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All Posts by Adamantine

All Posts by Adamantine

145 Pages 1 2 3 4 5 6 7 » Last
2884 posts found
Originally posted by Phaen
I too would prefer a seamless world like Vanguard, [...]

Vanguard wasnt truely seamless. It was continous - but every zone had clear barriers that would make you stop until the next zone was loaded, and mobs wouldnt follow you across zone borders either.

True seamlessness means you would never encounter barriers.

 

Originally posted by Phaen
[...] as I think its more immersive, [...]

Thats an empty buzzword with little meaning. A game is actually immersive if its gameplay design is sound. Nothing else matters.

 

 

 

 

Originally posted by Dullahan

Ya, I'm not quite sure why they are going back to a zoned world.

Again, they never had true seamlessness.

Also they do it because of the limitated development ressources present.

Originally posted by NorseGod

WoW. obviously.

We can't stop talking about it and we want all games to be just like WoW.

Good one !

 

Originally posted by Gorwe

SUPPORT YOUR GAMES, NO MATTER THE PUB!
 

Dude, seriously ? Drugs arent cool !

For nobody not under drugs would ever ask of EA to care about their games... they care about profit, and then about even more profit, and then profit is on their agenda, and then - nothing else, obviously.

One might as well ask a lion to turn into a vegetarian.

The only reason why I dont play a MMORPG is because there is none out there that attracts me.

Also, I'm a man, I dont care about fashion. So why would I care if MMORPGs are currently fashionable, or not ? All i care is if I enjoy the experience.

So I would instantly play Vanguard happily again if anyone would reopen it. I dont really care if nobody else does, as long as theres enough players to have a great guild.

But since Vanguard is shut down and theres nothing else in sight - I dont play.

Speak for yourself.

Blizzard cannot let me down, because I'm not expecting anything from them.

Balancing is more important to MMOs that to any other type of game.

Balancing doesnt mean all characters are the same.

It means for example that ideally you want every class to be great against some type of opponent, so-so against the next kind of opponent, but weak against certain kinds of opponents, so everybody has some kinds of mobs they can solo well against (if you want to support solo gaming, anyway). For example a mage would be great against slow moving mobs with huge hitpoints, but really bad against opponents with strong archery skills. A tank would be great against the later, but would have to melee the slow moving mobs with huge hitpoints, which means he has to fight them for ages and will have to withstand a lot of damage.

The same goes for classes in PvP. Since with classes that have different skillsets its frankly impossible to make them truely balanced, every class should have half of the other classes as prey, and should be prey to the other half, thus no class is in the clear advantage or in the clear disadvantage. The advantage though should be a 60:40 chance if both parties play perfectly, and failure to execute the optimal sequence of actions should be penetralized, and there should be a good amount of random involved as well.

Grouping adds another layer. So we have for example three types of tanks - the magic free all dps "Fighter", the defensive spellcaster tank "Paladin" with healing and buffing abilities, and the offensive spellcaster magekiller "Inquisitor". Then all tanks should play differently and have different strengths and should be better than other tanks in different situations, but there shouldnt be one tank thats clearly superior than the rest.

 

Originally posted by turinmacleod

Perhaps this site could do with more open-minded fans who are willing to expand their gaming horizons? No?

It can definitely do without posters who obviously havent read the thread they're answering to.

Calling an apple an egg is NOT an expansion of anyones horizont. Its simply just an error.

Remove all aggro management. Just make it a tough warrior with some emergency abilities, such as rescue (temporary protection of a fellow player) and guard (partial protection of a fellow player).

All aggro management has to be done by the other party members. They have to make sure they keep their distance to the mobs, they have to disable mobs that are currently not on the tank etc.

This way ALL party members have to think about aggro, all the time, not just the tank himself.

 

Since I religiously avoid playing F2P ... no ! :-p

I prefer systems with specialization.

Not too much specialization. But not too little, either.

Theres a point at which a character is no longer a one trick pony, but not yet a jack of all trades either. When you have quite a couple of possibilities, and quite a bit of complexity to manage, but you're still very different from other characters.

And thats the point - every class should play very differently. So things that are important in one class should be completely irrelevant in another.

This automatically leads to some sort of trinity.

I also think I might prefer the tank/healer/crowdcontrol trinity over the tank/healer/damagedealer trinity. Because in the former, everybody has to work towards the same goal. In the later, damage dealers automatically will be brilliant solists and will have little to do in party except deaggro and will end up blaming the tank and/or the healer when things go wrong.

