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[Column] Neverwinter: On Neverwinter
News & Features Discussion « General Discussion 5/10/13 4:49:13 PM
Open worlds have everything to do with WoW as it was the first largely popular MMO with an open world (meaning very little instancing). I agree that an open world works to keep the player immersed in the world. However, Neverwinter is not a traditional MMO and shouldn't be. The instancing helps keep the zone population down so that you do not have 3 to 4 hundred people in one area. Even in WoW they cull players into groups of "phase" so that people do not lag out. But really the instancing helps make the player feel as if they are 1 of few instead of 1 of many. This is simply my opinion, I don't expect everyone to feel the same way.
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[Column] Neverwinter: On Neverwinter
News & Features Discussion « General Discussion 5/10/13 4:33:42 PM
The reason the game is instance is mostly due to the Foundry, which is awesome, and the immersion factor. Having 5k "heroes" running around makes you feel less heroic. As for not feeling D&Dish, have you taken a look at D&D 4.0. The game was build off of that system. Additionally, there is no such thing as creating the D&D feel in an MMO. D&D is a group of people playing around a table with a DM giving out fairly liner quests. 5 to 12 people verse 5k or more. Not really possible to get that "D&D feel". However, I believe that Cryptic did an awesome job catching the spirit of D&D 4.0.
Just a couple of words on the resources issue and whether or not Cryptic has the money to host open world servers. First, Cryptic does not host the servers, Perfect World International does. Second, even being funded by PWI does not mean Cryptic has no budget. It is plain ignorance to think that Cryptic has unlimited cash to make the perfect game for each person. Neverwinter is F2P, until it brings in a profit, Cryptic is fairly limited on funds and what they can do. Honestly Id rather have the Foundry expanded then another open world like WoW. Why turn Neverwinter into a WoW clone when it already has a nitch with NWN 1&2? |
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Originally posted by Manestream Point 1 - I believe this was done in a number of MMOs and failed as a model. Mainly do the issue of people being restricted with who they are allow to associate with. People do not like to be restricted. Point 2 - This sounds like Darkfall, Age of Conan, Shadowbane, etc... again not a bad idea but the formula just doesn't seem to work. If you think small villages or towns should be availble to be raised or taken over, I suggest you try out GW2. They have a very good WvWvW system, as does DAoC. Point 3 - FFA PvP is seen in almost all MMOs and none of them survive. FFA PvP is awesome for the hardcore PvP player. But the majority of players are not intersted in being Ganked or anything of the sort, whether or not there are major consequences. Point 4 - Not sure what you mean by 1 Crafting, but as for gathering, that is exactly how it works in GW2 and other games. WoW is fairly unique in thier restriction of crafting. Point 5 - This one is all over the place in MMO's to include WoW. Shoot all of EQ's dungeons were "open" explorable areas (meaning they were not instanced to a party of players). Point 6 - EQ, DAoC, and many other games incorporate this feature. Sadly it is not a popular demand or we would see it all over the place.
I would say that all of the things you are looking for have been done and most of them are not popular. A successful game is not about what we think would be cool to have. It is what the majority of the player base can agree that is cool. If I could choose to add a feature to a game it would be truly dynamic culture and world. A place where the eco-system can be effected by the players. For example; a group of players destroy a camp of raging goblins. The came is actually destroyed and no longer spawns there. However, that effects another group which allows them to build up and army and attack on a near by village. This village then has to be protected by the players or be raised and removed from the game, unless it is rebuilt by the players. The closest thing I have seen to a dynamic world is Rift, but UO allowed for the destruction of an entire area, where Rift does not. We do have the server tech and ability to make a dynamic and ever changing world, to include NPC, not just what the players do. But this tech and activity takes a lot of money and time just to make sure it doesn't get out of hand. So far the MMO industry has taken large leaps in player run and dynamic economies. Now we need to apply those concepts to the rest of the MMO world. |
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Beta Servers down ?
