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10/28/08 11:21 AM
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Viewed 593, Replies 22
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Originally posted by methulah
I see what you mean and that sounds good in concept but most skill based games don't have a special melee skill that allows me to embue my weapon with holy energy for extra holy damage or release holy energy around me to do a small AoE. If my charater can use holy magic then why stop at just healing abilities, why not use it to influence my other abilities, same with stealth or rage. That is what kind of abilities I think paladins would have, but I have yet to encounter a skill based game where the skill didn't feel disjointed and feel like I was picking bits and pieces to make a character out of. I don't think many developers of skill based games think, if the player has holy healing spells and melee then shouldn't the preasence of holy magic change the their melee abilities. That is why more often than not the melee abilities of a warrior type and a paladin type are the same in skill based games. Of course a big part of feeling like a character type is the roleplaying kind of stuff, but then few people do that so I would not expect to see any orders of paladins in game or people reacting to me like if I were a paladin, unless it were NPCs. |
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10/28/08 9:24 AM
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Viewed 195, Replies 26
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Yeah, ninjas do not have much personality, they are more like tools to some clan or government, silent emotionless. But pirates, they have tons of personality and style, I mean ninjas do not get cannons or ships or booty or whenches or scurvy and pirates get to say Yarhaaar! and drink rum. Murderous ninjas may be but they don't have pazzaz. |
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10/28/08 9:12 AM
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Viewed 125, Replies 13
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So anyone playing Fable 2? I would assume so. So far the game is great, it is what Fable 1 was supose to be, and the addition of the dog made it all the better. Melee is actually useful now, and magic does not WTFPWN everything, it is more balanced, I also like how you can use magic as either a directional attack to hit a single target or not target anything and use it as an AoE. Anywho, what kind of characters are people making? |
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10/26/08 1:23 PM
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Viewed 606, Replies 26
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Well Better character customization is always good, in both abilities and appearence. I don't like characters that switch between classes or can access all skill because they lack any identity and seem too generic. Better looking gear is also good, more customization (statistical and aethetic) would be even better. But these do not effect grinding. What makes something a grind for me comes from how fun the action is and what I am grinding for. To make actions more fun they need to engauge the player more. Combat for instance could stand to be faster, not in faster deaths but faster ability execution so that players have to be more attentitive. Making it smoother would also help, if I press three abilites quickly then it would feel much better to have my charater smoothly perform the attacks as if thery were a combo. Making combat more flexible would also help, abilities should not be one trick ponies, they should have different effects when used in certain situations, like the target is stunned or on the ground and also in a combo with other abilities. Variety in abilities is also a big plus. Crafting would be more fun if the player did more than combine regents or followed recipes. Being able to have more control over the statistics of items is useful but not really fun, the fun part I think would be in visual customization, designing a sword or piece of armour would make crafting much more fun, I don't think anyone gets a kick out of watching a bar fill up or getting that 3% increase in damage protection. Gathering abilities should not require the player to make macros and walk off from the game. The actual act of gathering is rather dull, instead of hitting a rock with a pick the fun part would be organizing a mine. If you could hire NPC underlings to do the boring work then scouting new areas and creating mini mine dungeons to extract minerals, while also being able to help out would be pretty fun. This applies to most other gathering skills because simulating manual labour isn't my idea of fun. Mob AI also helps. If mobs were more intelligent and had a wider array of abilities to use and different mobs had different personalities and tactics it would make fighting them more fun. And if mobs were more proactive as in they randomly attacked towns or traveled around then it would be much more exciting. PvP does this too, and if you combined PvP with more intelligent PvE then there should be much more interesting things to do. Variety of action. Realize that having crafting and combat does not always make for more variety, since they are not substitutes. If you want to fight things there should be multiples way to do so, the big thing here is purpose, some people can enjoy aimless killing but I like more purpose. you could incorporate more random events like bandit attacks or a monster infestation that randomly happen and do not immediately respawn when complete, this adds a more dynamic degree to the game. Again PvP and battlefield objectives do this too, giving players the unpredictability of other players with the more purpose driven aspect of open objectives. Crafting and gathering could also have random events for them to give dedicated crafters and gatherers interesting things to do. Another aspect is what you are grinding for. What I hate about most MMOs is that you are forced to grind to experience the game and not grinding puts you behind, this amplifies the already dull and repetitive activies. There is a another way to do this, Call of Duty 4 for example, though not a MMO does have grind technically but it does not feel like grind. For one shooting people is fun so that helps a lot. But another aspect is that unlike MMOs if you do not grind you are not useless and you can still play with your friends. In CoD4 you grind for little perks but there isn't much statistical advancement. In MMOs you grind to get higher levels or skills and since the focus of grinding is statistical advancement not grinding means your character can not participate with players that are higher than them or they will auto-lose, infact there are many areas you can't set foot in because you auto-lose from being too low a level. If the power gradient was smoothed and grinding gave players access to unique abilites and gear and more character customization then grinding would be something you do while you are having fun and not grinding would not be penalized. As for crafting I think that crafting needs to hold much more weight, where player crafted items are the main source of items for other players, but NPCs could craft too and compete against the players for sells, to add variety. Then again I do not like stat increasing items, it makes gear too important and creates too much power difference which has adverse effects. |
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10/26/08 11:19 AM
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Viewed 419, Replies 13
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Maybe it is just me but I don't get it. I mean it is a game where you can build and destroy things. That would be like playing Garry's mod minus the mod powers. What is the point of building when it is just going to be destroyed? And if everyone can build things it seems like the lore and enviroment will suffer from everyones structures which will vary in quality and clutter up things. I wouldn't expect to see organized cities arise or anything either, more like random buildings that people keep building for themselves and other half-assed structures. I guess we have to wait for more information but conceptually it sounds wonky. |
