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7/15/08 6:34 AM
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Viewed 2852, Replies 54
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I thought of coming back, only played for a couple of months. So I looked for some real info, not the propaganda on Eve's website. So I found a REAL description of PvP for the Empyrean Age expansion on a 3rd party review website. Looks like its the exact same thing as WOW battlegrounds. Players que up for an instance based on their ship level, then try to capture a flag. How lame. |
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7/05/08 11:41 AM
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Viewed 3201, Replies 28
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Originally posted by GoBBels
Enough with the B.S. we all know that isn't true, it isn't "more options" it is "uber gear". You grind for your "uber gear" like in every other game, why deny reality? So like in every other game where there is PvP, you grind for your "uber gear" so you can "gank the lowbies." That is the endgame. |
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7/04/08 5:20 PM
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Viewed 3201, Replies 28
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Originally posted by GoBBels
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7/04/08 5:19 PM
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Viewed 2464, Replies 24
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Originally posted by Rabiator I think the apartments in Neocron (postapocalyptic/SciFi MMORPG) were meant as a safe zone for the owners. So they worked as intended. In general, it turned out that Neocron needed some safe zones, otherwise the crafters would be griefed to death as you had to specialize: Someone who put lots of skill points into science and production did not have much for weaponry skills left. About the low level stuff: Sure it is useless for a halfway advanced player who has access to advanced stuff. But as a fallback after bad luck (lost your high end gun in combat?) and to ensure newbies can get something to start with I think it is a must have. Edit: Sorry for getting somewhat OT but the principles apply to any MMO. I think JGE will need to have some (halfway) safe zones and fallbacks as well.
Never seen neocron before, and instancing breaks continuity. Instancing is what a 1st person player game is, not a MMO you pay a monthly fee for. |
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7/04/08 5:17 PM
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Viewed 2464, Replies 24
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Originally posted by SioBabble
Define "control of an area". Would you have a means of controlling all access to that area, so that your attackable harvesing equipment could not be destroyed? Would this control be so absolute that it could be maintained on a 24/7 basis? I really don't think you've actually sat down and seriously thought through all the possibilites. If your resource extraction area can be defended 24/7 reasonably, then I can see this working. The catch is, in space you're dealing with three dimensions. Furthermore, sitting around waiting for an attack that may or may not come is tedious. VERY tedious. IRL people do this because it's their job, but they're not happy about it. Remember, this is a game. It's supposed to be fun! Guard duty may seem semi-funlike for a short period, but it gets boring fast. As I noted above, SWG realized this by giving fixed bases destruction vulnerablity times. Once every 24 hours the base could be blown up. That's when your aliance would rally the forces to defend the base. We had some epic PvP battles on Ahazi attacking and defending bases. But there were very specific things that had to happen to destroy a base. If one PA/Alliance/Guild had to guard their harvesters, which were far flung and tended to move every couple of weeks as the resource spawns moved, on a 24/7 basis, or even a daily window... Which is why they'd plant "neutral" harvesters. They'd be off duty and the harvesters would be not factionally aligned, therefore unattackable. Therefore you didn't have to spend time guarding them. Because guarding things is not fun, and the whole idea behind the game is to have fun. People complained enough already that SWG preCU was "like having a second job" just running a crafting business. A hitch in the military doing all the unglamorous things that take up most of a soldier's day could hardly be considered anything but that.
Assets are there to be defended, otherwise it's another pointless grinding game. Spend your time defending and expanding, or spend your time grinding and expanding your character at a narrow set-defined rate. |
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6/30/08 9:47 PM
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Viewed 5803, Replies 166
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Regimenting the game to where powerleveling your buddies up is impossible, forcing you to group with exactly 5 other players because that is what the map is rated at, and making magic finding not profitable will destroy core gameplay. Making spell sprites and special sprites heavy on the eye candy would limit spamming spell sprites and special sprites cause it "lags the computer out", would destroy core gameplay. Making a level 99 character twice as effective as a level 98 character would destroy core gameplay.
