Trending Games | Cabal 2 | World of Warcraft | Elder Scrolls Online | Guild Wars 2

  Network:  RTSguru
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Members:2,963,806 Users Online:0
Games:808  Posts:6,407,696
Recent forum postsRSS
Active threads
Cloud view
List all forums
General Forums
Developers Corner General Discussion
Popular Game Forums
Click a status to find game forum
Game Forums
Click a letter to find game forum
A-C
2029 Online 2112: Revolution 2Moons 4Story 8BitMMO 9 Dragons A Mystical Land A Tale in the Desert III A3 ACE Online AD2460 ARGO Online Aberoth Absolute Force Online Absolute Terror Achaea Adellion Aerrevan Aetolia, the Midnight Age Age of Armor Age of Conan Age of Empires Online Age of Mourning Age of Wulin Age of Wushu Aida Arenas Aika Aion Albion Online Alganon All Points Bulletin (APB) Allods Online Altis Gates Amazing World Anarchy Online Ancients of Fasaria Andromeda 5 Angels Online Angry Birds Epic Anime Ninja Anime Pirates Anime Trumps Anmynor Anno Online Applo Arcane Hearts Arcane Legends ArchLord ArcheAge Archeblade Archlord 2 Archlord X Armored Warfare Ascend: Hand of Kul Asda 2 Asda Story Ashen Empires Asheron's Call Asheron's Call 2 Astera Online Astonia III Astro Empires Astro Lords: Oort CLoud Asura Force Atlantica Online Atriarch Aura Kingdom Aurora Blade Auto Assault Avatar Star Battle Dawn Battle Dawn Galaxies Battle for Graxia Battle of 3 Kingdoms Battle of the Immortals Battlecruiser Online Battlestar Galactica Online Battlestar Reloaded Beyond Protocol Bionic Marine Command Online Black Aftermath Black Desert Black Gold Black Prophecy Black Prophecy Tactics: Nexus Conflict Blackguards 2 Blacklight Retribution Blade & Soul Blade Hunter Blade Wars Blazing Throne Bless Blitz 1941 Blood and Jade Bloodborne Bloodlines Champions Boot Hill Heroes Borderlands 2 Borderlands: The Pre-Sequel Bound by Flame Bounty Bay Online Brain Storm Bravada Bravely Default Bravely Second Brawl Busters. Brick-Force Bright Shadow Bullet Run Business Tycoon Online CTRacer Cabal Online Caesary Call of Camelot Call of Gods Call of Thrones Camelot Unchained Canaan Online Cardmon Hero Cartoon Universe CasinoRPG Cast & Conquer Castle Empire Castlot Celtic Heroes Champions Online Champions of Regnum Chaos Online Child of Light Chroma Squad Chrono Tales Citadel of Sorcery CitiesXL Citizen Zero City of Decay City of Heroes City of Steam City of Transformers City of Villains Civilization Online Clan Lord Clash of Clans Cloud Nine Club Penguin Colony of War Command & Conquer: Tiberium Alliances Company of Heroes Online Conquer Online Conquer Online 3 Continent of the Ninth (C9) Core Blaze Core Exiles Corum Online Craft of Gods Crimecraft Crimelife 2 Cronous Crota II Crowfall Crusaders of Solaris Cultures Online Cyber Monster 2 Cyberpunk 2077 Céiron Wars
D-F
D&D Online DC Universe DK Online DOTA DOTA 2 DUST 514 DV8: Exile Dalethaan Dance Groove Online Dark Age of Camelot Dark Ages Dark Legends Dark Orbit Dark Relic: Prelude Dark Solstice Dark Souls 2 Dark and Light DarkEden Online DarkSpace Darkblood Online Darkest Dungeon Darkfall Darkfall: Unholy Wars Darkwind: War on Wheels Das Tal Dawn of Fantasy Dawntide DayZ Dead Earth Dead Frontier Dead Island Dead Island 2 Dead Island: Riptide Deco Online Deep Down Deepworld Defiance Deicide Online Dekaron Demons at the Horizon Desert Operations Destiny Diablo 3 Diamonin Digimon Battle Dino Storm Disciple Divergence Divina Divine Souls Divinity: Original Sin Dofus Dominus Online Dragon Age: Inquisition Dragon Ball Online Dragon Born Online Dragon Crusade Dragon Empires Dragon Eternity Dragon Fin Soup Dragon Heart Online Dragon Nest Dragon Oath Dragon Pals Dragon Raja Dragon's Call Dragon's Call II Dragon's Prophet DragonSky DragonSoul Dragona Dragonica Dragons and Titans Drakengard 3 Dream of Mirror Online Dreamland Online Dreamlords: The Reawakening Drift City Duels Dungeon Blitz Dungeon Fighter Online Dungeon Overlord Dungeon Party Dungeon Rampage Dungeon Runners Dungeon of the Endless Dying Light Dynastica Dynasty Warriors Online Dynasty of the Magi EIN (Epicus Incognitus) EVE Online Earth Eternal Earth and Beyond Earthlock: Festival of Magic Earthrise Eclipse War Ecol Tactics Online Eden Eternal Edge of Space Einherjar - The Viking's Blood Elder Scrolls Online Eldevin Elf Online Elite: Dangerous Embers of Caerus Emil Chronicle Online Empire Empire & State Empire Craft Empire Universe 3 EmpireQuest Empires of Galldon End of Nations Endless Ages Endless Blue Moon Online Endless Online Entropia Universe EpicDuel Erebus: Travia Reborn Eredan Eternal Blade Eternal Lands Eternal Saga Ether Fields Ether Saga Online Eudemons Online EuroGangster EverEmber Online EverQuest Next EverQuest Online Adventures Evernight Everquest Everquest II Evony Exarch Exorace F.E.A.R. Online Fable Legends Face of Mankind Fairyland Online Fall of Rome Fallen Earth Fallen Sword Fallout 4 Fallout Online Family Guy Online Fantage Fantasy Earth Zero Fantasy Realm Online Fantasy Tales Online Fantasy Worlds: Rhynn Faunasphere Faxion Online Fearless Fantasy Ferentus Ferion Fiesta Online Final Fantasy Type-0 HD Final Fantasy XI Final Fantasy XIV Final Fantasy XIV: A Realm Reborn Firefall Fists of Fu Florensia Flyff Football Manager Live Football Superstars Force of Arms Forge Forsaken Uprising Forsaken World Fortnite Fortuna Forum for Discussion of Everlight Freaky Creatures Free Realms Freesky Online Freeworld Fung Wan Online Furcadia Fury Fusion Fall
