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Fed up.. There's rules in every game.
General Discussion « Elder Scrolls Online 4/08/13 3:15:02 PM
Originally posted by Nanfoodle Anyone can try to make new laws. That's how they come in to being in the first place. And what separates the fantasy dedication and roleplaying ability of a developer versus a gamer? Developers are few, but the gamers are many. Its the massive collection of "visions" that separate an MMORPG from a single player game. |
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Black Desert could easily be better. And out well before CU.
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Fed up.. There's rules in every game.
General Discussion « Elder Scrolls Online 4/08/13 2:45:10 PM
Originally posted by WellzyC Why not let the players make the rules? |
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The game has potential, but as for the distant release MMOs, I think Black Desert and World of Darkness have a lot more potential.
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Themepark inspired MMOs are dying. Its been a dead end theory from the start. The market will adjust. There's just too much money and interest for MMO's die as a whole.
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“Innovation” is destroying community
The Pub at MMORPG.COM « General Discussion 3/28/13 4:52:55 PM
Originally posted by nariusseldon The OP basically posits a very simple premise: its more fun to game with friends and rivals, than with strangers.
I think the broader point is, the quality of community does matter. Sadly, most of those innovative features exist because of poor communities making game progression difficult. |
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I just don't understand why a game that puts so much emphasis on a seamless world with faction-driven questing, decides to instance all the meaningful PvP and bracketise it. Get rid of the e-sport crap, and put the warplots in the seamless world, in a PvP zone that affects faction status in the seamless world. |
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[Preview] WildStar: Nexus Shines at PAX East
News & Features Discussion « General Discussion 3/26/13 3:04:54 PM
They already confirmed microtransactions.
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[Column] ArcheAge: The Trion Worlds Connection
News & Features Discussion « General Discussion 3/22/13 3:01:15 PM
AA isn't going to be the perfect game everyone wanted. But its still going to be great compared to its competition this year. I expect it to fix many of its glaring issues; toning down CC, adding many more housing spaces, shrinking ocean safe zones, creating the potential for more asset loss, expanding the player city zones, and fixing and reimplementing the siege system. All of these things can be done before release, especially at the rate XL games dished out content in its CBs. Those are the big things. Fix those, and you have a genre dictating MMO. |
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[Interview] Trials of Ascension: The Unique World of TerVarus
News & Features Discussion « General Discussion 2/27/13 5:35:25 PM
The problem with perma-death isn't the "grief." Its a matter of balance. There is no value in killing someone, weighted against the cost of the death, across a large scale. With this in mind, the presence of a massive cost, will coerce players into survival and avoidance of death at all costs. Why allow a 1v1 when the risk outweighs the reward. Always outzerg your opponent. Why risk events when someone could be accidently killed in a duel or town. Why leave your guild city? Why kill mobs when you can harvest and craft and avoid the risk of death. Unless the lionshares of asset value is not on the character's progression, but the ecosystem progression, and the player has some method of ownership over his portion of work put into that ecosystem, the equilibrium will always fall towards efficiency in survival and not roleplaying and fun. MMORPGs are not about realistic and visceral survival. They are about roleplaying. |
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The primary problems with AoW are the translations. This game has a wide variety of highly complex features. Unfortunately, it is difficult to understand any of these, and they are not as well balanced as they could be. The skill system is very abstract and "the seven winds summon the light chi heavenly attack" combat explanations leave the competitive PvPer confused. Very very few people will be able to min/max gear in this game or have a complete numerical, not nominal, understanding of the massive amount of skills and social abilities. The same can be said of crafting and social dynamics. The game is seemingly very mysterious and I feel the potential for imbalance, which is extremely important in a PvP centric game, could really hurt it. Regarding settings, they are interesting. I don't like the overt realism. It has nothing to do with it being Asian. That said, if you are a fan of pseudo-realistic martial arts games, this may be the game of the decade for you. After a year or so of solid translations and localization, it may be a great hit for any player. Although, I think with Blade & Soul and ArcheAge later this year, it will shine dimly in comparison. |
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Originally posted by DSWBeef I concur. I just don't see this game being anything more than a 2013 version of Warhammer Online with another solid IP.
Its not going to compete well with Blade & Soul and ArcheAge later this year either. |
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Trion , bring in factional servers and you got me for life!
General Discussion « ArcheAge 2/04/13 1:14:12 PM
Originally posted by chaintm Their are three factions in AA. Two comprising two sets of races, set on two different continents. If you kill your own faction, you get sent to court, and then sometimes to prison. If you get sent enough, you are forced into the pirate faction, which operates off an island with its own set of special faction NPCs and traders. You will be banned from NPC cities and NPC trade on the main faction continents. |
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[Interview] ArcheAge: Jake Song On Teaming with Trion
News & Features Discussion « General Discussion 1/24/13 4:48:42 PM
Originally posted by Xiaoki http://archeagescandinavia.se/skillcalc.html The only significant downsides to ArcheAge are the 50v50/time limited sieges. And some skill balance issues. |
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Are MMORPG.com members sandbox players, or all of a sudden people turned their back on Themparks?
