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All Posts by Lyrian

All Posts by Lyrian

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285 posts found

I'll be paying special attention to this and I'm liking what I see!

I think you guys are making great steps! You'll likely have me as a backer once the KS gets going!

First of all, it's the filthy casuals who don't have their entire family playing with them or are unwilling to neglect their families for video games that are complaining about long dungeon times.

But in actual practice the complaint is, is that the dungeon itself is meaningless. The majority of dungeons are so boring that we need to twist, wall hump, false pull our way through it in order to minimize the amount of time physically spent in it. Today, dungeons are like grocery shopping, first few times you're like "I'm a fucking adult!" Then after a while you're just hoping they have the brand of jumbo egg you're looking for (in this case, loot or dungeon currency).

Vets want meaningful dungeoning, especially when it's going to be forced down our throats over and over again as we are forced to re-run the content endlessly.

I think MMOs now are a question of ROI. Because all the 'features' need to be up to an X standard, that will cost Y money. So we need to make sure our product will get Z amount of subscribers/sales/etc. This is why we have a common similarity between all the games, it's a proven concept and people accept gradual small change - rather than large sweeping ones.

In order to have the next generation of innovation, I believe we need to look back towards the literal foundations of so many of these games.

Table top. For me that means Dungeons and Dragons. For those of you in the know, Dungeons and dragons has a metric fuckton of written material and content. You have creatures, locations, magic, technology, planes, gods. It is virtually endless. That 'endless' feeling needs to somehow be translated into an MMO, it needs to give the world meaning. Look at any of the D&D universes. They are intricate and complex worlds that are changing on a day to day basis.

What I feel needs to change in the next batch or set of MMOs is the mindset behind it. Right now MMOs are largely on rails, solely story driven. The developer controls the pace and style of the story and pushes people along when they are ready, not when the player wants it. The mindset has to change from the developers being the storyteller, to being a stage master. Move away from the static and set things we have today. If a player misses something, then it's gone, done. Much like real life, you snooze you lose.

If one player wants to become a mayor of a town, there should be a way to do that. If a player wants to build a portal to another realm, there should be a way to do that. If a player wants to sit and craft all day long, there should be a way to do that. You can say this will be prey to scope creep, likely it will! This wouldn't be an easy idea to design, you are creating a world after all.

 

It isn't hard to be the best when you're already scraping the bottom of the barrel. But that being said ESO takes the top spot.

GW2 is kind of like that super hot blonde from high school, looks great with a lot of clothes, but has a vapid personality and her go to move is the 'starfish'.

ESO on the other hand is that nerdy unkept brunette from highschool. You didn't really look at her while you were there in school, and she made very weird references to things you didn't understand or care about. But now that you're older, she's figured a few things out and has evolved as a whole.

I've been ready for something like that since 2008. Ideally I'd like to see a cross of an MMO like from the novels: Ready Player One and AlterWorld. If it was designed in such a way that allowed you to make a living off of it, then that'd be even better.

Well...you can easily click to block people...and I think you're experiencing a higher than normal rate of spam.

I'm on Gligamesh and I can easily play a solid 8 hours without getting hit.

 

Besides, I can argue gil spam as an indication of game health they clearly think there's a market that they can make money off of, and they wouldn't do that if the game was dying.

I honestly think we could fund a kickstarter, who's sole purpose was to 'prevent' Pantheon from being created and it would get more funding then Pantheon did.

The reason it failed was because it toted on 'learning from the last 10 years of MMO gaming' and then in everything it showed afterwards, was proof that it hadn't learned anything in the last 20.

In the spirit of the way it was originally done. I'm pretty sure Qeynos needs to be renamed Qekaerbyad.

I hope the next iteration of Mass Effect has a bit more 'RPG' in it when compared to ME2 & 3. Those two felt a little stiff when it came to character design. While I don't think it has to go all the way back to ME1 style, I have to admit I do like finding/buying/crafting my own gear throughout the game.

 

We'll have to see though.

As a whole ESO will be bringing in more money with this move. Right now a console subscription is in the same place that EQ was back in 1999, scrubs (I mean kids) will be asking their parents for their credit cards to subscribe up to the game, the parents will be asking what does that mean? Some will, some won't. Overall this will help pave the way for subscriptions down the road for the next MMOs that come after ESO.

While I am a P2P person at heart. I believe this is a good hybrid model and I would be willing to endorse it to see how it goes.

Aside from some of the other valid points raised here. I would submit that EQN has the hype simply because it is the only AAA MMORPG in production for the next cycle. Everything coming up in line or shortly after EQN are indie or kickstarter funded games (which I may label just A quality, though that maybe seriously generous for the direction some of these games are already going). While this is not a bad thing, it does indicate that we are going to be seeing a pretty big gaming drought when it comes to MMOs for the next few years, unless they drastically change their 'consume content' model of play.