G-L
GRAV GalaXseeds Galactic Command Online Game of Thrones: Seven Kingdoms Gameglobe Gate To Heavens Gates of Andaron Gatheryn Gauntlet Gekkeiju Online Ghost Online Ghost Recon Online Gladiatus Glitch Global Agenda Global Soccer Gloria Victis Glory of Gods GoGoRacer Goal Line Blitz Gods Rush Gods and Heroes GodsWar Online Golemizer Golf Star GoonZu Online Graal Kingdoms Granado Espada Online Grand Chase Grand Fantasia Grepolis Grimlands Guild Wars Guild Wars 2 Guild Wars Factions Guild Wars Nightfall H1Z1 Habbo Hotel Hailan Rising HaloSphere2 Hand of Fate Haven & Hearth Hawken Heart Forth Alicia Hearthstone: Heroes of Warcraft Helbreath Hellgate Hellgate: London Hello Kitty Online Hero Online Hero Zero Hero's Journey Hero: 108 Online HeroSmash Heroes & Generals Heroes & Legends: Conquerors of Kolhar Heroes in the Sky Heroes of Atlan Heroes of Bestia Heroes of Gaia Heroes of Might and Magic Online Heroes of Thessalonica Heroes of Three Kingdoms Heroes of the Storm Hex Holic Online Hostile Space Hunter Blade Huxley Icewind Dale: Enhanced Edition Illutia Illyriad Immortals USA Immune Imperator Imperian Inferno Legend Infestation: Survivor Stories Infinite Crisis Infinity Infinity Iris Online Iron Grip: Marauders Irth Worlds Island Forge Islands of War Istaria: Chronicles of the Gifted Jade Dynasty Jagged Alliance Online Juggernaut Jumpgate Jumpgate Evolution KAL Online Kakele Online Kaos War Karos Online Kartuga Kicks Online Kill Strain King of Kings 3 Kingdom Heroes Kingdom Under Fire II Kingdom of Drakkar Kingory Kings Era Kings and Legends Kings of the Realm KingsRoad Kitsu Saga Kiwarriors Knight Age Knight Online Knights of Dream City Kothuria Kung Foo! Kunlun Online Kyn L.A.W. LEGO Universe La Tale Land of Chaos Online Landmark Lands of Hope: Redemption LastChaos League of Angels League of Legends - Clash of Fates Legend of Edda: Vengeance Legend of Golden Plume Legend of Grimrock 2 Legend of Katha Legend of Mir 2 Legend of Mir 3 Legendary Champions Lego Minifigures Online Lichdom: Battlemage Life is Feudal Light of Nova Lime Odyssey Line of Defense Lineage Lineage Eternal: Twilight Resistance Lineage II Linkrealms Loong Online Lord of the Rings Online Lords Online Lords of the Fallen Lords of the Fallen 2 Lost Saga Lucent Heart Lunia Lusternia: Age of Ascension Luvinia World
M-Q
MU Online Mabinogi Maestia: Rise of Keledus MagiKnights Magic Barrage Magic World Online Manga Fighter MapleStory Martial Heroes Marvel Heroes Marvel Super Hero Squad Online Marvel: Avengers Alliance Mass Effect 4 MechWarrior Online Megaten Meridian 59 : Evolution Merlin MetalMercs Metaplace Metin 2 MicroVolts Middle-earth: Shadow of Mordor Midkemia Online Might & Magic Heroes Online Might & Magic Heroes: Kingdoms Might & Magic X: Legacy MilMo Minecraft Mini Fighter Minions of Mirth Ministry of War Monato Esprit Monkey King Online Monkey Quest Monster & Me Monster Hunter 4: Ultimate Monster Madness Online MonsterMMORPG Moonlight Online: Tales of Eternal Blood Moonrise Mordavia Mortal Online Mourning My Lands Myst Online: URU Live Myth Angels Online Myth War Myth War 2 Mythborne Mytheon Mythic Saga Mythos N.E.O Online NIDA Online Nadirim Naviage: The Power of Capital Navy Field Necropolis Need for Speed World Nemexia Neo's Land NeoSteam Neocron Nether Neverwinter Nexus: The Kingdom Of The Winds NinjaTrick NosTale Nova Genesis Novus Aeterno Oberin Odin Quest Odyssey RPG Ogre Island Omerta 3 Online Boxing Manager Onverse Oort Online Order & Chaos Online Order of Magic Original Blood Origins Return Origins of Malu Orion's Belt Otherland Forums OverSoul Overkings Overwatch Oz Online Oz World Pandora Saga Pantheon: Rise of the Fallen Panzar Parabellum Parallel Kingdom Parfait Station Path of Exile Pathfinder Online Perfect World Perpetuum Online Persona V Phantasy Star Online 2 Phantasy Star Universe Phoenix Dynasty Online Phylon Pi Story Picaroon Pillars of Eternity Pirate Galaxy Pirate Storm Pirate101 PirateKing Online Pirates of the Burning Sea Pirates of the Caribbean Online Pixie Hollow Planeshift Planet Arkadia Planet Calypso PlanetSide 2 Planetside Planets³ Playboy Manager Pocket Legends Pockie Ninja Pockie Pirates Pockie Saints Pokémon X and Y PoxNora Prime World Prime: Battle for Dominus Priston Tale Priston Tale II Prius Online Prodigy Project Blackout Project Gorgon Project Powder Project Titan Forums Project Wiki Project Zomboid Puzzle Pirates Quest for Infamy Quickhit Football