Beta Weekend Event Reviews & Impressions (Archived) « Guild Wars 2 4/28/12 3:32:47 PM
I just tried logging in and it is giving me an error. I tried to get on the forums and it tells me my log in information is incorrect... So either the servers are down or their authentication server is down.
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Wakfu: Our Official Wakfu F2P Review
News & Features Discussion « General Discussion 3/17/12 2:43:27 AM
My only issue with this review, is that there is miss information on basic things. For example, you can display ALL 4 bars of skills. If that simple fact was missed how could Bill Murphy or any one at MMORPG agree that this was a good review? What else was missed by the reviewer? That was a simple basic thing. I'll admit it was not obvious, but it seems like the reviews are getting shottier here at MMORPG. I'd say next time, take real time out of your busy schedule and take a real look at the game. People rely on what information you give in reviews, they depend on you on whether or not to try a game. As a gaming news site, we gamers expect accurate reporting. Don't mind if they are bias, but at least be accurate. |
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General: Should We Add Diablo 3?
News & Features Discussion « General Discussion 8/11/11 6:35:08 PM
I don't know if this has been mentioned above. But have you guys thought about making RPGguru.com or something similar, like you have with FPS and RTS. I honestly love traditional RPGs and co-op rpgs. The problem is no there are no good news sites out there catered to those type of games. I've missed a good 5 years of RPG games because I had no idea they were there. Just a thought.
D3 added, then Torchlight 2? Also, Torchlight MMORPG will be in the works if not already. |
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General: Blizzard Grabs for Cash
News & Features Discussion « General Discussion 8/06/11 8:51:14 PM
Ya wanna know whats funny about your statements? It obvious you arn't in the IT buisness and nor do you own your own company. Otherwise you wouldn't be spouting off at the mouth like you know what your talking about when you don't. I am in the IT buisness have been for over 10 years. You seem to think that servers and the IT portion are the only thing Blizzard has to pay for. Anyone who understand buisness understand there is more to it then just make money and go. Of course not all the money goes back into the company. People have to get paid. But if they make no money then they can't make more content. Also, you really think that most of the money Blizzard makes off of WoW doesn't go back into the company? I know for a fact how much it takes to make a game. You obviously don't. Which is why you think Blizzard should just give and give. It's a case of poor man hates the rich because he couldn't make the money himself and the rich won't give what they have earned to the poor man. Learn how the world works, if you want something earn it or steal it, because no one is going to just give it to you. |
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General: Blizzard Grabs for Cash
News & Features Discussion « General Discussion 8/06/11 5:49:15 PM
Do you have any idea how much it costs to support online servers, millions of people connecting to them, and all the other requirements to run things like battle.net? They just don't put out enough expantions to cover that. D2 has been costing Blizzard money over the years. It is fair to allow D3 to actually make them money. Also, the more money they make the more content they can put out for the game. |
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General: Blizzard Grabs for Cash
News & Features Discussion « General Discussion 8/06/11 5:45:10 PM
Well, nothing is stopping Blizzard from doing that other then they said they wouldn't. Which should be more then good enough for anyone. But realistically they have every right to do that. It's their time and money, if they want to sell items like that then it's up to them. We dont have to buy them, lol. Also, what makes you think we have the right as real gamers to codone any actions Blizzard makes? If we don't like what they are doing then we don't buy the game. However, 90% of the people on this website will get D3 and play it and enjoy it. It is rediculous to assume as players we have the right to tell a company how to make their games. We can tell them what we want and don't want and what we like and don't like. But we have no right to tell them we don't condone their actions. Blizzard isn't some evil company out to take over the world and destroy everything. lol |
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General: Blizzard Grabs for Cash
News & Features Discussion « General Discussion 8/06/11 5:36:14 PM
First off, no one will be able to camp and farm spots so you can't go there. D3 is not an MMO. Its an online game where you have instances of the game with a few people, and you choose them. Second, there will be two auction houses. A real world money one and an in-game currency one. Why would you use the second one? Well, the real world money one will require real world money just like EBay and other auctions. Creigs List idea mentioned above is probably the only way around spending money to make money with an auction house. Finally, why care so much about the auction houses? You don't have to use them. As another posted about FUNCOM. It seems you people complain just to complain, especially about Blizzard. Why fault anyone for wanting to make money off of something they built? No one around here complains about the farmers price on eggs or milk. The video game industry is about making money just like everyone else. I say more power to Blizzard for having a way to support their game without the need of subscriptions. |
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I thought I would give a fair and balanced preview of what you can expect from Rift.