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10/26/08 11:07 AM
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Viewed 771, Replies 27
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I supose that is true, also why I did not like it, especially the end game. I guess I am one of those fabled ultra casual gamers, it wouldn't bother me if a game didn't have any statistical advancement, so I could focus on fun rather than leveling. I mean I consider WoW to be really grindy, even with the changes they made to speed after the expansion came out. Also why it took me 4 years to get max level and only with the urging of my friends. But the majority of people that play it are rather hardcore about, everyday for multiple hours a day, raiding and PvP are hugh time sinks. These are also the people that will continue to WoW. I like the concept of a game reaching longengevity based purely on fun, but it does seem that most MMO players need a degree of mindless grind to keep them playing. |
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10/25/08 11:18 PM
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Viewed 119, Replies 13
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Yes it should, and so what if it is commercialized and lost its meaning, it is still fun. I mean no one celebrates the 4th of July because of historical signifigance, they just like fireworks and no one celebrates Christmas for the winter solstice, they just like presents. Also Saint Patrick's Day should be too. |
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10/23/08 1:23 AM
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Viewed 1522, Replies 263
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Originally posted by deviliscious
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10/23/08 12:07 AM
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Viewed 1522, Replies 263
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Originally posted by deviliscious
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10/22/08 11:21 PM
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Viewed 1522, Replies 263
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Originally posted by deviliscious
No they shouldn't, the states should not have the right to take away the rights of homosexual people nor should Congress. I am going to use some of your reasoning here. If the States have the right to ban same sex marriage then why not interracial marriage or prevent the marriage of people from different social classes. |
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10/22/08 11:47 AM
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Viewed 1522, Replies 263
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Same sex marriage seems to me to be one of those things that would be unconstitutional to ban on any level. It would be like banning marriage between black people, unequal treatment under law.
Then of course there are those people that get pissy if you call it marriage and demand for it to be called civil unions, but I say drop marriage entirely and everyone gets civil unions. |
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10/21/08 10:35 AM
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Viewed 541, Replies 28
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I thought the combat was horrendous, like if your character just woke up from a year long comma and endevoured to fight legions of theives, with severe muscle stiffness and reflexes of a cow.
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10/20/08 5:28 PM
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Viewed 1436, Replies 82
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Originally posted by Ravanos
Actually I am having lots of fun with WAR at the moment. And really those are just some possible features in MMOs, they do not have to be in a game to make it a MMO, so there is lots of room to diversify. I am hoping someone will make a casual, action based, sandbox MMO in the future, not something you see combined but that is why I like MMOs, for the potential. |
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10/20/08 11:15 AM
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Viewed 213, Replies 12
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Originally posted by ironore
Also I am weary about features like sabotaging the developement of a city or letting players break in and steal things though. I think it gives players too much ability to ruin others fun. If breaking in and stealing things could only happen to property and items marked that were abandoned then it would not be that bad, but not to inhabbited player housing. And if sabotaging involved setting people back to slow progress and give incentives for them to relocate then it would be ok, but making it so that they couldn't settle there for whatever reason would be annoying. |
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10/19/08 7:05 PM
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Viewed 1054, Replies 55
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If you want to add some fear into the game instead of having a rule system designed to incite fear and excitement through punishment you could try and improve the immersion of the game. A big part of what makes something exciting or fearful for me is the atmosphere, the controls and my ability to be immersed into it, risk doesn't really factor in, I mean I am pretty much garunteed to die in game so I just resign myself to it, losing XP or gear is more of an annoyance than a source of fear. There are plenty of single and multiplayer games that that do the whole fear and excitement thing much better than any MMOG I have ever played and they do not have any death penalty. |
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10/19/08 1:38 PM
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Viewed 593, Replies 22
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I was trying to do something like that with special bars, of which I would have to design a lot of. These would also work with the talents concept. Like a paladin uses a bar called righteous fury which is used to perform and bolster certain abilities, to build righteous fury the paladin can employ talents like Comfort the Sick and Rousing Psalm, they do have some beneficial effects on other players and NPCs but they also give the paladin righteous fury, which decays very slowly, righteous fury can also be gained by striking and killing unholy things. Except if you do not use these talents to build righteous fury your abilities do not become weaker, you are just limited to abilities that do not consume or use righteous fury. And they are not so much minigames as simple actions that can be performed, some even on the battlefield. My idea isn't fantasy by the way I am just using it as an example, this is more of a general concept.
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10/19/08 12:40 PM
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Viewed 1126, Replies 55
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I hated the old MMOs, including WoW, that make me grind for months to get gear that I don't care about, it is like putting in lots of work for no reward, or none that I have interest in. I also don't feel like leveling up something is an accomplishment. I am not an achiever type so something taking forever to try and make me care about the reward doesn't do anything for me. The fun part is exploring and fighting stuff, forcing gear grinds and level grinds just hampers that. Also time consumption does not make challenge to me unless you are challeging your patience and sense of boredom, neither is risk, they are just nuisances really, now if MMOGs wanted to start making NPCs more intelligent so that they did more than just set around waiting to be attacked then I would welcome that. If the main point of the game is to level your charater on a long treadmill so you can get the uberloots, then that is when I stop playing. |
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