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SW:TOR will fail. Heres why:
General Discussion « Star Wars: The Old Republic 11/18/09 5:00:24 PM
Originally posted by Legato89
Indians = NPCs. Any questions? |
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I heard there was an issue with Firefox, try signing up in IE |
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common sense argument on why SWOR will not over take WOW so please let this be the last thread on the subject
General Discussion « Star Wars: The Old Republic 9/29/09 4:40:26 PM
The number of the OP are made up. There were not, as stated 20 Million different people playing Warcraft at any time, it's possible that there still aren't 20 million different people who've played the Warcraft franchise. Heard of, sure, played? Perhaps not. 100 Million people is a nice random number, maybe for something smaller or recent, like the Matrix. But when Episode III makes nearly a billion dollars, you're talking about 100 million views right there, not counting those who loved the OT and just didn't like/see the prequels, or got into Star Wars through its many, many, many games, of varying quality. You're looking at a group of, counting casual fans, may number more than 250 Million than 100 Million. A group that's been having conventions for upwards of 20 years, not just in the last five years since WoW got big. 5% (Another made up number) of Star Wars' casual fans very well may be more than 80%% of those who've played Warcraft III. I don't know the sales stats of Warcraft III, but if that's the best selling and best loved, it's a good indication of how many fans the franchise has, with Episode III, being the best selling, but certainly not the most loved, it may not even be half of the fans of the franchise. 1% of Star Wars' fans may be more than enough to rival a WoW that loses some customers.
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I think this request is hilarious. Why would the Sith Empire want you just because you fell to the dark side? They can't trust each other, why in the world would they trust you? Why would you want to join them as they destroyed your home and your entire world as you know it? |
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Why aren't more Sandbox games being made?
MMORPG Game Concepts « Developers Corner 8/16/09 2:32:41 AM
Originally posted by Crashloop
That makes sense. I misunderstood what you meant by "ultra PvP"
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Why no player created dungeons yet?
MMORPG Game Concepts « Developers Corner 8/13/09 11:40:05 AM
As stated, it's been done, it's always been exploited. |
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Why aren't more Sandbox games being made?
MMORPG Game Concepts « Developers Corner 8/13/09 11:32:27 AM
Originally posted by tupodawg999
Why would you combine something niche with something extra niche, shutting out more players? The beauty of the sandbox is that it provides options and rewards all courses. You CAN do a themepark mission trail, or you can just farm beets and rp with your 'wife' and 'kids' Or you can chart new maps and areas, or write books and run a library for other characters/players. |
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General: Aihoshi: The State of Sports MMOs
News Discussion « General Discussion 8/11/09 10:38:12 AM
Originally posted by Xasapis
Many people find escapism in professional sports, and find it vastly more exciting than playing backyard football with a few of their overweight out of shape friends, especially when their friends have jobs and participation, in any meaningful form, is simply not possible. This is one reason why Fantasy Football leagues are so popular. |
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You know what's interesting? (Level vs "Skills" Thread)
MMORPG Game Concepts « Developers Corner 8/10/09 11:27:26 AM
Originally posted by LynxJSA
You are confusing level-based design with general character advancement.
It is extremely rare that people post that they do not want functional, visible or numeric character advancement. It's not a counter-culture thing, Rep, rather attempts by posters to find resolutions to distinct issues often recurring level-based MMOs. The two most common are level disparity and linear progression.
But I've seen level-based systems that handle the latter, and I've yet to see a skill based system that handles the former completely. As long as defense advances as the character does, then a level 8 character will not be able to adventure with a level 40 character, at least not in any combat MMO. The artificial levelling system I've seen doesn't do much for it either. |
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Why don't you make the game, so I can play it?
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I like your idea a great deal, but it seems to throw player expectation and perception out the window, which isn't quite a good idea. I love the idea of designing your costume as you play, though I would 'front load' all that collection stuff to avoid the triteness of a loot-driven game for a genre of people who are essentially self-sacrificial. That said, players want to design their characters first, and origin isn't all that clear. |
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Reviewing my original post, I realize that the words I used were not precise, they were up for debate upon their meaning and, from some perspectives, mean the same thing. Perhaps a better set of words would be Amusement and Accomplishment as opposed to fun and win. There are certain activities that are, in themselves, amusing and "fun" regardless of how much you accomplish. |
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Non-condescending version: It's not coming out. This is just an idea/wish thread. EA considered making a HP MMO, but no one cared enough about it to do anything with it. |
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Originally posted by LynxJSA
It would have been nice if you had worded that in a way to generate discussion instead of a way that invites insult. Are you trying to say that its a semantic distinction? |
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Thank you for your attention, I'll try to keep this brief. Often, enthusiastic game designers and would be game designers approach MMO game design with the goal to remove the grind from the game, so that the players can concentrate on having fun. Often designers quote themselves as asking "Is this fun?" when they design functions and features. Basic logic would dictate that someone who is playing a game, would be, by definition, trying to have fun. |
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I like that idea, and I think "coding story" would really be a great development for the MMO. Letting players pick an origin (motivation-wise, not chemical-x-wise) and then attach it to specific individuals as they see fit is a new kind of control over their gameplay, that I think many players could embrace. Nice call.