First off the game is akin to WoW, but it is not WoW. I constantly see the term WoW Clones and rip off of WoW. Well if you really want to break it down, WoW stole everything from EQ, which was taken from UO and Meridian 59. So really there are no original ideas and to compare games to WoW is a bad idea and unfair to the developer. However, for the people who are interested let's do some comparisons anyway. I am sure I'll get flamed for it, but hell I am looking to give you all a balanced view point.
What makes Rift like WoW?
1. Well, the controls are almost exactly like WoW's set up. Which is a good thing, smooth controls help a game at launch so why break it if it works?
2. There are talent trees like WoW, or should I say like Diablo, since that is where WoW got it? However, Rift has "roots" which are abilities gained from the amount of points put into a tree.
3. Resource mechanics are similar. Rogues get combo points, warriors get "holy power" or attack points, mages get "runic power" or charge, and clerics get buffed based stacks that can be spent. Similar to paladin Seal of Truth mechanic but a little more to it. Other than that, rogues and warriors use a focus/energy, mages and clerics use mana.
4. They have target of target UI and Focus similar to WoW.
5. They have instances for dungeons and raids, and groups are 5 people while raids will be 10 and 20.
6. They have armor and weapons, with color coded rareness. Maybe I am going to far now, lol. I think you all get the picture.
7. Crafting system is very similar in the way it works.
8. PvP is very similar, there are battle grounds and all of that.
9. Similar Achievement system and titles
As far as I am concerned none of this is really bad. Again why fix something that isn't broken.
So, now let's see what Rift has that WoW doesn't.
1. A more varied class system. Clerics can heal, DPS and Tank. Rogues can support heal, DPS and tank. Warriors can support buff, DPS and tank. Lastly, mages can heal, DPS and support buff. One key thing, you only NEED four characters to play any class combination in the game. No longer do you need ten characters to play all the different classes.
So, some of you are saying "well that kills replay-ability". Honestly, I have yet to see that. In fact with their system they can make the replay-ability even greater by adding new talent trees down the line or souls as they call it.
2. Dynamic content. Rift doesn't just have group quests like Warhammer, these "rifts" spawn dynamically throughout the world and can even take over control points and fight each other. By fight each other I mean if a "death rift" and a "life rift" spawn next to each other they will fight for control over the area. Also, at higher levels, a player can spawn a rift on the other factions territory, which brings in a whole new form of PvPvE aspect to the game.
3. I will admit I have not been able to play all the dungeon content. However, the first dungeon you come across at level 17 or 18 is by far the most innovative dungeon I have seen in an MMO. The dungeon itself was epic in size, so no quick 10 minute runs at the appropriate level, as well as having interesting and interactive quests right inside. Mind you this is the very FIRST dungeon.
4. Dye system. Enough said. Come on Blizzard, you really need to catch up.
5. Crafting system works similar to WoW, but in Rift you can add special components to make your gear better while adding enchantments or runes. This is all from the get go, no at level 40 or 60 like with jewel crafting.
6. Way better graphics. Well to be fair it not really better, it's just different. WoW has great graphics. Rift just has different and in most opinions better. One thing that Rift does over WoW is there are actual modeled graphics for Chest and Pants. This allows different armors and more variations.
7. Even though PvP battle grounds are similar, Rift has more potential for open world PvPvE. Basically opening rifts right on top of your enemies and watching them get slaughtered.
8. Mounts from the start. No waiting till 20. You have the money? Then you get a mount. If you get the collectors addition you start with a mount.
