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All Posts by seraphynx

All Posts by seraphynx

8 Pages 1 2 3 4 5 6 7 » Last
141 posts found
Originally posted by DMKano

There is no 100% pure sandbox MMORPG in existence.

Many so labeled "sandbox" games like EvE/Wurm/ArcheAge have sandbox features but they are not pure sandbox games.

BlackDesert has some sandbox features sure - but IMO it's nowhere near a sandbox game.

Remember the KEY to sandbox is - players are given tools to create and change all parameters of gameplay (including game rules which is why no MMORPG is a true sandbox).

The less tools are given to players to affect the world and gameplay the less of a sandbox the game is.





I don't considering changing rulesets the defining aspect of a sandbox game...Landmark to me is really only true sandbox game i can think of being made.. players are given all the tools.. will even be able to create dungeons/quests.. everything in that game is based on the players design.. just waiting till they add the rest of the features because right now it's just a building simulator but once it's complete should be a pretty neat sandbox game.. either way I like hybrid games as well like SWG, AC, AA...

Great news:)
Originally posted by Ramanadjinn
Originally posted by holdenhamlet

Man I am really looking forward to this game.  Top 10 things to do and questing isn't mentioned!  Thank God!

Only thing that has me a little apprehensive is I've grown accustomed to action combat in games like TERA and Neverwinter.

But even if the combat isn't as good, it seems like having so much stuff to do and really encouraging the MMO aspect of MMORPGs will more than make up for it.



Unfortunately at low levels questing is necessary.

Its not the only thing there is to do at low levels like in some games, but unfortunately everyone has to either quest or level extremely slowly.


This is why i'm afraid a lot of people will play the beta and say "this is no different than every other game."

Because before end game there is a lot of questing, and people aren't going to see end game in the beta.

Yea although at least the early questing teaches you how to farm, how to make trade packs, get your first glider, your first mount so everyone really should do it.. really you should quest till at least 30 then you could just farm or craft if you wanted but questing is still faster way to 50... 30 questing starts getting more interesting anyway since you get to the at war zones

What makes it great at 50?
Originally posted by Kaneth

Honestly, I'm not entirely sure why a developer would even attempt to make a FFA MMO anymore, especially when they could make something more like a DayZ stand alone and allow folks to create private servers to enforce their own rule sets. They have a better chance at obtaining a purchase from folks who may avoid ffa mmos all together, but don't mind playing a FFA game on a private server where they feel more comfortable.


think one of the main issues is the stigma of FFA is nothing but grievers and gankers but if designed well it doesn't need to be like that at all

sounds very much like L2.... hopefully it improves on L2s system a bit i found L2 lacking in that aspect personally
Originally posted by Satsunoryu
Originally posted by seraphynx
Originally posted by Satsunoryu
I really don't understand posts like these.  If you don't like it, don't play it.  Why are you seeking therapy or counseling here for it?  Not trying to be rude, but it doesn't make sense to me.  There has to be something out there that's more fun for you to do at this point?


He said right in his OP his guildies play so he is trying to find a way to enjoy it to get to play with them

I get that, and I'm not even trying to be condescending or anything like that.  I just still don't get it.  Level 35 takes some work to get to in WildStar so if you don't like the game, not sure what anyone could tell you to change that, you know?  I got several community members/friends that I want to play games with, but we don't like the same stuff here lately.  It sucks but what do you do?  There is certainly no pro-tip or comment  that will convert you into liking WildStar if you don't like it at this point, unless you want to push to end-game and give it a whirl.

yea i dunno i'm in the same boat pretty much i hit 26 in beta and called it quits a couple friends want me to play but I just don't enjoy the game so i told them i'd see them in the next one..

Originally posted by nariusseldon
Originally posted by seraphynx

if you look at the games on the horizon devs are moving away from the standard themepark model so not sure your point

Yes, they are. They are moving away from MMO all together. Blizz is scraping (or wait ... "re-designing") their MMO and focus on MOBA and card games for now. Destiny is called a MMO but it is not massive nor persistent. Division is another MMO that is not a MMO.

The *only* future big MMO-ish game is from SOE and f2p. So my guess it that there will be less MMO in the future, and more new types of online games may be with some MMO features (and many will call them MMOs).


and why would that be? and if so most likely because over the past decade they have pretty much done nothing much to really shake up the genre and basically used the same basic model with couple tweaks in almost every single game..and now the market is completely saturated with these games.. if EQ Next hits it huge with their hybrid MMO others will follow suit.. we shall see.. also plenty of indie ones on the horizon  to keep people interested as well

Originally posted by grndzro

Sorry....not falling for cinematic trailers anymore.

Show me IGF.

Originally posted by nariusseldon
Originally posted by seraphynx
Originally posted by nariusseldon
Originally posted by Inf666

A lawless PvP area can work. Eve is proof enough.

Eve is proof that how niche it is. After so many years, it barely breaks even half a mill subs.

Even a game universally panned here, TOR, got 2M subs in its first month, and made $200M+ in 2013 after going f2p. Can you blame devs take one look and want to go with the millions, instead of the 500k (after so many years of hard work no less)?

EvE first off is a space game has time based skill progression, and is not a dog fight type game and STILL keeps as many people as it does.. that right there is damn impressive.. you make a AAA ground fantasy based MMO with the complexity of EvE(maybe toned down a bit) it will blow up.. just no developer has tried yet...

may be impressive to you ... certainly it does not to other devs since no one is copying them.

And obviously no one is going to spend money trying a niche formula on a AAA game. Heck, even wow has to TONE down the open-pvp, and complexity ... that is better evidence that there is little market for a fantasy version of Eve.

