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All Posts by Lyrian

All Posts by Lyrian

13 Pages 1 2 3 4 5 6 7 » Last
251 posts found

Too...Long?


Do we look like filthy casuals here? I think they are overstating the amount of hours they think they have for DA:I but I certainly hope it at a minimum hits 30 hours.

As much as I'm looking forward to DA:I I'm going to have to call bullshit on this. I have a feeling that this 'mythical' 150-200 hours they are talking about are double/triple/quadruple counting every single conversation option that can lead to a different, if minor outcome.

Don't get me wrong. I'd love to have a slower curve progression and a longer game overall and I will be going for a completionist approach as I play the game. I'll be happy just to reach the DA1's 30 hours to beat the game.

MMO's don't even take 150 hours to cap out, so I'm questioning where these numbers are coming from.

The hunt isn't over until we create an AI singularity able to create entire game universes and content 'at will' and being able to edit our memories and personalities to fit into such worlds in such an immersive way that we can't even tell we are gaming at all.

Or maybe we already did. *stare*

 

*Twlight zone music*

Tongue in cheek. This is pretty much my minimum expectations for an MMO player. Except perhaps the 25 hrs/w thing. Sometime life gets in the way. But you should still use your time efficiently while in game.

I expected a faster content cycle, when I was younger I found it impossible to finish everything there was to do because new stuff constantly got added before I could finsh what I was currently on.

I expected megaservers to be a 'thing' ages ago. Splitting up populations between shards just felt silly to me. I don't know why games even consider multi-shard servers anymore, regardless of cost.

Better virtual worlds, in the sense of "If logic says it should be there, it's there and waiting for me to find it." Dig down into the ground, find minerals, ruins, dungeons, etc. Fly up into the sky and find space, other planets, limitless exploration.

 

Most of all however, I expected the majority of the game companies to merge into fewer, larger ones each supporting different virtual reality simulations, such as those from the book "Ready Player One".

Still missing the two magical letters.

 

PC.

In mechanical terms, a living breathing world is when the content does not depend on the player to happen, can engage the player without the player's choice and has permanent consequences for not being engaged. On top of being actually meaningful.

Ideally for a living world, content patches and expansions would not be announced. They would be stealth added at an (extremely) quick rate, to reward exploration and discovery for players, and to promote word of mouth within the game.

It's 60% done all the time, every time.

I think that the problem is more toward 'hard caps' as a method of time gating content seen in both FF14 and Wildstar lately. In both games once you hit the cap, you pretty much cap out your tokens and 'essentially' your week is done.

The other avenue of end game progression is usually raiding, but that may not be for everyone, or for those that do, raiding is enough to get yourself capped out in the first place which limits the amount of 'useful' play time there is, since you can effectively kill two birds with one stone.

I won't deny that things are faster to level now since the days of EQ. Times have changed and unfortunately there is the expectation of faster progression now. Maybe developers will one day make a game in that the journey is as good as the destination. But for the time being, the destination is more important.

What I would like to see games taking and doing for end game progression is an AA system similar to EQ, and applying it to the end game process. Give players measurable ways to always improve their characters aside from gear, give them something to work towards. The 'end-game' of every game should be something that is impossible to be completed through the sheer quantity of things to do. Not from hard caps, or artificial barriers to play.

I 'sort of' indirectly like quest hubs in the sense of "Yes, here's a city or settlement. They need me to go do stuff for them." but where I think it's lacking is that the quests themselves are static, and that you're essentially following a pre-written script (in the sense it'll never change).

There needs to be some sort of evolution for quest hubs, which I directly feel is tied into the world itself. Right now MMOs are story driven events that herd the players through hoops or checkpoints with no consequences for inaction. I can see the evolution of questing to be something like what EQN is promising in the sense of their storybricks questing model. NPCs should have their own goals and they should try to execute them at the expense of anything else.

The problem and benefit I can see here is that the content would force the player to become reactive. The player would not have a choice to engage the content, because the content would engage him/her. Which could lead to player fatigue and exhaustion. But could also lead to the player finding things that they may not have normally decided to look at.

The further problem with such content too, could stem towards overwhelming a small player base. If players have progressed beyond a content's level range or area, how far is it allowed to progress? Or what is it that will entice older and more powerful players to return to it?

Thinking loosely about the game design I can see some sort of economic incentive that would entice players to return to areas such as required materials (pelts, ore, blood, etc) for higher end crafting (say for a player castle you need 5000 units of X type leather pelts, and a market that will support buy orders for said pelts, giving players a reason to go farm such items.)