9. Level 50. This is a big deal. In WoW you have to get to level 85!!!! This is serious time investment just to get to the real game. Which in WoW is end game content like raiding and rated BGs and arenas. Well in Rift the max level is 50 and if I am not mistaken, the developers are looking at a lateral advancement system instead of just adding more levels on to the game. Why is this a good thing? Well, your raid content will always be viable, where WoW has level 60 raiding content no one will ever see. Also, you never have to worry about getting gear from a dungeon and saying, "damn I spent all that time raiding and now those greens one level lower are better? WTF!"
10. A collection system for finding out histories and the story behind the Rift world.
Ok, as you can see there are a lot of things Rift has that WoW does not. But, what does WoW have that Rift does not? Let's take a look.
1. Mature end game content. But Rift will get that.
2. Flying mounts. I know Rift will have it, but no one knows for sure if it will at launch.
3. Proven server stability and all that. Well, Rift is one of the most stable beta's I have ever seen. When WoW was in beta and at launch they had horrible issues. No one seems to remember that.
4. More varied class mechanics. Rogue combos, warrior rage, paladin holy power, death knights runic power and runes, druid's boomkin system, priests new system, hunter focus and pets, and warlock soul shard system. WoW does have a lot of mechanics, sometimes too much and sometimes just right.
5. Customizable UI and Addons. Rift allows you to customize your UI but not through addons just yet. I do know they will be adding the ability for mods in the future. But they are focusing on launch and smooth ride.
6. Dungeon Finder, which Rift will have in the future.
7. Lastly, I want to just say all the matured game content that comes with years of being around. Like epic items, tier gear and server stability.
Yes WoW has a lot of stuff that Rift does not and Rift has a lot of stuff WoW does not. I am sure I missed some things that people will point out. But these pretty much make or break any MMO.
So, Rift is like all the other games out there. The developer did it smart. They made a game anyone can come to and play without feeling out of place or like they have to relearn everything. There are some innovative things like Dynamic content in the open world, and there are things that are just like the number one MMO. I say "good", because it is always best to take what works and leave out the bad. If you make a game to alien then no one will play it, so being completely innovative on every aspect will ruin your chances in the gaming market.
I hope this post gives everyone a better view of what to expect from Rift. I was really tired of seeing, WoW+Runes of Magic+Warhammer+Lineage+DAoC+EQ+UO+SWG and so on. This is not how you give people an idea of what to expect and then claim its unbiased. Anyway, I probably will not respond to any posts but I will be reading what you all think or have to say.
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Ok my guys confirmed they got keys. Im out and good luck peeps. See yall in game on the 15th. |
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resent those PMs check again guys. |
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Originally posted by jasonxt4c I did send them I checked my messages and it says they were send... I will try again. |
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Originally posted by jasonxt4c I did PM you |
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jasonxt4c DEATHRAMENT
Both got beta keys |
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I just got a beta key through Facebook, sending keys to the top two on list :) Yall rock keep up the chain. |
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Add me to list please |
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Torchlight: The Plot Thickens
News & Features Discussion « General Discussion 7/30/10 1:41:46 AM
Originally posted by mackdawg19 Actually your wrong mackdawg19. ArenaNet was created by the guys who did Warcraft and vanilla WoW (I believe 1 or 2 people from the Diablo team joined but minor individuals), and Flagship was half the guys who did Diablo and Diablo 2 (and concepts for D3). Flagship created Hellgate: London yes, but Mythos was not a side project game. It was a server side testing platform they built to test Hellgate's multiplayer. Mythos came into concept after Hellgate failed to capture audiences, which used all the Hellgate coding. Flagship then went under because of costs from Hellgate. They then sold Hellgate and Mythos IPs to a Korean company (Unbi or something like that) and started up Runic Games which developed and published Torchlight independently from PWE. Once that sold, they partnered up with PWE for publishing and micro-transaction purposes only. PWE has nothing to do with the development phase. In fact PWE in known for letting the developers do their thing while supporting from a publisher role which is what they are good at. |
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