R-S
R2 Online RAN Online RF Online ROSE Online Rage of 3 Kingdoms Ragnarok Online Ragnarok Online II RaiderZ Rail Nation Rakion Rappelz RappelzSEA Ravenmarch Realm Fighter Realm of Sierra Realm of the Mad God Realm of the Titans Realms Online Rebel Galaxy Reclamation Red Stone Red War: Edem's Curse Regnum Online Remnant Knights Renaissance Repulse Requiem: Memento Mori Rift RiotZone Rise Rise of Dragonian Era Rise of Empire Rise of the Tycoon Risen 3: Titan Lords Rising of King Risk Your Life Rivality Rockfree Rohan: Blood Feud Role Play Worlds Roll n Rock Roma Victor Romadoria Rosh Online Roto X Rubies of Eventide Ruin Online Rumble Fighter Runes of Magic Runescape Rust Rusty Hearts Ryzom S4 League SAGA SD Gundam Capsule Fighter Online SMITE SUN Sacred 3 Sagramore Salem SaySayGirls Scarlet Blade Scions of Fate Seal Online: Evolution Second Chance Heroes Second Life Secret of the Solstice Seed Serenia Fantasy Seven Seas Saga Seven Souls Online Sevencore Shadow Realms Shadow of Legend Shadowbane Shadowgate Shadowrun Chronicles Shaiya Shards Online Shattered Galaxy Sho Online Shot Online Shroud of the Avatar SideQuest Siege on Stars Sigonyth: Desert Eternity Silkroad Online Skyblade Skyforge SmashMuck Champions Smoo Online Soldier Front Soul Master Soul Order Online Soul of Guardian South Park: The Stick of Truth Space Heroes Universe Sparta: War of Empires Spellcasters Sphere Spiral Knights Spirit Tales Splash Fighters Squad Wars Star Citizen Star Conflict Star Sonata 2 Star Stable Star Supremacy Star Trek Online Star Trek: Infinite Space Star Wars Galaxies Star Wars: Clone Wars Adventures Star Wars: The Old Republic StarQuest Online Starbound Stargate Worlds Starlight Story Starpires State of Decay SteelWar Online Stone Age 2 Stormfall: Age of War Stormthrone Storybricks Stronghold Kingdoms Styx: Master of Shadows Sudden Attack Supremacy 1914 Supreme Destiny Sword Coast Legends Sword Girls Sword of Destiny: Rise of Aions SwordX Swords of Heavens Swordsman
T-Z
TERA TS Online TUG Tabula Rasa Tactica Online Tales Runner Tales of Fantasy Tales of Pirates Tales of Pirates II Tales of Solaris Talisman Online Tamer Saga Tank Ace Tantra Online Tatsumaki: Land at War Terra Militaris TerraWorld Online Terraria Thang Online The 4th Coming The Agency The Aurora World The Banner Saga The Banner Saga 2 The Black Watchmen The Chronicle The Chronicles of Spellborn The Crew The Division The Epic Might The Hammers End The Incredible Adventures of Van Helsing The Incredible Adventures of Van Helsing 2 The Legend of Ares The Lost Titans The Matrix Online The Mighty Quest for Epic Loot The Missing Ink The Mummy Online The Myth of Soma The Pride of Taern The Realm Online The Repopulation The Secret World The Sims Online The Strategems The West The Witcher 3: Wild Hunt Theralon There Therian Saga Thrones of Chaos Tibia Tibia Micro Edition Tiger Knight Titan Siege Titans of Time Toontown Online Top Speed Topia Online Torchlight Torment: Tides of Numenera Total Domination Transformers Universe Transistor Transverse Trapped Dead: Lockdown Traveller AR Travia Online Travian Triad Wars Trials of Ascension Tribal Hero Tribal Wars Tribes Universe Trickster Online Trove Troy Online True Fantasy Live Online Turf Battles Twelve Sky Twelve Sky 2 Twilight War Tynon U.B. Funkeys UFO Online URDEAD Online Ultima Forever: Quest for the Avatar Ultima Online Ultima X: Odyssey Ultimate Naruto Ultimate Soccer Boss Uncharted Waters Online Undercover 2: Merc Wars Underlight Unification Wars Universe Online Utherous Utopia Valkyrie Sky Vampire Lord Online Vanguard: Saga of Heroes Vanquish Space Vector City Racers Vendetta Online Victory - Age of Racing Vindictus Virtonomics Vis Gladius Visions of Zosimos VoidExpanse Voyage Century Online W.E.L.L. Online WAR (Warhammer Online) WAR2 Glory WYD Global Wakfu War Thunder War of 2012 War of Angels War of Legends War of Mercenaries War of Thrones War of the Immortals WarFlow Waren Story Warflare Wargame1942 Warhammer 40,000: Eternal Crusade Warhammer 40K: Dark Millennium Online Warhammer Online: Wrath of Heroes Warkeepers Warrior Epic Wartune Wasteland 2 WebLords Wild West Online WildStar Wind of Luck WindSlayer 2 Wings of Destiny Wish Wizard101 Wizardry Online Wizards and Champions Wonder King Wonderland Online World Golf Tour World of Battles World of Darkness World of Heroes World of Kung Fu World of Pirates World of Speed World of Tanks World of Tanks Generals World of Warcraft World of Warplanes World of Warriors World of Warships World of the Living Dead WorldAlpha Wurm Online Xenoblade Chronicles 3D Xenoblade Chronicles: X Xenocell Xiah Xsyon Xulu YS Online Yitien ZU Online Zentia Zero Online Zero Online: The Andromeda Crisis Zodiac Online Zombies Ate My Pizza eRepublik

