a wilderness spot they just love and be able to place their house there, even if that means they inherit the risks of the area.

By risks, I mean, if a player builds their house in a desolate desert area frequented by roaming orc tribes, then perhaps their house can be raided/destroyed since that'd be only natural.  This would both make people think twice about setting up buildings all over the map(but still give players the choice), and help clean up the player-refuse.

The ebooks are enjoyable, for the most part.  But, I don't recall mention of halflings in any of them, offhand.

They are set in the past, probably before halflings were encountered/discovered/created or whatever.  I know the books mentioned a few races such as dwarves, ogres, dark elves, high elves, etc.

The devs haven't mentioned much about races and which will be playable, yet.  I suspect we'll see the usual suspects in the EQ universe.  Their whole premise for this game is to play what you want to play as far as race/class goes, so I'm sure if they are considering having Ratonga(poll), then Halflings will definitely be there, too.  

I'm still waiting for my announcement that I can play Trolls, so keep hoping!

Well, EQ2's house decorating system is a blast, but I hope they don't follow the EQ2 route of instanced housing.

If they do go with instanced housing, I'd much rather see them take the neighborhood instance route than the EQ2 version.  I believe LOTRO did the neighborhood route?  And, FFXIV is supposed to be doing as well(whenever they release housing).

That said, I much prefer open world housing(SWG/UO).  And, with their destructible environments and events systems in EQN, open world housing should be plausible.  It's like a built-in house-cleaning mechanic with the switching of a few flags.  If a house is abandoned simply make it destructible and re-open the land plot, etc.  It seems like open-world housing would be a nice fit in the ever-changing EQN world.

Here's to hoping that the EQN world will be huge and have plenty of space to actually enjoy building houses/cities.

Originally posted by Lonzo
I loved the need of CC in EQ1. Made the fights so much more difficult and fun. :-)


Originally posted by Fubarbox
I 100% would love to see crowed control back in a meaningful way. I am tired of just being able to zerg at mobs. My wife played an Enchanter in Eq1 and has been missing the profession since. It was always great to play with good enchanters!


Enchanter in EQ1 was a crazy exciting class to play in dungeon groups.  EQ1 did so many things right, even though half of them were accidental.  FD pulling, enchanters, amazing buff system, etc.

I do agree that the EQ1 enchanters were a little too powerful though.  There needs to be an upper limit on how many targets you could affect at once.  Enchanters were so powerful that they could chain stun an entire dungeon while wizards AoE'd them to death, etc.  Stuns needed a maximum # of targets, and mez probably should have only been able to be cast on so many targets at a time.

Later on, enchanters and CC became fairly worthless in EQ though.  Instead of cleaning up the system with sensible nerfs they just made the entire system irrelevant by giving all mobs immunity to CC.

I would like to see a class like Enchanter again, or something similar that focuses on CC.  I think it's a very unique support role that alot of people miss.  I'd love to see things like FD pulling make a comeback, too.  Pulling, in general, is a dead art much like CC.

Yes, PvP is a different story with CC, and a CC class would need completely different balancing in PvP than in PvE, but I don't think that's an excuse to not have one ever.  All classes get balanced differently in PvP than PvE in most games anyhow.  Most classes in the last several MMO rehashes have had some type of CC, so it's not really that big of a deal.

Everything today is just a mess with a bunch of players spamming dps/aoe on a blob of enemies with no thinking required. It's a sad state these days.

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