Or possibly even expanding on that and creating actual 'events' for an area on an even greater scale than Rift events. Where entire raids of players will be needed to stem an orc invasion, across multiple zones, with enough incentives to make players 'want' and 'need' to participate in them.

I'd like to tune those who don't know about it yet onto the Enderal project, which is a total conversion mod for skyrim that will come down the line 'eventually': http://sureai.net/projects/enderal/?lang=en

I loved Skyrim and probably have wasted far too much time in it. (though my MMOs still take up most of my time) What I hope for is the modding market/community we see today with Skyrim to grow with Fallout 4. It was still a little small when Oblivion, and Fallout 3/NV released and I'm hoping it'll grow even larger!

Plus I secretly hope that Fallout 4 has a strong enough base engine to it, that some ambitious group will create a Sci-fi space based total conversion mod for it! :D

I would love if Virtual worlds were being designed by the developers instead of what we currently have. Hopefully it'll catch on soon!

It is less about entitlement to me than it is about value. I want something worth my time and I will pay for that.

I pay close to 60 bucks a month for my cell phone, and similar for a high end internet package, and similar for a family gym membership.

If there was a good MMO out there I would drop $60 a month on it in a heartbeat.

I think they've kind of squandered their 'lead' after the big announce. Maybe they will surprise us, maybe I'll win the lottery tonight.

I feel that with this year's showing of MMO's being the kind that don't project longevity (but then what game does?) they could have cleaned up and established a firm ground of subscribers that are loathe to change games.

With them still asking silly questions like "Do you like this art style for the Kerrans?" and "What color style works best for dark elves." makes me think that they don't have a good handle on how quickly they need to be working. With them announcing the failure-in-the-making of H1Z1 (Zombie games are so resident evil era) also makes me question their Vision for EQN as well. EQN should be ideally rounded enough, that it should be the spiritual successor to SWG as well as EQ.

That being said. If by some miracle they've finished their AI/script that is able to generate the entire world and have added integrated it with storybricks and are just establishing color and lore basepoints so they can flush out the story and related things. That's great.

However, after giving it some thought while writing this post. They can probably afford it take it slow. Realistically the only AAA game coming out in the near or distant future is Star Citizen which caters to a completely different crowd. The rest are going to be niche or indie type games that probably wouldn't directly compete with EQN.

I personally don't hold much hope for Titan. My impression is that blizzard has gotten too big to care/cater to the market of players that want something a little bit more complicated, and something that will provide a fast content cycle. It's difficult enough to keep interested in games longer than a month now, and blizzard's content cycle is far too slow for my tastes.

Not picky for genre. Either Fantasy or Sci fi would be great. I might lean more towards Sci-fi since it hasn't been done overmuch.

MMORPG exclusively or better named a Virtual World Simulation with RPG elements. VWSRPG?

I enjoy wildstar's system for combat, though I am not picky. So long as it doesn't become a shooter.

No open world PvP, or at least to be able to opt out of it 100% of the time. No factions either. All factions are player designed via guilds or player founded nations (you have player founded nations right?).

WASD movement exclusively. Point and click will lose me right away.

Yes for raids, yes for dungeons, yes for dynamic events, I will put forward an idea for dynamic quests (but not the GW2 idea of dynamic quests)

Arena PvP and large scale PvP should be a part of the game, but again. Not the sole focus of the game.

Don't particular care for housing either way. I like having housing, but I don't want to be babysitting it because it might get destroyed. (Guild housing that you have to fight for though would be neat though!)

Not picky on voxel world. But it does make sense. I should be able to dig my way into awesome dungeons and things. Or 'Let something loose' that would need a raid to kill. Monsters should be able to build their own settlements too. Migratory patterns would be neat.

The next big MMO has to evolve past 'Sandbox' and 'Themepark' labelling. It needs to be both, and neither at the same time.

One of the issues I see now is that design focuses to slow player progression via time gating to maximize subscription time, or to encurage micro payments. (Dailies, reputation, lockouts, level caps, etc) The game's content needs to be designed in a way that it is essentially self driving and doesn't require massive developer updates (the dreaded content cycle) in order progress. EVE online has a great example of having a self driving PvP content cycle, being territory control, resources and market.