MMORPG.com Discussion Forums

All Posts by blastermaster

All Posts by blastermaster

7 Pages 1 2 3 4 5 6 7 »
137 posts found
Originally posted by xion12121
Originally posted by Striefer
For such a seasoned mmo crowd, I'm surprised at the amount of ignorance here. Some people do not know what pre-alpha means LOL

check out Crowfall graphics in pre-alpha way more advanced as a pre-alpha than what is shown here.

https://www.kickstarter.com/projects/crowfall/crowfall-throne-war-pc-mmo/description

 

The difference is that Crowfall is using Unity which helps them build something quick in order to better "sell"  the game on kickstarter. 

In that video, there is never more than 6-7 characters on screen... So while it may be "prettier" than CU, they still have to show that their engine can support large scale battles, and to my knowledge, it was not yet proven that Unity can do it easily. They will probably pull it off (I certainly wish), but they will need to work on that part now, which will require lots of efforts (fiddling with a 3rd party engine is not as easy as one could think).

On the other hand, while you think CU does not look good, it shows that large scale battles are not just possible, but they also run great, because instead of  working with existing tools to make a "cute pre-alpha", they have created their own engine specifically for the purpose of their game (large scale battles).

If anything, this shows that CSE know what they are doing. Once you have the engine and the "wiring" done, it's "easy" (relatively speaking) to add a body and a couple coats of paint (and it's easier to tune this aspect so it does not impact too much on your #1 goal, which is large scale battles).

I guess this is why so much emphasis was put on the fact that no effort was made to make it look good. Because the efforts were made to make it RUN good with for large scale wars. But some people still miss that point it seems.

Originally posted by xion12121
Originally posted by Striefer
For such a seasoned mmo crowd, I'm surprised at the amount of ignorance here. Some people do not know what pre-alpha means LOL

check out Crowfall graphics in pre-alpha way more advanced as a pre-alpha than what is shown here.

https://www.kickstarter.com/projects/crowfall/crowfall-throne-war-pc-mmo/description

 

The difference is that Crowfall is using Unity which helps them build something quick in order to better "sell"  the game on kickstarter. 

In that video, there is never more than 6-7 characters on screen... So while it may be "prettier" than CU, they still have to show that their engine can support large scale battles, and to my knowledge, it was not yet proven that Unity can do it easily. They will probably pull it off (I certainly wish), but they will need to work on that part now, which will require lots of efforts (fiddling with a 3rd party engine is not as easy as one could think).

On the other hand, while you think CU does not look good, it shows that large scale battles are not just possible, but they also run great, because instead of  working with existing tools to make a "cute pre-alpha", they have created their own engine specifically for the purpose of their game (large scale battles).

If anything, this shows that CSE know what they are doing. Once you have the engine and the "wiring" done, it's easy to add a body and a couple coats of paint (and it's easier to tune this aspect so it does not impact too much on your #1 goal, which is large scale battles).