There are so many things that can go wrong. |
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6/30/08 9:37 PM
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Viewed 5803, Replies 166
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Character customization and emotes would be an ADDITION that can't destroy the core fun of the Diablo 2 gameplay. Some additions can ruin the core game. I don't see how customization can ruin the core gameplay. A new loot system can destroy the core gameplay. Forced grouping with the healer "GLF MONK!" "GLF HEALER CLASS" can destroy core gameplay. Dumbing down the game can destroy the core gameplay. Slowing down characters to where the animation is slow, like no teleporting, can destroy the core gameplay. Slowing down the spell animation can destroy core gameplay. Long cooldown timers on skillzzzzz, like in that stupid game called Guild Wars can destroy core gameplay. Limiting a necromancer to only having one or a couple pets, cause it "lags the server out", can destroy core gameplay. Customization won't destroy the core gameplay, that is something "safe" a developer can do without it coming back and biting them in the ass. |
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6/30/08 6:38 AM
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Viewed 5803, Replies 166
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Originally posted by Yvese
Yeah, go back to WOW. We don't want your soulbound, roll for loot, gold farmers, forced groupings, GLF monk, GLF priest, infinate grind. Just give us D2 with better graphics. |
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6/29/08 10:14 PM
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Viewed 5803, Replies 166
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Gaming companies are infamous for screwing up sequels. If they can't make it better, just make a D2 with better graphics and better internet performance.
I got a pile of sequels which are worse then previous incarnations. Lets see. *rummages through pile* Sequels which got definatively worse with time: Master of Orion 3 Starfleet Command 3 Empire Earth 2 Hearts of Iron 2 Quake 3 MMORPG's that get worse over time: SWG Planetside WOW Sequels which haven't improved gameplay, but also haven't gotten worse: Battlefield 2 TF2 Sequels which actually improved the game. Diablo 2 (sequel to Diablo 1) Medieval Total War take 2 |
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6/20/08 11:57 AM
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Viewed 3201, Replies 28
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Originally posted by Mrxknown
-No Insurance for your ship -Make it so it takes about a half an hour of manually mining to get a good fighter, a couple hours for a capital ship, about a day for heavy starbases. -Allow players to hire NPC automatic miners, or some sort of mining structure, a risky investment. -No PvP zones, nothing is invulnerable, everything is destructable, no instancing, full looting. -fuel costs fuel that was actually mined, missles that were actually produced by players, and equipment wear out. -All Player made equipment like in SWG, no computer made equipment. -Player structures where players store items, or build factories.
Now each faction can war against another, each faction providing mutual defense for each other. Since it doesn't take forever to grind for your gear players will have more time to fight each other and it won't be such a big deal if they lose equipment. In every game I played, all of the reballancing rules, all the PvP zones, all the invulnerabilities, nerfings and buffings and buffings and nerfings boil down to one thing; it takes forever to grind for your gear. With the exception of WWIIONLINE and PLANETSIDE every game on the list to the left follows the same old worn out formula: heavy grinding, no risk. No risk because there is heavy grinding, heavy grinding because there is no risk, both principles feed back on each other. |
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6/20/08 11:46 AM
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Viewed 3201, Replies 28
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Originally posted by VideoJockey Planetside could have had player investment in character, defense, economy, terrain. It would have taken a larger world, It could have been done in Planetside. It can be done in WWIIONLINE. It certainly would be a different flavor but it can be done. FPS can be expanded to be more then just FPS. The Total War series successfully merged RTS with 4X. They did it. They have imagination and vision. |
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6/20/08 11:37 AM
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Viewed 2464, Replies 24
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Originally posted by Newt
Makes faction war, inter-faction feuding, war profiteering, or piracy kind of pointless doesn't it, other then getting your jollies off ganking noobs. |
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6/20/08 11:35 AM
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Viewed 2464, Replies 24
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Originally posted by SioBabble Yeah, think "out of the box", but also THINK THINGS THROUGH. The SWG harvesters, if you were paying close attention, can have factional allignments. I believe the original design was for factionally alligned harvesters to be attackable by the other faction. The problem is, however, that due to the nature of SWG's Galactic Civil War, in which it was impossible to secure an area, unlike IRL, and furthermore next to impossible to defend a fixed installation on 24/7 basis (which is why bases had vulnerability windows), also unlike IRL, you can't have vulnerable harvesters. The griefing issues would drive customers away. Frankly, it's not fun standing around guarding something for hours or days on end. I've actually been in uniform and done this. It's not fun. At all. Which is what would happen if you had attackable harvesters. Might as well just eliminate the harvesters and have only hand sampling. Then of course there's the obvious tactic/dodge of only placing your harvesters when you're on leave, so that they have no factional vulnerablity. But of course, you haven't bothered to think any of this through.