A Rough PvE example of this in a Sci Fi game could be a malicious empire or invader that controls a subset of planets and if left alone will begin to attack player settled planets. As the players fight back and progress through the story more events will open. The idea is to have all of this generated procedurally by script as needed on the player's demand with the developers being responsible for consistantly adding in storyline ideas and events triggers into a database it can pull from. Instead of an entire team creating and making a single zone for an update or expansion and the players having to wait for content.

I would love to have an MMO that allows for a wide variety of progression, both vertically and horizontally, enough so that it could never be capped and in such a way that any gains made, feel useful and worthy to work towards.

It is rather hard to articulate in words, but really what it comes down to in the end, is that the 'Next Big MMO' has to be an actual virtual world where nearly anything is possible, and where the players dicate the terms of story development and the speed of story development. Not so much as it is currently, where the worlds are set onto rails and the developers already have a 'story' in mind that they want to tell and often times there are large gaps between content releases.

No. Never, ever, ever, eeeeever again. This idea should be taken out onto a desolate moon, shot with a multi kilometer wide diamond projectile traveling at near lightspeeds, then thrown into a star, then thrown into a blackhole to ensure that this idea never sees ANY light whatsoever again.

This mode made you feel like you were a springboard bouncing between standing and falling on the ground and made the whole 'idea' of death cheap. It made all the work involved to get a player 'killed' to be a moot point, heavily favoring the group with a larger amount of players in a pvp situation. It also forces content to be balanced around the idea that a 'dead' player can jump back into the fight again.

From a PvE perspective, dying should be a punishment. You screwed up, your group screwed up, etc. The 'only' way I can see this being somewhat useful, is if we bring back an XP penalty system like Old EQ. Give players a 'Bleeding' out state that can allow a negative health value of 10% their maximum before they die, during which if they are healed by another player they can get back up again. But during that stage of bleeding out, you are 100% useless. You now rely on other players to save your butt.

From a PvP perspective. This shouldn't exist. You either did something dumb to get yourself killed, or you have been outskilled/damaged/lost/etc against another player. Go wait for your respawn and try again when you're back up.

I think the more options the better. Right now I feel the options that are have are iterations of an old product. There hasn't really been any sort of 'groundbreaking' innovation since WoW has come out. Everything has more or less stuck to the same formula since. With 'gimmicky' features having been added on top.

Risk of having a failed product is what is stifling innovation, and by extension is what is killing the genre.

The major concern that I have with EQN, is that the gameplay will essentially be a mix of Diablo 3 and Guildwars 2. That has been nixed to an extent seeing the play and movement of Landmark. But I am concerned that the game itself is going to melt down into a 'casual fest' and essentially force replayablity in order to keep wanting to play the game.

With the total of 40 classes to play, its difficult to say how the game will progress. Are we going to be blowing through the first 3-4 tiers of these classes in a few play sessions until we get to the 'elite' sort of classes. Which still will inevitablity take 20-30 hours of play to max out?

Or are we going to head back toward the old system, where each and every single class can take upwards of 100-200 hours to level and play, 'just' to unlock the next neat thing we can do?

Originally posted by ElRenmazuo

“Imagine a shared universe MMORPG, expressly operated by a company that *already knows all your friends*, that's trying to maximize your engagement (‘hey, all your friends are playing right now, don't you want to join too?’), selling your attention to advertisers, and by the way, also building a detailed profile on everything you do so they can do all of this even better in the future. It's okay, go on doing whatever you want, we just want to watch! (Through your own eyeballs if possible).”

This actually has me excited.

Yes please. The less time I'm forced to spend in Real Life. The better.

Originally posted by nariusseldon
Originally posted by Lyrian

I'm a simple man, and I don't feel like I ask for much. All that I want is something that I can play for 16 hours a day, every single day, always, and be experiencing great content, a thriving community, and have fun while doing so.

16 hours a day? You don't have work or school?

I barely have 2 hours to play games a day ... most of the time less (plus, i have other entertainment too).

I do, in a day I might have 2-3 hours after work before I go to bed, not including cooking, exercising, friends, etc. But sometimes, during my shift works hours. I may consume a crazy amount while everyone is asleep.

But that in itself defines the biggest flaw of MMO gaming today. They assume that their game is going to be consumed two or three hours at a time on average, which has led to the sort of 'bite sized' gaming we see today. Leading to a slow content cycle and play time measured in two or three digits.

MMOs should be pushing several hundred to thousands of hours of content for play. Just breaking a hundred hours of actually wanting to play a game now a days seems rare.

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