The major thing I disliked about EVE is that at some point, after you train up medium number of skills you realize that actually 'playing' the game is irrelevant. Infact it is sometimes in your better interest to not play. Such as if your corporation was just war. decc'd or if you're in a hostile area and the station your in is being camped and you have no one to support you.

The only sort of 'progression' with EVE is getting money, which feels hollow after you see your ship explode after you screwed up or didn't pay enough attention.

It's not a 'bad' game. But I don't feel like I get enough from my time in direct and tangible character progression (XP/Skillpoints/etc) in order to actually 'want' to play it.

1. If the game totes "Replay-ablity" as a core feature. Usually means the game will end up being a fast to level - solo driven game that encourages frequent 'Alt-ing' to drive subscriptions.

2. If PvPing and/or Raiding is the singular end game feature. Games need to have depth that you can enjoy both group and solo that you have a stake in. Not just mindless button mashing while pvping or trying to play the roster game to get enough people to raid. The game needs to be like an onion and have multiple layers of end game content.

3. Devs advertising "We have over 150 hours of content!". You realize that's maybe 3-4 weeks play for a dedicated gamer right? Who will then drop your product and trash it on the forums for the next six months. If you want to advertise hours, make sure it's over 1000 first.

4. Cash Shops (sort of). Cosmetic cash shops I can accept, they can be innovative 'if' they have no statistical benefit to the game. P2W things like XP potions, rez reduce timers, bags, etc are all things that should not be in a cash shop. If a Developer figures out a way to be able to get players to add create and add things to the cash shop (and the Dev acts as a middle man, taking 10% of a price, the rest going to the player) I could see this EXPLODING and being a positive feature. Players like to be invested in their games, players who can make money from games? That shit is cash, you know it.

5. Meaningless FFA PVP. Everything needs to have a point. Why am I murdering ZuluHeadTheWack for the 7th time? Am I an asshole? Maybe. But there should be a point to having the world being a violent and lawless place, and a way to opt out of it for players who want nothing to do with it. PvP should be a risk factor for the best and most powerful rewards of the game (want to get the best Ore for crafting? Yeah, you gotta head into a PvP area to mine it, and boy is it competitve!), not wasting an evening because some young cock wants to fuck your shit up.

6. Time Gating. This is a way of artificially limiting content by hard locks in order to stretch your content. Don't do this. You prevent late players from ever catching up and at some point you actually discourage people from playing the game because they are "Capped out for the week." Instead look at multiple avenues of progression both upwards and horizontal, and make it so expansive and complex that finishing it in itself is difficult if not impossible: See EVE Online (But not that real time skill training garbage. There's no point in playing if you're just passively getting better even while not playing.)

I feel that there is a market for Premium games with an even higher subscription rate than the norm of $15 a month. Right now I feel that a box price + a $15 subscription requires that the developers make concessions in order to make the games much more 'mainstream', watering down of content, and making it much more casual friendly. Focusing on a higher paying niche audience can allow games that normally wouldn't gain traction to be designed and enjoyed.

I think the 'Next Big Thing' is a 'Premium' subscription model. One that has a higher monthly subscription price, say double or triple that of a normal subscription and runs a more 'exclusive' niche playerbase, the idea being that the extra money will allow the devs to cater more towards the player's actions/reactions within the game with quick and custom driven content with consistant and frequent world events.

 

Does Albion have anything to offer someone who absolutely cannot stand PvP? Can I avoid it completely? I'm intrigued by the crafting aspect and the freeform aspect even if I'm not all that happy of its ARPG/torchlight 'style' it has going.

But if it's PvP centric then, well. That's not my bag.

Haven't played AA, I saw the writing on the wall when it was still in beta.

But considering that Das Tal is some sort of messy isometric ARPG-MMO looking abortion. They aren't on the right track either.

 

Ho Hum.

I've found a second .gif that explains the secret just as well as my other one.

 

A game no one really wants...that is two years (or five depending who you ask) late to the zombie game...saying that it's a throwback to SWG...when everyone really wants them to be making EQN, which would also be nice if that was a 'true' successor to SWG.

I'm not really sure why anyone thought it would be a good idea to include any of this footage.

 

But then why am I surprised? They thought it was a good idea to make H1Z1 in the first place, instead of focusing their energy on EQN.

Interesting scope and they are saying (mostly) the right things. But time will tell all though. A 2017/18 timeframe though puts it far enough on the distant horizon (Albeit with next to zero serious competition, looking at the market) that what we see written here might not even end up being translatable into a game. Or at least, a fun game.

This game is far enough out to be a distant curiosity, than something to get overtly hyped about. Two years is a long time.

 

Hell...in two years I might have a family of my own! (gasp!)

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