If your faction is in control of an area, then faction mutual defense would make it easier to defend your assets, even while offline. I have thought it through.
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6/20/08 11:31 AM
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Viewed 2464, Replies 24
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Originally posted by Rabiator
So th player has to scout the asteroids, find veins and then... 1) you could do it Eve style, with the player having to stay at the asteroid and unload the ore every few minutes into a container, or 2) the player could deploy a mining unit on the asteroid that works automatically, with less grind. I'd pefer that one. In both cases, the system does not need to be sod off-friendly. Every few hours, let some NPC pirates spawn that are too strong to simply ignore. Then the AFK miners will frequently find themselves without a ship BTW this is something I would recommend for EVE too. Macrominers are a problem there, because the better mining barges can tank the NPC pirates in highsec space. Eve Online is a grinding game, who wants a mindless grinding game. |
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6/20/08 11:29 AM
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Viewed 2464, Replies 24
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Originally posted by Rabiator 1) Decay or item destruction on losing a fight. Eve has the latter and it works too. 2) From my experience with Face Of Mankind, it is a bad idea to rely 100% on player economy. Because when the market for low level items runs dry, newbies are out of luck. So let NPCs sell some basic equipment and leave the better stuff for players to make. You get a 80%-90% player economy and overall happier customers. 3) Definitely yes. 4) Agree, except for housing in large apartment blocks: Here you can have an elevator that takes you right to your instanced apartment, without a glaring break in the logic of the game. Because who cares about one more apartment in a big block? This worked well for Neocron.
Never heard of Neocron. Instanced housing is useless, breaks continuity, creates invulnerability issues where everything has to be reballanced. The low level stuff would be useful if everything were destructable in a vibrant PvP war with no carebear rules. Carebear rules are put in place because of the grinding. Eve is a grinding game. |
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6/09/08 1:28 PM
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Viewed 2464, Replies 24
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Originally posted by kawihoHigh prices on materials mean equipment is expensive, and nobody is going to mine for a year to get their uber Eve Online version of a ship only to have it ganked. So carebear rules are introduced. Heavy Grind Mining = Carebear rules Easy materials, cheap cheap cheap, or automatic mining like SWG = No Carebear rules it's not so bad being ganked and losing stuff. The Merchants were very happy in SWG without manual mining. |
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6/05/08 7:36 PM
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Viewed 1268, Replies 12
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Originally posted by JMadisonIVActually people generally left because grinding experience to get your uber death ray from the sky made teamwork obsolete. "HACK HACK HACK" so I can get my uber death ray from the sky. Well shouldn't we be enjoying the battle, using different tactics, trying to be smart instead of grinding for the uber death ray from the sky?
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6/03/08 6:51 PM
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Viewed 2464, Replies 24
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Originally posted by Eraser55 Manual mining means carebear rules and invulnerable player stations. |
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6/03/08 1:50 PM
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Viewed 2464, Replies 24
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Originally posted by Tikigod If mining is all manual, then equipment will be all expensive, and dying and losing equipment will be horrible, and when dying and losing equipment is horrible there are carebear rules and PvP zones. That is why. |
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6/02/08 9:55 PM
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Viewed 2464, Replies 24
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AI mining too. SWG had thumpers you stuck in the ground which mined for you so you didn't have to manually mine. While I do admit that mining in Jumpgate IS fun and challenging. BUT I would still like to see non-player mining equipment, like in SWG. If only SWG would let you destroy player owned structures, and those structures were cheap to build, | |