I guess this is why so much emphasis was put on the fact that no effort was made to make it look good. Because the efforts were made to make it RUN good with for large scale wars. But some people still miss that point it seems.

 

I'm not familiar with UO's way, and I don't necessarily have anything against nodes either. But I would like it if they could maybe try something else for this though. Maybe for some resources they could have "pools" instead of node, where it's more rewarding to harvest in groups of players than in solo?

What I certainly want though is for "group harvesting" to be in the game.  I'm not sure what you refer too with "Group member within a certain distance share harvested materials" , but just to add to it, all group members should be actively working on the same node (or pool)  to get their share, not just be hanging around the guy that harvests.. 

Rewards (more materials, more chance of rare materials,etc.), should increase the more there are players working to make this activity more profitable as a group, encouraging harvesters to get together.

They should also try to make it fun too. Not just a simple click and wait until the animation ends to get the mats. Maybe they can put some kind of minigame, puzzles or QTE  or anything really, where each member of the group has to do his part. These "games" could also be different depending on what you are harvesting and the rewards should be in relation to the time it takes to complete this mini game.

An example might be something like a little game of cutting down trees with a big saw, as a duo of players. Both players should get the correct rythm in order to have a constant progression (both can't pull at the same time,etc.). "Events" could come up (a not, a broken blade tooth or something) that could warrant more or less work for one of the guys (or both),etc.

Ok, I admit not much thought was put into my example.. and I can already here people screaming that it would be fun once or twice but could end up being a drag in the end.. but they could also make it possible to do an "automated harvest" (same as what there currently is in most game), with a lot less goods in the end (very little resources, only basic one with very limited chance of rares).

Anyways, I'm no game designer (thank god eh?!), but they should employ their talent into making harvesting something fun, and something that, like the rest of the game, should be more rewarding as a group than in a solo.

Originally posted by FlyinDutchman87
Originally posted by Nanfoodle
Range and melee are hard enough to balance, with casters having that much range, how are they going to balance that? 

That's just for testing the projectiles tracking and collision with the server side PhysX.

 

There WILL be spells that have really long ranges for seiges, and such, but there will be penalties assosiated with that.  Most spells will have more "traditional" range bands, once they move along the abiltiy crafting system and the move closer to release.  

It's also good to note that you will probably be able to dodge those projectiles if you have a fast enough movement speed,etc.   So I assume the highest range spells will have the lowest tracking speed to compensate for this (and to make these more useful for siege,etc. than to snipe melee that are running at you).

--

Regardless, I'm happy to see this trend of "niche" games getting some steam. I think that is what this genre desperately needs.

Lower population that shares common tastes is what the genre was all about before, and where it should go back to bring the sense of community (and as  a nice side-effect : player retention).

Whether you like PvP or not, you should'nt just bitch about this game for not having what you want from a game.. You should instead be happy for people who enjoy this, and hope that it ends up being a good enough success to show others that "niche" can be profitable too.

CU and Pantheon are both music to my ears, let's just hope they can deliver!

(I have no doubt that the former will though, just still a bit sceptical about the later...)

Nice stuff so far CSE! Keep it up!

Originally posted by Axehilt
Originally posted by blastermaster

Except that those "rational reasons" only diss camping as if it was the only thing to do in a game...   The replies to those posts were made using the same logic on the current WoWinspired themepark model, where one could say (using the same logic..) that all you do in these games is solo grind quest from 1 to cap, and once there, surprise, go grind some more in the form of daily quests...That sure sounds boring right? But that's not taking into consideration everything else that the game offers.

People are not asking for games to have only mob camping, they want this way of playing to be back in the games. Have the devs think about it while designing the game and the zones and add this kind of possibility back in by making it challenging and rewarding. Make it so that grouping does not feel like a handicap or something you have to endure for a bit, so you can go back to your solo adventures, that are way more beneficial to your progression and your fun.

Some people are saying that you can still camp mobs in most games, and you theoretically can. But since most of the content in the open world is soloable and very easy, there is no real reward or fun to get from that unless you do it solo (or unless "zerging" mobs mindlessly without any challenge is your idea of fun).

Why do people think that one thing prevents the other?  Can't games have the quest grind and challenging solo content co-existing with camp grind and challengin group content in the same open world zone? Can't they make both activities pretty similar as far as rewards, challenge and fun?

1. We've been discussing quests vs. grind, not the rest of the features of a game.

2. Even with #1 in mind, every additional feature someone mentioned so far also exists in quest-based games.

3. We've covered how questing objectively provides more variety than grinding.  So whatever subjective term you apply to questing (like "boring") you'd have to apply something worse to grinding.

4. The reason for the focus on quest vs. grind is to get people to realize quests are simply a better system for anyone interested in variety or thinking.  Essentially it's "Quests aren't the real reason you don't like modern MMORPGs.  Tell us the real reason."

5. It's a bad idea to have two systems, equally rewarded, where one requires distinctly less variety and thinking. One thing doesn't prevent the other, but it's a can vs. should thing. It's a lesson that sometimes even games themselves don't realize is a bad idea.  The concept is basically that if you provide a path of least resistance which is notably less engaging and fun, then players will choose that path, have less fun, then blast your game for it.