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The links provided don't seem to deliver clear cut or instantly recognizable classes. Perhaps I can derive something from them anway though, thanks. |
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Hey guys,
I've played the major Superhero MMOs out there, and honestly, I'm offended. I still see Tanks, and Healers and stuff, and while that's all well and good for the fantasy genre, and many traditional MMOers are beholden to that class structure, I think it is utterly out of place in the world of superheroes. I've drawn up some basic superhero classes, and tried to diversity and balance them, please tell me what you think. I'm still a long way from getting the game made, but any input would be appreciated.
Specialties: 1 vs 1 Damage, Defense, Using Environment Bruisers are the Hulks, Things, Cyclopses and Supermen of the world. They hit things very hard, they either take a lot of hits or have powerful, if simple, ranged abilities, and are able to gain additional weaponry and utility depending on the environment such as throwing cars, pounding the ground or swinging trees around. They are often confused with tanks since they often draw the most attention because they take down single units quickest and are the hardest to take down. Best class for a beginning player and most like an action game.
The Elemental Specialties: 1 vs Many Damage, Environment Manipulation, Self Manipulation
The Skilled Fighter Specialties: Status Effects, Combos, Utility
The Inventor Specialties: Crafting
The Transporter Specialties: Recon, Retrieval, Rescue
So... what do you guys think? Would you take one of those? |
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I see... it is similar, but I don't think either of those games takes it "all the way" and still allows for a fair bit of variation between members of each class, especially at high levels - but I haven't played it myself, so perhaps I'm misunderstanding their system. Taking it all the way, there is no skill selection, and a suitable party can be formed by varied members of even the same Early Game class. |
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Melee Combat - my ideal core mechanic
MMORPG Game Concepts « Developers Corner 7/22/09 1:02:06 PM
Originally posted by Andromedus1
But combat is a standard mmo feature. You can get combat anywhere. And while twitch melee combat is certainly different, it isn't inherently 'better' and the logic of charging more for it doesn't carry through.
What makes you think that the standard MMO servers can't handle this, much less the ones out in two years? There's plenty of leftover computing power for every available mmo. The real concern should be client side in drawing all this mess in real time. That's where the concern is. No one is pushing their server on triple A MMOs. I suspect they're not even close to pushing their servers. I imagine they're like jets. Flying around the country at 30% capacity. (Not to be confused with 30% CPU usage!) I don't have a whole lot of insider information on MMO networks, but from my research on lack of AI, there are no server computing power problems, and when there are, it's typically due to a programming oversight and the whole system goes down, prompting those issues to be worked out in late beta or just after launch.
If you're talking specifically about a small release, then all we need to do is math. How much do servers cost, how many calculations/sec are needed on average in a battle of this type, plug the numbers in and viola, you have a much better idea of the amount of money you need to recoup. I highly doubt that $50/mo will be it. I mean, how much are the JKA Galaxies guys charging? |
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I like the idea of a class tree a great deal, combinging the kind of flexibility of a skill tree with the controllability of a class system, you get a happy medium, and potentially a great deal of variety in characters, as well as more information about characters just from seeing their class.
Typical Fantasy Classes:
Tutorial Class: Child - Player Starts as child in tutorial, can evolve into fighter, scout, mage, priest, folk
Early Game Classes: May specialize in their abilities, but doesn't have special talents.
Fighter - Melee and defense abilities. Evolves into Monk, Warrior, Knight, Rider, Guard Scout - Movement and Accuracy abilities. Evolves into Asassain, Archer, Ninja, Ranger, Runner Mage - Energy and Resource abilities. Evolves into Elemental, Summoner, Alchemist, Destroyer, Creator Priest - Energy and Social abilities. Evolves into Cleric, Paladin, Druid, Elder, Pastor Folk - Social and Resource abilities. Evolves into Merchant, Crafter, Entertainer, Noble, Trainer
Mid Game Classes: Can level up special talents, but no signature abilities.
Monk - Bare Handed, status effects. Evolves into Phoenix, Dragon, Tiger, Yeti or Fox.
Late Game Classes: Have signature abilities, but no signature gear. Signature abilities are moves with multiple applications that are very powerful, and redefine playstyle for a particular class path. A Phoenix is a very different kind of Monk for instance.
Phoenix - Death Fire. Death Flight. Phoenix Style. Evolves to Winged Phoenix, Firebird, Three sectioner. ... 125 Late Game Classes here. ... Homemaker - Cleaning. Cooking. Nurturing. Evolves to Mother. Maid. Chef.
End Game Classes: Signature Gear, but must maintain it keep using it. Winged Phoenix - Posesses Wings for flight and energy focusing. ... 375 End Game Classes here. ... Cakeman - Possesses Pastry Oven for creating signature pastry items, useful for health and NPC manipulation.
Keep in mind to take advantage of the class-tree system, all members of the same class would play pretty much the same, you'd customize what moves would be strongest/most efficient and what gear you'd have, but ninjas would be ninjas, you'd know what you were getting. There could be a certain standardization, a name for each basic configuration. There'd be just as much variety as any other game, maybe a little more, not less, but the path you take to getting there would be much more clear. Also, having everything compartmentalized makes add-ons of various type so much easier. Balancing as well. I'd love to see such a system implemented.
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