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All Posts by neorandom

All Posts by neorandom

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General Discussion « Habbo Hotel
10/23/13 11:33:05 PM
the real issue is what about all the 13 year olds on chat roulette?

deep specializations of crafts that already get used:


examples, a mastery line of alchemy to deal in the most perverse and deadly of poisens, while making yourself nearly immune to the specific kind you choose to make the most deadly.


potion master to make the best heal or buff or effect potions


smiths that specialize in the very finest of 1 specific weapon or armor type (think sword/size, or armor of specific weight set)


almost any craft has been done in this game or that, but a good fantasy game should have them all, and have you focus on mastering 1 narrow subject at the very end of the line you go into.  you dont lose out by not crafting, you can still buy this stuff from the crafters, and no one crafts everything either since you pick what you end up being good at making.


some perks of being a master of a craft would be like i mentioned, able to use a highly toxic poisen while not killing yourself with it, although inept handling can still make you sick, an inept non poisen maker of that variety would likely kill themselves. potion masters would possibly get a small 1-5% increase in effect on useing their mastered potion type.  weapon and armor crafters would likely see a boost in durability lifespan of their items between repairs of 1-5%.

if i had 12.5k dollars laying around and nothing else to buy, ya ild buy the founder pack.


charity only begets lazy people expecting handouts.


every person that donates money to one of those horrid charities like feed the children should be shot, you only allow them to live, get older, and continue to overbreed and create more starving children, are you proud of that?

sota seems to be a minimal morpg, nothing of mmo in it.  it states its a lobby game like diablo on its front page and not an open persistent world, which you would need for pvp in the first place.


lobby + full on carebear carealot land = wasnever made for pvp.

General Discussion « Star Trek Online
10/16/13 11:14:46 PM
Originally posted by Skooma2

I also tried STO.  However, I could not get past the crappy graphics.  On my rig, it looked like the graphics came from 10 years ago.


try running it on ultra on a rig not from 10 years ago.

thief will be a dagger class.  dual swords would be a version of the single sword user going dmg path instead of sword and shield.  this isnt wow where rogues use and need roll on all weapons.....

so i went to the website of this game to see what all the fuss was.


its not an mmorpg.


its not even a pvp rpg.


its diablo via lord brittish.


it has single player and mall group play, and the ability to lobby pug group play.


and its chargeing a fortune for rent free houseing (base package for a shitty rent free house lot is $550) and theres no sign of pvp.  not that there could be much in the way of  pvp in a game world that isnt hosted online in a persistent open fashion in the first place.


nope, if you want to burn peoples houses down and whatnot in this one, youll have to hit the data centers.

carebear isnt a trolling, its a term for eve players that hide in full law systems of 8-10 to avoid piracy.


while eve wasnt a fun game due to its horrible lack of interactive combat, it did have pvp that would have been great if the combat was fun.  it had relatively "safe" areas where people were only going to attack you in disposable crap because the law was going to annihilate them seconds after they fired.  low sec, which they would take a hit in faction for fighting with you, but nobody was going to attack them back except other players.  and no sec space, where the only law was might makes right.


high and no sec were very often combat free, other then the occasional gate camp in no sec and of course invasions of pirates bases by other pirates (the big pirate clans).


the real question we should be asking, is why anyone on a no budget, crap game like shroud of avatar even cares about carebears and pvp?

Originally posted by Aragon100
Originally posted by RebelScum99
Are you saying a carebear hurt your feelings?  

Nah i dont take it personal but i'm surpriced that the moderators over at SotA allow a carebear to call others mentally sick cause they enjoy a different playstyle.

well then obviously the mods/devs are hardcore carebears (like having a singalong and everything on mumble while pveing)

Originally posted by Zakk1011

Obviously, there is a LARGE constituent of players out there that want to see the old-school style of MMORPG's brought back.  Death penalty, limited fast travel, community/social interaction, adventure quest markers...

Essentially, an updated rehashed version of EQ1 or Asheron's Call...

WHY hasn't a publisher done this??  It seems SO LOW budget to me (relative to other titles) and people would EAT IT UP.  Sure, they wouldn't attract the masses, but the fact that they don't have to reinvent the wheel allows them to save a lot of money on production costs and, therefore, have a MUCH higher profit margin from attracting the hundreds of thousands of players (rather than millions).

How successful do you think a graphically updated EQ1, with some minor gameplay tweaks/additions, would be right now?




I have about 70 pages of written material outlining an entire MMORPG - classes, races, world layout, combat mechanics, skill system, advancement system, some lore (need to finish itemization and quest scripts)....


What do I need to do to get someone to make this?  Seriously.  I'm basically handing over a complete game concept saying "Produce this game, put it on the shelves, and make money".  Is nobody out there interested?  Does nobody out there share the passion for recreating those awesome game experiences?

get a group of people that like your concept book, set up a kickstarter, if you get the funding hire an Indie developer to code/produce on behalf of your group.  between a good kickstarter and sales/subs later, if your game is good itll be good.