1. From what I've read from OP, we've been discussing quest vs camping, small nuance (both can be grinds, just depends on who you are asking!).

2. Yes, pretty much exactly what I said with my example of dissing WoW saying that quest is all there is to it.

3- Granted that, objectively,  running around from Point A to B to click on a shiny and run back to A requires a bit more diversity.. but the term you want to qualify this will be different based on who you ask, so this ends up as rather subjective regardless.

Diversity depends a lot more on implementation. You can have a lot of variety in camping based on the type of encounters you face in a camp, if there are patrols, alarms, tougher mobs with different skill sets that get a chance to spawn, other groups that bring another layer of "randomness", etc.   Or if there are multiple camps for your level range with all their own types of mobs/mechanics.

As much as you can have very little diversity in questing (which is pretty much the case nowadays). Aside from mob skins, there is not much diversity in what you have to do, and how you do it (static quest + quest markers are killing it!).

5- Lol.. please.. it takes more thinking to do quests?! Come on, you can't believe this now can you? If there were no ! and no map and markers,etc.  I would agree with you here, but since the addition of these things (except for very very few exceptions), it's something you can do without even paying attention to the wall of text the NPC gives you when starting the quest and without even knowing what you need to do..

Again, everything is in the implementation. When the combat keeps things challenging and you have to pay attention to your surroundings and to watch what you actually do, it requires a lot more presence than what quests currently requires.

Regarding the path of least resistance... If both path gives similar rewards, you will end up doing what you want to do, not what the game forces you to do (aka "questing" currently) or what is more "optimal" since everything would be balanced.  If you think quest brings more diverstity, than go to quests! If you prefer spend your time figthing and socializing, then, go do that instead!

BTW, just so it's clear, I like quests also (I know.. shocking that someone could like both at the same time!!), especially when the story is decent. But both things fit different playstyle and to me, both are what MMORPGs are all about.

Quest are something that I enjoy most solo or duo.  Camping is fun with a full group, if you want to focus a bit more on combat and challenge.

Camping is also more convenient when you play with a large group of friends who don't always play at the same time.  Doing quests is just not something fun when you try to keep up with people that play more or less than yourself (that's what made me quit WoW the first time, I got really tired of redoing the same quests 3-4 nights in a row just to play with my friends..).

On the other hand, camping is not fun either if it's the only thing that you can do (it also made me put down some games for some time in the past). I'm 100% sure both activities can live along with one another without it being detrimental to anyone. 

To me, like for OP and others, removing the camping has removed a big chunk of the grouping aspect (soul) of this genre.

You can try to say that your view is fact and that mine is subjective or rose colored or whatever, but that's just your opinion, which is well.. subjective..

 

Originally posted by Axehilt
Originally posted by Rydeson

You just have to love those that are anti-camping.. or just anti-old school period..  These people find one bad example (which is normally just word of mouth since they never actually played vanilla EQ), and use it as the poster child to avoid ALL old school mechanics..  Amazing.. 

Alternatively you could choose to read the thread and recognize there are some very rational reasons to dislike the lack of variety it resulted in.

Except that those "rational reasons" only diss camping as if it was the only thing to do in a game...   The replies to those posts were made using the same logic on the current WoWinspired themepark model, where one could say (using the same logic..) that all you do in these games is solo grind quest from 1 to cap, and once there, surprise, go grind some more in the form of daily quests...That sure sounds boring right? But that's not taking into consideration everything else that the game offers.

People are not asking for games to have only mob camping, they want this way of playing to be back in the games. Have the devs think about it while designing the game and the zones and add this kind of possibility back in by making it challenging and rewarding. Make it so that grouping does not feel like a handicap or something you have to endure for a bit, so you can go back to your solo adventures, that are way more beneficial to your progression and your fun.

Some people are saying that you can still camp mobs in most games, and you theoretically can. But since most of the content in the open world is soloable and very easy, there is no real reward or fun to get from that unless you do it solo (or unless "zerging" mobs mindlessly without any challenge is your idea of fun).

Why do people think that one thing prevents the other?  Can't games have the quest grind and challenging solo content co-existing with camp grind and challengin group content in the same open world zone? Can't they make both activities pretty similar as far as rewards, challenge and fun?
Originally posted by BadSpock

Dungeons/raids are for pre-made groups - for friends and guilds, remove all LFG systems. However, give solo and PUG players an opportunity to advance outside of dungeons/raids.

Shouldn't always have to be solo -> dungeon -> raid loot progression. 

MMOs should, IMO, have a solo level 1-50 and then tier 1-3 loot progression,

and a group only level 1-50 and then tier 1-3 loot progression.

FACT: Social players will play with each other even if it is JUST as efficient to play solo. 

 

BadSpock gets it! :)

Also, regarding dungeons, I think they should also bring back some open world ones. With tougher mobs the deeper you go, (for which a group is required).  These were the best places for players to meet new people and form groups. Many bonds have been created like this, and that's something that has been missing since the introduction of instances and LFG tools.

If people are able to get there, but hit a wall and they can't go further, they will naturaly group up... and more often than not, end up with more people on their friend list at the end of the night.

