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1) It's not meant to appeal to the original fanbase, but to a new fanbase. CCP is looking to expand their market, so they're looking toward consoles which have a very different userbase than PC mmo's. 2) See 1). The game is not supposed to appeal to EVE players, but console FPS players. 3) Dust DOES run on Tranquility. You CAN talk to people in EVE. 4) You're repeating your earlier points again. See 1 and 2. |
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Actually, MAG only had 32v32 battles. The 256 battles were split up into 4 battlefields which only influenced each other partially (kill an objective here, something moves there). Also, people tend to forget that the 256 battles in MAG were very unpopular. They're basically dead nowadays, while 32/64 battles are easy to find. |
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Game engines that are probably the best for MMORPGs
Programming « Developers Corner 1/19/13 9:08:30 PM
Both UE3 and CE3 support streaming... It's been a staple of UE3 ever since the engine was announced. A lot of games emply it, from Mass Effect to Tera. CE3 does streaming differently but offers it nonetheless. It is however a bit limited in size as it ultimately doesn't really /stream/, limited by the floating point precision (10^63 for 64 bit) for geometry. |
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Eh, those 44 books are not all rules... The core rules are explained in a single book. That book has a lot of lore in it aswell, in addition to item descriptions, examples etc. The other 43 books MIGHT have one page worth of additions or revisions, but most of them are more lore, items etc.
In a multiplayer game you have to design for interactions between both the game world AND the player - Depending on the amount of players you want involved it gets infinitely more complex to design properly. You can't really have the game change just for one player, it has to change for everyone. But how do you do this? Do you block swabs of content off because one single player did something specific? Do you leave everything as it is even though some groups of players have done different things to make change happen? How do you balance out skill levels and player abilities so that a small group of players can't game the system to make it impossible for the others to play? So many more factors enter into designing a multiplayer game that it's not funny anymore - Especially RPG's where the interaction is not limited to 'point at something and shoot it'. Even in shooters it can be difficult to get it right. And lastly, a singleplayer game doesn't 'need' the same amount of content as a multiplayer game. A SP game can be finished in a weekend, maybe a week of fulltime play, and people will be content, shelving it to maybe pull it out again after a year or two. A multiplayer game has to be intersting to play for not just one weekend, but every weekend. This brings even MORE issues to the table compared to singleplayer games. It's not even close to as easy as you make it out to be... |
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It will come to the PC some time before 2015. They wanted to release it on the PS3 first to build a new community and attract a new audience - If you release it for the PC you have a very heavy EVE stigma surrounding it which would likely cause only EVE players to sign up for it. After a while the PS3 players will have "their" game and the addition of PC players will, in the long term, end up more favorable. |
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A half-decent AV and simply being sensible when browing the interwebs goes a long way towards not getting hacked. In the 11 years i've been doing stuff online it's never happened to me. - Use stuff like Adblock and Noscript to filter out bad ads and scripts on pages. This alone can help quite a lot. Making difficult passwords is easier than one might think. Simply try using some leetspeak, for example instead of writing Horseraddish, try typing it as H0rs3R4dd1sH. Or try and use other symbols in there: H0r$3R4dd:sH - Try and find a structure that's easy to remember for you but makes it infinitely harder for hackers to guess or bruteforce your password. HAving a difficult password does NOT mean that you should use it everywhere! Nor should you give it out to anyone or anything. I know it's difficult to admit, but the vast majority of people getting 'hacked' usually have no one but themselves to blame. It's sad that they never admit this and instead make others work for nothing to fix their own mistakes - Then the 'victims' start to complain about long response times, etc etc. |
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It would help if you explained what exactly you mean... |
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5 minute match = 2 hours of passive skillpoint gain, and other stupid things about DUST.
General Discussion « DUST 514 1/14/13 3:52:55 AM
There's a hard cap to how much SP you can earn per day through playing games. This balances out the passive skillgain, allowing more casual players to not get too far behind. The boosters raise this cap but also boost the passive skillgain.
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Despite everything that has been sead, can't we agree that GW2 is a success?
General Discussion « Guild Wars 2 1/12/13 5:40:25 PM
This. If GW2 has 'wastelands', other MMO's simply have utter voids where nothing even exists in the first place. Due to the scaling system there's reasons to go back to lower level zones, something you cannot claim with other MMO's where there are simply no reasons whatsoever to do anything outside of the highest level zones. |
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GW2 running into the same issues that Rift and WAR had
General Discussion « Guild Wars 2 1/12/13 5:36:37 PM
Easy. Make progression personal instead of impersonal. Story progression, actual world changing events, your own influence on the game. Try and design a game you'd want to play over and over even if there weren't any levels in it, or even gear upgrades, where the game itself was awarding enough by simply being fun. Themeparks are designed to make you run through them once, maybe twice. They have almost zero features worth repeating more than that, that's why they're called themeparks - Just like RL ones. You don't go there every single day to repeat what you've already done, the only times you go there are a) when there's something new there or b) show your friends. The only way to truly get people to repeat existing content is to introduce sandbox elements to a game and currently, very few MMO's offer this. There's a good reason why games like Ultima Online and EVE Online are still around and kicking, even growing up to a point.
