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2/16/08 1:52 PM
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Viewed 316, Replies 12
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Originally posted by Housam That depends.
Will it work on a large success level? No, never. We lose stuff permanently in real life...most of us like to keep our game stuff.
Would it work on a very small scale level? Sure, but only if there were powerful ways to avoid death AND options for people who didn't wanna lose stuff forever. |
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2/16/08 1:45 PM
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Viewed 785, Replies 21
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Meh, they used to call WoW Everquest lite.
People use the industry leader as the industry standard when reviewing things. Nothing is a WoW-clone per se....its more like everything is a "Classic MMO with Rollercoaster progression" clone. The fact that WoW managed to make that marketable on a massive level is just fuel to the fire.
I don't blame them for making those comparisons though...its healthy. Its gamers way of saying "hey look, we are tired of these overused mechanics. Give us something really new". I personally think that message is good for the industry. I'm tired of the same old crap myself. |
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2/16/08 1:40 PM
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Viewed 730, Replies 20
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Originally posted by MMOman101 Or your ISP is in a heavy traffic area. Or the server could have been stormed by people doing the same thing as you. Or the winter storms may have knocked out some of their service routes, forcing your provider to take the REALLLY long scenic route to get to them.
There are thousands of reasons for this kind of thing....and its one of the reasons that we HAVE 3rd party sites. I don't see why you think you shouldn't HAVE to use them...they exist because it takes very little to bottleneck a connection and having them around gives the user more options when such a thing occurs.
Jesus, just use a 3rd party. Its not like they steal your babies for doing it...its the same bloody thing. |
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2/16/08 10:14 AM
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Viewed 2613, Replies 58
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Originally posted by Fion
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2/16/08 12:20 AM
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Viewed 2078, Replies 40
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But.......this time its better! (tm)
HAHAHAHAHAHAHAHAHAHAH!!!!
Ahhh...I almost kept a straight face that time. I'll work at it, next time I swear I won't laugh. |
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2/16/08 12:16 AM
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Viewed 2725, Replies 35
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Originally posted by namelessbob
Terrible games do not have Blizzards subs. Second...all GAMES are instant gratification games. Anyone whom disagrees with this obviously has never had to actually earn something in real life. Assuming a person HAS earned real life success...and STILL thinks games are not about instant gratification....I can only suggest that these people play korean super grinders as nothing else will properly simulate actual work for them. <modedit> |
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2/16/08 12:10 AM
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Viewed 2613, Replies 58
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I'm just going to say two things.
#1 Heavy PC requirements = never gonna touch WoW's numbers. Ever. Like, never ever. Hell, half those players can probably barely run THAT game.
#2 Even if they could, 5th grade math and entry level market research says even the bestest game ever made wouldn't kill WoW at this point. 99.9%......thats how much of its playerbase that game has to lose in order to even bat an eye. Blizzard can lose 90% of its playerbase and still have industry leading subscribers numbers.
I won't bother explaining why its not going to lose 99% of its players. I'll just assume we are all intelligent enough to figure that out on our own at this point.
I do hope the game is successful though. I do so love that theme. |
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2/15/08 11:12 PM
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Viewed 869, Replies 30
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Originally posted by Evilsam
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2/15/08 8:34 PM
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Viewed 532, Replies 21
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Originally posted by Plasuma!!! FF3 had the best implementation. Purely normal tech (Not modern tech though) with a touch of magic infused-ness.
They didn't try to so much combine the two in lore....they were separate things with, in fact, their own separate worlds. Throw in a luck (and crazy, and ego-maniacal) smart villain dude who stumbles onto them and BAM you have a seemless combo.
Perhaps I've just got a hard on for Magitek Battle Suits though. God I loved that games story. Dwarfs all the other FF games for sure. Probably because they didn't try to reach too far with it. None of that....FF8 madness. Where people with gunswords and time loops...and walking military forts....and....ugghh..... |
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2/15/08 3:37 PM
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Viewed 1567, Replies 66
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Originally posted by Scottc Assuming you ignore the fact that there currently is no Darkfall, that is. Which, of course, would then kind of dissolve the "stuff" which is desirable in it as well. I love what they want to do with the game, don't get me wrong....but....its been nearly a decade and there still is no game. I'm thinking its time to give up the ghost and chase a new pot of gold really. |
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2/15/08 3:32 PM
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Viewed 2679, Replies 70
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Originally posted by Aethios You can call both "Empowering Progression".
In either case, the player moves ahead and becomes stronger than he was before. |
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2/15/08 3:29 PM
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Viewed 2679, Replies 70
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Originally posted by daarco In every FFA PvP game I have ever played there was no such "dangerous" zone. In every case I logged into a game where I IMMEDIATELY was hunted and killed by player after player until I realized I could never get ahead because I spent more time running to try and salvage some of the meager items I had instead of actually progressing.
You are a fool to suggest otherwise. It does not take an army of gankers to ruin this game type...it takes only a handful. Experience has shown me that, more often than not, FAR more than a handful participate in this. They do so because it is easy, and it is profitable. They are veteran players who got the luxury of progressing WITHOUT that problem, and are those whom do not wish to lose anything hunting other vets. Instead they abuse the noobs for cheap easy loot because losing sucks. Its a stupid ideal, and it ruins that game for anyone who does not play from the day the servers open. Only one game has ever done it successfully and that game has ways to help noobs. |
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2/15/08 3:25 PM
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Viewed 2679, Replies 70
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Originally posted by heerobya Ah but the issue here is that in making it more "skill based" you are moving the game away from the MMORPG genre. Even still, there is the matter of time spent using that skill and getting better with handling the mechanics of the game which noobs won't have. Furthermore, the skill issue dies the moment any form of progression is present in the game at all. Whether level based, or skill point based, progression ensures that BESIDES the natural use skill advantage that vets will have just from being more familiar with the mechanics...they will ALSO have a statistical lead. It actually compounds the problem with more problems rather than alleviate either one.