 

Originally posted by Axehilt
Originally posted by Kefo

I would define boring monotony as doing the exact same fetch/kill quest 100 times but with a different mob or item name inserted to make it seem different. I guess what you like doesn't rub everyone the same way as well? 

Except you're not doing the "exact same" thing in most of those quests.  The activity variety to WOW's quests is significant, and the mobs themselves each do some one unique thing which forces a slightly different response in order to kill them optimally.  It's almost all functionally different.  Whereas killing the same mob is clearly more repetitious. 

It's all a matter of perception. 

People say it was a grind back then, mostly because it was the only (best) way to level. But questing is as much of a grind now if you don't particularly like leveling through it, because it has ended up as the best way to level.

For people who don't really like WoWesque questing, it ends up as pretty much the same: You get a wall of text from an NPC, you run to a marker on your map, and you do whatever and run back to another marker. Rinse and repeat ad nauseam. What makes it feel the same every time (regardless of if you are'nt fighting the same mob, or picking the same flowers) is that you are usually alone doing so and that the encounters are in a "controlled environment" (so everyone has the same experience for this specific encounter). This type of grinding (to me) is way better suited for solo XP.

Camping can also be varied, even if you hunt the same type of mobs at the same place. Depending on how they handle the spawns, if there are patrols, chances for mobs to call for help, roaming higher level mobs that may pass by and drop on your group,etc.  And the most important aspect for "diversty", your group members!  For some, all this diversity is way more important than the fact that in one quest, the mobs you hunted were dogs that bleeded you and in another they were mages that stunned you or whatever..

 

The question I have been asking for a while is : Why can't we "really" have both in the same game? 

Why can't they bring (lots of) persistant camps that can't be soloed in the open worlds?

Why don't they make a distinction between mobs that are quest related and other mobs, to have the later give more XP to make camping as viable as quest grinding?

Why don't they bring back group bonuses, camping bonuses (ala DAoC, where you got a bonus that slowly degraded the more you killed mobs at that place,etc.), and bonuses for dropping "purple" mobs in groups?

Why can't they add all this, while keeping the option for quest grinding? Regardless of where you stand in that debate, we seem to all agree that diversity is better than anything.. so why not add more ways of leveling than single player quests?

Also, while we are at it, why, in PvP games, can't they give players the opportunity to level at the same pace as the rest?

 

Devs are saying they want all types of players to play their games, yet, they have been aiming toward the single player experience more and more. Now, it's all about long "single player" story lines (in the narrative, you are always "the hero", never "a group of heroes".. this shows a lot how they think their games now..). All content (aside from instances) has to be "soloable", etc.. All classes have to be able to pretty much do everything on their own, etc.  Why not make some classes good at soloing and others, weaker at solo, but more efficient when grouped with complementary classes?

 

I'm probably asking for too much, but one has the right to dream.. right!? ;)

 

Pff..CGI trailers! Show some game play!!  ;)

Interested in the Revenant.

The Legends looks cool (with associated lore,etc.), can't wait to see how the class will play out and also how the visuals will be.

Been back in GW2 since the HoT announcement (even if I know I'll roll a Revenant)...

 

 

EQ was the first time (and probably last) it did in PvE (since we are speaking of MMOs).

Every day was filled with skipped heart beat and twisted bowels! :) 

Because of numerous factors, but the main one probably was the sting of death.  You did not want to die, so you were stressed out every time you were in a situation where it was possible.

I kind of miss those days...

Most people are probably against harsh death penalties, and they say that the time it takes to run back is more than enough (even if now there is pretty much none of this either, as you respawn at the entrance or at a 1min running distance at most..),  but to me, they are still the best way to make each fight count.

 

Anyways.  Fun thread!

It seems to prove that, in order to skip a beat, your heart has to actually have something to lose! :)

 

Originally posted by Battlerock
Thousands of hamsters will give birth to gremlins and they will attack mankind, then a dragon will shoot water instead of fire and the gremlins will drown, but so will many people, fortunately there will be a savior flying on carpet, the first to be saved will of course be super gorgeous super model women, followed by none other than yours truly, Battle Rock, and before the crow finally falls, Battlerock and the gorgeous super model women will find secret magical recipes, one in particular will be the recipe of rejuvenating life, they have until the second crowfalls to save mankind, the outcome of this story of course will not be known until the second timer reaches zero.

Pff..  Everyone knows that water does not drown gremlins..

https://www.youtube.com/watch?feature=player_detailpage&v=26rtbuybXss#t=16

 

It multiplies them !!

 

Edit : Lol Asheram beat me to it! :)

I have pretty much the same reasons as others (realm pride, different classes/races/lore/look and feel in each realm, etc.).

One thing I REALLY liked though, and that was never done again (to my knowledge), are the persitent battlegrounds.

They were simply great. 

Granted that, on some nights, it could be pretty dead or too imbalanced, but most of the time, there was always fun battles to be had, and they prepared you gradually for The Real Deal! (They started small, with a single keep, then added towers, different layouts,etc.).

Also, when one realm outnumbered the other 2, both would normally rally together and fight the other.