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Well, thought i'd post here again after i got it and played a little. Most of my questions were answered, through experience, satisfactory at least. Some thing were less good, others better. However, i'm really enjoying the game now and for some reason my GF is actually playing it more than i am :> Still waiting on the housing etc though. Would be nice. More than enough doors in Divinity's Reach for example where you can implement EQ2 style housing :) |
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Will an old school WoW twink like this game?
General Discussion « Guild Wars 2 1/12/13 8:21:29 AM
Funny how the self-proclaimed gankers seem to try and avoid EVE... :) I suggest Hello Kitty Online if one doesn't actually want to gank/pvp. ;p |
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Anet's curious game design decisions that caused the 20-70 wasteland
General Discussion « Guild Wars 2 1/12/13 8:05:07 AM
Just to mention, but this wasteland thing is far, far, far more serious in games that do not have dynamic levelling. WoW for example is completely dead in any zone that's not a capital city or at least level 85. And with completely dead, i mean utterly lifeless - It's very very very rare that you meet any player in lower level zones, let alone higher level ones. GW2 by comparison does a lot better here. While still not ideal, even as a low level i see a lot of higher levels tramping around lower level zones. City of Heroes and EverQuest 2 also did and do pretty well here, respectively, making levelling still feel gratifying without taking away the relevance of lower level zones. |
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TOR is far more restrictive... You lose nothing in TERA when switching back to free, whereas in TOR you lose almost everything unless you've also bought it in the Cartel shop. |
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Discovery edition will go away once the F2P hits. There's 3 levels of accounts after Rising: 1) Free. You get pretty much everything current subscribers get, except for less bank slots and only 2 character slots. |
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Tera isn't "great". Lets get that out of the way :) However, it's good. The combat is pretty good. It's unique as far as MMO's go due to some quirks, and the "no targetting" of course. Ranged classes still get some targetting spells, however you need to aim to obtain the target, so it still counts :) Virtually every attack can only be made when standing still. There is a constant consideration to make: Do you get out of harms way, do you get into a better position or do you attack now? This makes the combat a lot more tactical than in other MMO's, where the positional play usually comes from 'fire' (highlighted areas on the floor you need to move out of). It's similar, but different enough to feel very fresh. The world design is a bit... Strange. The world is divided in 3 seamless parts: The newbie zone and east and west continents. Between those however there's no real loading screens. The game makes use of UE3's streaming feature, you fly into a portal through 'warp space', exiting on the other side without a loading screen. You could compare this with Mass Effect's elevators. The zone design itself is beautiful, but psychedelic. However, in most places it's still very 'Korean', flat surfaces with very little variation. The dressing is good, but there's very little real variation in how you move through them. Zone transitions also seem to be binary, one moment you're in one theme and the other you're in the next. The questing is boring, or at least, the quests themselves are. Virtually all quests are 'kill' quests, with barely any exceptions. The combat makes up for this lack in variety though.
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Taking legal action against The Secret World
General Discussion « The Secret World 12/13/12 9:47:41 AM
Edit: found an interesting paper about the US cases though, i did not know the cases there were not as black-and-white as i thought: Even the ProCD case left some nasty wounds on the industry apparently. |
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Taking legal action against The Secret World
General Discussion « The Secret World 12/13/12 9:42:29 AM
For the life of me i cannot find them. For some reason all my searches lead to US cases which are irrelevant here. I only know of 2 cases for certain: One in the UK which ended 'undecided' (iirc the company settled with the claimant) and one in Germany where the claimant (customer) won the case. That said - EU law and German law is there. Cases or not, judges can't exactly ignore it and make up their own laws. |
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Taking legal action against The Secret World
General Discussion « The Secret World 12/13/12 9:34:51 AM
This is exactly why EULA's are pointless. There's no grounds to countersue either. However, please do mind that the lifetime purchasers still got exactly what was advertised: Perpetual access to all the game's features. The way Funcom offers it doesn't matter, the end result does in this case. While the morality is arguable, from a legal standpoint there's nothing to complain about. |
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Taking legal action against The Secret World
General Discussion « The Secret World 12/13/12 9:31:23 AM
EU law, a German law is even more specific about this. Do mind that the UK s much more relaxed about this, though this is also still an issue concerning EU jurisdiction in these cases where the parties involvled in the cases rarely, if ever, took the step to EU courts to verify their steps and procedures. Also check this document: http://www.ivir.nl/publications/guibault/ERPL_2011_6.pdf At best, the entire thing is still under debate in Europe. It has never definitively been validated as legal. |
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