Player loot = death for the game. Anyone who truly wants to make a sandbox MMO that is Blockbuster at this point is going to accept that. EVE spent years getting the players it has...and it ONLY has them because it finally developed the community to support it. There is no need to loot the player to enjoy FFA PvP.
That wasn't an attack at you, by the way. I realize you say the same things I do in your blog. I only mentioned it for anyone else reading. |
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2/15/08 3:15 PM
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Viewed 1567, Replies 66
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Originally posted by Scottc
I can answer that for you.
If the player is mighty without weapons (and there is a chance to lose weapons from either decay or PvP) then no one is going to invest in them and suffer potential loss. It turns the game into a martial arts MMO...which isn't in itself a bad thing, but obviously self defeating to the point of having a game with weapons at all. Another thing, if the game is using a skill system...and said skills revolve around your weapon of choice...then there is no way to lose that weapon and not suffer for it. Its that or trivialize the skills wasted on that weapon, if they mean so little you can function just as well without them then most players are going to take skills for unarmed combat instead as, even though they obviously won't add much, they will at least always HAVE those weapons. As for thousands of players fighting for something, you achieve that NOT through player loot but through global objectives. City loot, for one, is an example of this. If a certain 'guild' has built a city near a larger mine and has been storing its goods inside the cities own warehouses...then any team which can topple that city stands to not only take the goods they have stored, but also lay claim to that larger mine....effectively boosting their OWN personal production and making them a greater force to be reckoned with in the virtual world. Notice how no where in that above statement did player looting contribute ANYTHING. Amazingly enough, it still provided both a good reason to kill each other...and a wonderful reason for player made nations to war with each other. |
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2/15/08 2:53 PM
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Viewed 698, Replies 11
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Originally posted by Devildog1 True, but at least HellGate is an actual...I dunno....GAME. I'd actually place bets on the fact that WELL will release before Darkfall. |
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2/15/08 2:44 PM
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Viewed 698, Replies 11
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Originally posted by Devildog1 I agree.
Technically....if DARKFALL belongs on this site then any other "potential" project does too. Heh, hell that might even warrant including the "nifty" ideas we get in the dev corner on the list as well. |
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2/15/08 10:41 AM
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Viewed 2679, Replies 70
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Originally posted by knas01 .... Are you stupid? Nothing he said was "carebear" at all you tool. I do not care how "well done" Darkfall is about the power difference between vets and noobs. Either there IS progression, or there isn't. If there IS progression then those players whom have "progressed" will have a very distinct advantage. It doesn't take an army of griefers to ruin the game, it takes only a handful. New players are going to be wanting to get a handle on the mechanics of a new game...and griefers do nothing but ruin that learning moment for them.
Unless Darkfall is nothing more THAN a PvP game anyway. I mean, if its built like Fury then that rough learning curve would be okay. But since there is so much more the new players have to learn and do than just kill people...its BAD. Basically, truly FFA PvP games are only good for those whom start when the game releases. Any new players are going to be cock blocked by the one or two tools that gank them nonstop and will tire of even trying. His point was very valid for this. I love PvP, more than anything. I didn't pay UO for the very reason I mentioned. I couldn't even walk out of town in that game, because each gate of every town was camped by gankers.
FFA PvP honestly doesn't work. The only reason EVE can do it now is because there are great community additions to HELP the new player. Oh, and there are more secure zones as well. EVE has a corp made JUST for new players to jump in and learn from. It took years for them to build that kind of community too. To top it all off...they had offline skill building. So even if you really couldn't compete...if you just left it skill building offline while you did something else you could come back later and compete more easily. IN games where all of the progression MUST be done at the PC, the new player is forced to endure the ganker cock block while all of the vets on the server got to progress on equal footing with their opponents. Its BS, it will never appeal to anyone. True FFA players already have invested in other FFA games that are light years ahead in their personal communities to support it. |
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2/14/08 5:10 PM
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Viewed 1745, Replies 32
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Originally posted by AnlaShok You make good points. For instance...if you put a total limit on gold, but have deep gathering and crafting resources (which, by nature, will have to have some form of "limitlessness") players could then begin using "ore" as gold instead....assigning a base value to it based on required use. One solution I've toyed with involves either the choke method, which forces NPC interaction and the use of the limited gold, or the decay method, which makes ALL things decay and thus causes a continuous rotation of available resources. Gold can never truly be a decaying object, especially in games where items can be gained without spending a dime. Items CAN decay, however, and with good implementation of solid crafting you can find a medium to it. Let me explain, in my current build I've toyed with a fantasy world ideal. Each "source" for gathered materials has a limit on it which resets weekly (or monthly, I've yet to work the test on it). That means that even though there is ESSENTIALLY an unlimited supply of gathered materials...the hard cap buys the game time for players to "decay" their items and need to use up the resources. It functions similar to an RTS in that regard. As for hording, my solution is simple. No banks. Players will have but two options, personal storage or warehouse storage. Warehouses must be built, and maintained. They are also open for being destroyed. That forces players whom wish to invest DEEPLY into storing things to be a part of the community large enough to have a city because, frankly, building a warehouse in the wilderness would be begging for thieves to rob you blind. Since these cities require their own upkeep and community support, it helps to get people interacting with each other.
My only remaining problem is getting the math exact enough to function and working the kinks out of server start up. Naturally, open ended games with open economies need a crutch when starting up. Something to get players by until they mature to that point. I think the easiest way will be Basic starting cities....but I'd prefer GM controlled pre-existing communities. That, however, would take alot of GM time and GM pay. Would be quite hard for anyone starting out. |
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