I'm sure many will remember some guys from another realm that helped them in a fight against the third realm, and, once the fight was over, simply exchanged a /bow and went their ways.  This gives me chills just thinking about it!! ;)

Anyways... I can't count how much time I've spend in these battlegrounds... it was so damn fun...

I miss those badly...

(Side note: Why is this not happening more in ESO? 3 faction is supposed to be good for balancing because both underdogs should naturally band together against the biggest threat. In ESO, both underdogs will instead try to go against each other (thinking the other to be an easier target I assume), which just reinforces the position of the top dog who now fight even easier targets...  )

 

What?! Do you mean they won't actually SELL Alpha/Beta access?!?

That would be kind of shocking..

(seeing as even F2P games are selling those nowadays.. )

Would be nice if they could add specialized npc vendors here and there (where they make sense), like a farmer who sells fruits, veggies, eggs,etc.,  or a butcher who sells different sorts of meat... 

Granted most of the goods could still be found in the wild (fruits, animal meat, fish,etc.) but it would be nice to have the option to not have to be a thief (or buy from one..) once the justice system is in place.

 

(For sure, not all goods should be available to be bought that way. Rarest mats should probably come from outside of towns, from loot, etc. so they can be collected/sold by explorers and adventurers.)

mm.. no!

Melee is just more interesting to me (more visceral than "pewpewing" from a distance). 

When I want a range only game, I go play an FPS (and even then, most have some kind of melee attacks that I tend to abuse..lol).

 

 

I agree with most of what's been said so far in this thread. (Great thread btw!)

I think they should make a distinctions between "quests" and "tasks" for one. 

They could also add a bit more "dynamicity" for the tasks. A village could have a number of possible vermins, predators, needs,etc. And they could cycle in these based on numerous factors (season, time, players actions, etc.).

For example, a  village could have issues with some vermin. But after some time (and lots of player doing the kill tasks,etc.) most of the infestation would be taken care of,  so maybe something else could end up being the problem. Predators could be getting starved since their principal source of food (vermins) are now gone, so they come too close to town and we get to put down some of them. Once done, maybe the village is getting ready for winter and needs fire wood and other supplies that needs to be gathered by the players.  Just to make these tasks feel like they actually matter (at least a little bit more than they currently do..)

As far as quests are concerned. They have to be "epic". A quest is something (at least to me) that will take some time to do, and will have various steps and goals along the line (goals who could ranged from simple "tasks" to epic achievements). The story here is important as well! Quests should also conclude with a "great" reward for your character. Not just a piece of gear that will be replaced in the next 20min. Something meaningfull (a piece of gear  with a unique look, and maybe with class specific bonuses that would just not be found on "standard" drops for instance or maybe even a new skill for your class,etc.).

 

But I would also like them to bring back alternate ways to leveling, other than questing!

Most MMOs have put too much emphasis on the "quests" lately. People were tired of "grinding mobs", but now, people are forced to grind quests/tasks, which ends up pretty much the same, at least to me...  Why don't they support more than one way to level up? Diversity is a good thing, and what keeps us playing the same game for months.

Chain killing higher level mobs in a group that knows what he's doing should be a pretty acceptable way to level like it used to be before the "quests" became the center of all the grind...  I think they need to bring back decent XP just for killing mobs your level or higher, and tune down the "task" XP a bit to take this into consideration. People who like grinding mobs in groups at times should be able to do so without feeling like they could be more efficient soloing lower level mobs for some NPC.

 

From Kotaku :

UPDATE (5:15pm): Blizzard's Chris Metzen confirmed this afternoon during an Overwatch panel that this game did indeed evolve from the remnants of Titan, as we reported, although he did specify that Overwatch is "a very different game."

 

There you go!

Originally posted by YashaX
Originally posted by TerminalDeity
Originally posted by Thwaite
...

The idea is to make the logistics of moving your force around the map require more thought. If you want rapid-fire PvP, on a short timer, then play a game with battlegrounds. That isn't what  the PvP area in ESO was supposed to be.

Yeah, for Cyrodill getting rid of forward camps was good, but I would as love to see some kind of battleground type set up in ESO as well to cater for that desire to just get in and do some fighting. Although I know there are also arguments against this because it might cause a decline in the Cyrodiil population.

That's what I was "asking" for since beta. 

I think they should have implemented battlegrounds "ala DAoC"  (no fixed populations,etc.) with level ranges (+/- 10levels ) and smaller maps with less objectives (a single keep in the first, then you add to that with outposts,etc. with different map layouts, etc.). This could have been a great way to introduce player to the PvP aspect of the game too.. and a fun way to get quickly in the thick of the action.

Like you said, population might be an issue, but if you don't have access to any other BG once you reach 50, it may not have that much of an impact.

 

 

 

This all sounds really nice!  I will most definitely resub. to have a look at this update when it's deployed on the servers!

 

My main issue with the game was the grouping aspect of it though.

Aside from AvA and Instanced dungeons, it was just not working well unless you played with friends who were on the exact same steps of quests as you were (which is pretty much impossible when you are a group of 5-6 friends playing on variable schedules..)

Was that worked on since launch? What improvements were made on that side?  They would need to have improve a lot on that aspect if I want to convince others to resub with me...

 

 

7 Pages 1 2 3 4 5 6 7 »