One could also add more roles. Maybe mobs hit so hard, without a debuffer no tank can manage the pain ? Or maybe without a buffer, damage output will be rather mediocre.

 

... still Vanguard.

Its kind of silly, nobody can play the game anymore anyway.

I still would play it if it still was running, though.

Well, AFAICS MMOs that have been so successful that they had emulators also had so much success they are still running.

Writing an emulator isnt a simple thing to do, after all.

A samurai is a japanese knight.

Nothing more to it.

Thus, if your MMO has no asian theme, it wont have samurais either.

I thought MMOs would be the last kind of game which do NOT need steamworks.

(I hate SteamWorks with a passion)

Originally posted by psiic
Originally posted by Adamantine
Originally posted by Daikuru

Cabal 2 has a trinity, its has a tank and heal class. http://cabal2.estgames.com/Classes

Whow friggin six classes. The ambundance of choices is truely overwhelming.

Remember when it was simple? Fighter, Magic-user, Thief,  Cleric?

Unless you already played computer games in the 1980s, that hasnt happened again for bigger games, until devs got lazy approx 2005 with stuff like Aion.

For example:

Wizardry 7 - 15

Baldurs Gate - 8, plus dualclass, plus multiclassing

Baldurs Gate 2: Shadows of Amn - 11, plus kits, plus dualclass, plus multiclassing

Neverwinter Nights - 12, plus prestige classes, plus multiclassing

Neverwinter Nights - even more

Lineage 2 - I dont even bother to start counting, approx 30? Until they Aion-ed it.

Vanguard: Saga of Heroes - 15 plus some subclasses, such as 5 types of cleric

WoW - 9 classes with 3 subclasses each, plus some special classes

 

Originally posted by Daikuru
Originally posted by Adamantine
Originally posted by Daikuru

Cabal 2 has a trinity, its has a tank and heal class. http://cabal2.estgames.com/Classes

Whow friggin six classes. The ambundance of choices is truely overwhelming.

[...] if you dont like the amount of classes in cabal 2, just dont play it, simple, huh? [...]

That was what I wanted to imply with my posting, yes.

 

I enjoyed the great graphics of Vanguard - especially the realistic viewing distances. But ultimately I dont care about graphics. Its a nice addition, but not a priority. Priority is quality of gameplay and storytelling.

 

Originally posted by Daikuru

Cabal 2 has a trinity, its has a tank and heal class. http://cabal2.estgames.com/Classes

Whow friggin six classes. The ambundance of choices is truely overwhelming.

Originally posted by orionblack

How many are you currently playing? 

How many cars are you driving ? Only one ? Well, thats proof that cars are dead !

Actually, traditional MUDs have easily avoided mudflation: Simply remove gold constantly by a percentage from the game.

So if you enter or leave a city, you lose say 3% of the gold you're carrying with you. Starting at higher levels, you will receive a small amount that wont be taxed if thats all thats on you, but its really just a very small amount. There is always a way to avoid this fee by certain special paths, but they are time consuming (for example, only possible at some hours) and require skill and are considered illegal, i.e. if you're spotted by an NPC, you'll receive a penalty thats much worse than just 3% of your gold. But you can do it if you need to spent the money for something and you are just at the limit of what you actually need.

Theres banks in cities, so you can store gold there. Still you receive 1% loss every month and theres an upper limit what you can store, dependent upon your level. Staring at higher levels, you get a small lower limit that wont be reduced further if you hit it.

Same for storage space. As a service of banks, you can store stuff in cities, but it costs a fee depending upon the value of the stuff, and theres an upper limit, dependent upon level.

You can buy one house in the game. Theres a fixed fee per time on that, too, but among other things you can also store a certain amount of money in that house with no extra tax at all.

Also, money has weight and works against your weight limit. You can find purses which magically reduce the weight of money by a percentage, but its never possible to reduce the weight to 0%.


Trying to reduce money by fixed amounts however is always bound to fail. Such mechanisms would have to dynamically react to the amount of money already in the game, and they would put people who arent goldbuyers at a disadvantage, effectively possibly even forcing them to buy gold as well.

 

About the auction house, in my understanding there will be no such thing; Pantheon is planned to have player shops instead.

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