The Pub at MMORPG.COM « General Discussion 1/05/13 4:12:40 PM
Originally posted by Sovrath That's not the bigger picture though. We can fault any war's outcome in history for the error of man, but that doesn't mean war would achieve much more value without any error. The idea of war is a weak concept. Its a dead end theory. Just like themeparks in MMOs, are a dead end. The idea pool just doesn't fit well enough with the idea of a massive fantasy role playing game. When the first AAA sandbox MMO releases globally, ArcheAge, people will get a taste for just how far sandbox inspired games could take the genre. Well beyond the range of a themepark. Developing features outside of simply combat, and character progression. A sandbox can do that effectively. Resource and asset economies, ecosystem progression, and freedom limited only by productivity. People claim: it won't be popular with the "jump in for quick fun" types of gamers. They would be correct, if the goal of sandboxes was simply character progression, like a themepark. The sandbox inspired MMO will allow anyone to jump into any role they want, and progress the environment they play in at the same time. There is no need to master all, which would take significant time and knowledge, a turn off for the "casuals," because the environment has no endgame or level cap. It would be impossible, and miss the point of a massive online game. The sandbox ecosystem makes your role productive in its own right, you can simply have fun at the start. Ultimately, more roles and more methods of progression will make it more fun for people to come back and try something new. Its the evolution of D&D. The idea pool is completely untapped and underdeveloped. |
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Are MMORPG.com members sandbox players, or all of a sudden people turned their back on Themparks?
The Pub at MMORPG.COM « General Discussion 1/04/13 4:29:16 AM
Most upcoming asian MMOs are sandbox inspired. And that is the fastest growing market, by far. Many are using CryEngine3, an engine designed with the intent of building sandbox environments with relative ease. F2P is quickly taking over as the competitve pricing model, allowing players a more "on-off shopping experience," original features and wild concepts will attract more middle tier F2P spenders. Easier to do when your game is sandbox inspired. You don't have to focus strickly on character progression or combat, two concepts that most themeparks begin and end with. You can focus on resource ecosystems, and asset destruction, other kinds of progressions. And, you can focus beyond combat, to exploration, puzzles, experimentation, building, breeding, gathering, community management, politics, and other features that are sorely, sorely underdeveloped in MMOs. The reason why the themepark MMO is failing, as it should, is simply because its part of single-player game theory. That's how WoW brought so many players in, are created that market almost single-handedly. Now people are realizing that the cutting edge single player games are outpacing themepark MMO's, and they die faster every year. They're dying because the idea, in a massive scale, has hit a dead end. They've extracted everything they can out of the themepark MMO pool of thought. Its still a good idea, for small groups of people or a single individual. There has never been a AAA sandbox MMO. UO was indie. There have been FFA esque PVP games, with themepark constrants, but that's it. ArcheAge will be the first, and it does look very impressive. It will be a success around the world, especially because it doesn't have full loot, it does run CryEngine3, and is well balanced and truly massive in scale. People are curious to see what a true fantasy ecosystem could be like. In a massive scale, with balanced roles, community involvement, resource and asset economies, and freedom only limited by productivity. There isn't a dead end in that idea pool. |
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I'm developing a community website to act as an information hub for DP. I'll announce it around next week. There is a wiki in the works by other fans as well. A small wealth of information is coming out of TW, and an early alpha is on-going, or in the near term. But primarily, it will be for fans. This game is flying under the radar. But SOE grabbed this F2P before the usual crowd for good reasons: with raiderz styled combat, flying mounts, an intricate pet system, city and home building, a class branching system, open world styled maps, RvR, higher end graphics, and a political system; it will be a F2P unlike any other in 2013. |
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I enjoy it for the same reason I enjoyed GW1. The PvP strategy and game balance. And the mesmer. One of my favorite classes out of any game. Anyone feeling underpowered, having problems soloing vets, or any other "capability" issues are simply behind the curve. Its not a fault of the game design. It'll probably be overshadowed by Arche Age, but its one of the better games of the past 10 years. Only because the MMOs of the past 10 years have been easy to beat. |
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Star Wars: The Old Republic: Full Beta Preview
News & Features Discussion « General Discussion 10/23/11 1:25:15 PM
Its gonna be a great single player game with coop and multiplayer features. |
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No... people were not better "back then"
The Pub at MMORPG.COM « General Discussion 10/19/11 4:11:10 PM
The players haven't changed. Most new people just don't know what they want. Not yet at least. MMO's used to be about building worlds. An escape from reality in the purist sense. It wasn't about winning or losing. It was far bigger than levels, itemization, classes, and graphics. It was about creating stories that you couldn't just read, you could actually live them. That's the closest thing to a fantasy experience any of us can get, or ever will get. That was the original vision.
I don't mean to sound Burkean, but when you're in the business of creating virtual worlds, the designers have an obligation to the give communities as much freedom as possible, and its impossible to be free when there is only room for one community in the designers world. The paradox being that a designer can't imagine all the possible communities that could exist. But we can't spend our entire lives in the virtual world, there has to be design mechanics that allow any kind of community to be productive, otherwise everyone will collapse into one group. That was why UO failed, and so many other sandbox games. We can't get perfection, but we sure as hell can get closer to it than we have in the past. |
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