*brain explodes in an awesomegasm*
Originally posted by g0m0rrah

If mythic put as much energy into the game engine as the hype train, this game would have owned.  Probably the biggest failure was the game engine, man it was so poorly built.  I also couldnt get past the spam button mentality. I love tactical combat and giving basically every class a spamable ranged ability really destroys a bit aspect of tactical combat, especially when that ranged ability can have a 5 second duration 40% snare and zero cooldown attached to it.  If a game is going to be tab target based, then at least make it tactical and not a spam fest...

to be fair they only added spammable snares because all chicken shits tried to do was kite around with their ranged bunny hopping in circles.  the snare allowed them to be caught and whacked.

if i want to do something repeatedly for little to no reward, i can just sit at work staring at the floor and picking my nose.


i play games to get away from the boring ness of reality.   if i play this game ill be out there exploring the world, looking for interesting things to do battle with, cleaving idiots skulls if they allow pvp, and all that sort of fun.


if i wanted to sit around a mail box watching a guy dance his naked elf and beg for coins while i wait for a group finder app to send me to a raid or dungeon or some crap, i wouldnt have quit wow years ago.

i hate wow endgame treadmilling and their ugly gear, and i havent even played it in forever.


ild rather they have gear like swtor so i can get the set i like, and put the stats parts into it after the fact.

just drop dx9 and make the game dx11/12.  problem solved.

vanilla wow had you crafting some of the good items in the game (armor weapons ammo alchemical stuff) all competative with group content gear to get you raiding for sets, and even some raid blueprints dropped for top notch epics to craft.


the community hated it, bitched constantly, and wow made crafting the mootness it is now.

dear filthy newb masses:


theres this thing called google/bing, its a search enginer for the internet.  use it.

if the all knowing god known as the internet doesnt know, only then should you ask in game, but do not ask in general.

ask your guild, ask your friends, if they dont know, submit a ticket to ask the game masters.


asking general is never to be done.  because all you are asking for is to be descended upon by the troll masses, and fire will not drive them back.  you have been warned.

Originally posted by Mendel

The gaming industry has used the same basic methods for abstracting conflict resolution for so long now that the fundamental gaming aspect has gotten stale.  Weapon damage is resolved by random numbers and spell damage with bigger random numbers each whittling away on a target's (both mobs and players) pool of increasing silly HPs.  Healers (and potions and regeneration effects) rapidly try to replenish that pool of HPs before the pool reaches 0.  Additionally, there are all too many games that bestow Hit Points from items, further increasing the totals of characters and is a root cause of mudflation.  At some point, this abstraction will need to evolve; hit points can't be the best (and only) way to simulate the human body.

Hit points abstract a person's ability to continue fighting coupled with defenses.  It doesn't abstract pain, nor bruises, nor broken bones, nor cut tissue, nor pulled muscles, nor internal injuries or any other side effect of one object hitting flesh and bone.   Hit points are not very good at dealing with lasting effects such as burns or poisons or lack of use.  Try throwing a ball with a broken wrist, or kicking a ball with a twisted ankle, you might be able to accomplish the task, but it will not be as sharp or accurate as an unhindered effort.  The basic hit point system is now dated and MMORPGs need another way to abstract the human's ability to retain life.

Hit points were used to create a single number in a dice-driven pen-and-paper gaming environment.  But with computers, is there really a need to boil everything down to a single number anymore?   Why not an alive/dead abstraction with separate pain tolerance levels (abstractions) for each area of the body?  Or various, constant pools of health points associated with each hit location?  Or fatality percentages for each hit location?

Changes to this basic Hit Point abstraction has ripple effects throughout the entire game system.  Combat, natural healing, magical healing, combat magics and other affects use or manipulate these values within the game world.  I've tried making several non-HP-based systems.   I've not gotten it good enough to be satisfied with, and I've been trying for almost 25 years now.

It's not an easy mechanism to replace, but I think it is time that MMORPGs break its reliance on this RP tradition.  And I believe that the next big challenge for MMORPGs is to find a better model for the human body than the Hit Point model.

Your ideas and opinions are welcome.

agreed.  give attacks of types chances to disable and hinder various areas of the body.  example, leg sweeps can twist ankles or break legs.  chopping downward axe blows can break shoulders or lop off arms, sword thrusts into the gut can cause terrible internal damage and bleeding.  fireballs should heat up or burn off non metal armor leaving the target vulnerable, poisen should shut down the body.


tanks could spec to have extra tough joints and resistance to injury as tanks.  instead of hp ping pong healers roles could be to supress pain, remove poinsens, and heal severe injuries between fights (but not during combat).  your dmg dealers would still be that, poisen users or magic throwers that injure and kill efficiently.  


theres no reason to use just a raw health based ac/resist healer ping pong match, and we dont need 100 little hitboxes, attacks can be designed to have % chances to do certain things to injure and we can leave some luck to it.

ork boyz dont need heals, they have orkish regeneration.  you have to burn them hot and fast to killem otherwise theyll just regenerate rapidldy.
Originally posted by Nadia

i think FF14 will do ok


AOC felt like a "bait and switch" after leaving the starting area Tortage

WAR was ok but I didnt think it was worth subbing to

I didn't play SWTOR

agreed, post tortage was aoc's downfall.  they gave you this totally awesome fully voiced starting area that told an epic story about YOU.  then you go out into the world to eq1 grade text bubbles and mundane tasks.  and despite that i still enjoyed the game until tier 2 raiding.  they were all broken and not fixed for like a year so i said F it and quit, and not even ftp can get me to try it again because they had their chance to fix the game and didnt.


ff14 will have enough hard core fans too pay in to it to keep it going until they at least make back the money they spent making it, and remaking it.  which will probably take 5 years if they hit a million steady players, longer if not.

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