But you don't have to (and can't) convince me. You have to convince those who have money to invest.

if you look at the games on the horizon devs are moving away from the standard themepark model so not sure your point

Originally posted by nariusseldon
Originally posted by Inf666

A lawless PvP area can work. Eve is proof enough.

Eve is proof that how niche it is. After so many years, it barely breaks even half a mill subs.

Even a game universally panned here, TOR, got 2M subs in its first month, and made $200M+ in 2013 after going f2p. Can you blame devs take one look and want to go with the millions, instead of the 500k (after so many years of hard work no less)?

EvE first off is a space game has time based skill progression, and is not a dog fight type game and STILL keeps as many people as it does.. that right there is damn impressive.. you make a AAA ground fantasy based MMO with the complexity of EvE(maybe toned down a bit) it will blow up.. just no developer has tried yet... themeparks are quick cash grabs and that is what investors see so that is what they fund

Originally posted by Satsunoryu
I really don't understand posts like these.  If you don't like it, don't play it.  Why are you seeking therapy or counseling here for it?  Not trying to be rude, but it doesn't make sense to me.  There has to be something out there that's more fun for you to do at this point?


He said right in his OP his guildies play so he is trying to find a way to enjoy it to get to play with them
Originally posted by MMOExposed
Originally posted by Quesa

This is another term such as 'sandbox' which has an ever changing definition and is probably more of a philosophy of game/combat design than anything else.

I would propose that any game which pits players versus other players has skill-based combat.  Despite those games which rely heavily on gear level and stats have skill-based combat because there are still aspects of the engagement that come down to one player's familiarity of their class/skills/system that gives them an edge.


More often than not, 'skill-based' is used to belittle another's choice in gameplay or game.

This sums up what I was going to say.

I agree as well

Originally posted by Inf666

Skill based combat is when the players personal skills and not his avatars skills and items determine the outcome of a battle.

For true skill based combat to happen the game must provide mechanics so that players can be catagorized into different skill levels. A player of a lower skill level will lose 75% of all matches against a player of a higher skill level.

This can be achieved by providing many dimensions with equal impact to combat such as

- aiming

- dodging / blocking

- timing and reflexes

- tactical and strategical knowledge

- gear

- resource management

- skill management

- dimensions of movement (2D vs 3D vs 4D)

- foresight and preparedness

- teamplay

- understanding of probability

Combat with tab-targeting usually has a lower amount of combat dimensions than twitch based combat. Unluckily the developers always seem to use tab-targeting in games whenever they want to remove personal player skill from the game. This has caused tab-targeting to be considered an indicator for a non skill based game. Games like dark souls beg to differ.

generally tab targets have more types of skills though.. more types of buffs more types of debuffs more types of status effects.. With action based games the skillsets are generally also greatly limited. So depending on the game it can even out if you have to keep track of a ton of different abilities and types of abilities or in another game you may only have to keep track of a small amount but more twitch stuff..

That's dissapointing L2 system was OK but I didn't find it that good
Originally posted by drakaena
Originally posted by seraphynx
Originally posted by LeNinjaKitten
Originally posted by seraphynx
Originally posted by LeNinjaKitten

Originally posted by seraphynx
i haven't seen much on the crafting and commerce aspects of this game which needs to be pretty big if it wants to be a community based game sandbox

Crafting actually plays a pretty big role in the game. You can progress through the game almost 100% by only taking advantage of the Economy.

It has such a big role that Guilds are even signified into 2 categories:

1. Combat (PvP/PvE)

2. Economy (Trading & Crafting)

There was a third one (Religion) but it has be removed.

When you select your guild's category (or role), you can learn Guild Skills as your guild progresses and levels - These skills are dependent on the selected guild role, so you'll either obtain skills geared more for combat or more for economy.

Here's is a Crafting guide with some Tutorial videos (in English) if you're interested:


I figured it would just seen little on it.. i watched those crafting videos which look pretty good.. interested to see how the whole commerce of the game works and how it ties into the world pvp and territory wars..

Well if you want the best gear for PvP as well as sieging equipment you gotta have a crafting buddy. ;D

yea but really says nothing about how the commerce works in this game which is a pretty huge deal for a game like this.. like what is the supply and demand system.. are certain resources only obtained in certain locations where a guild could control that section and cut off that resource to other players and things like this that add a bit more meaning to the open world PVP aside from just controlling some areas that let you adjust taxes

This right here is huge for this game. I have only been following it casually, but if you want a meaningful owPvP system, then you need meaningful risk vs reward. Capturing territory to gain control of a tax slider isn't it.

Are all zones (maybe minus starter areas) open to capture by guilds? If so, what about zones containing bosses/dungeons?

Resources control as stated above.

How do NPC Mobs in the area affect controlling Guilds vs Invaders? Do the mobs give the controlling guild an inherent advantage or can invading guilds parlay with the NPCs?

Will there be NPC faction grinds for guilds giving them an advantage in zones where they have high rep?

What about gear in general? - will it break over time? 

Is there loot drop on death? If so, what is the system in place?


These are the questions I'm trying to find info for
Originally posted by Pigozz
Originally posted by seraphynx
Originally posted by Foobarx

If it is or isn't a sandbox really doesn't matter to me.  


Would rather have this game ... right this minute... than all of the other games combined.  Sadly we won't see it here for at least 2 years or more.

sounds like they almost got a publisher locked so probably will be a bit sooner than that.. but i just can't find a whole lot of info on the actual game systems to get that excited about it aside from the neat looking combat and great looking character models..


Did you at least TRIED to look for the info?? There is like 6 diferent threads discussing every feature there is on this site only on the very first 2 thread pages

Well heres my thread I made which covers basicaly everything we know


All he talks about are neat but all things that could be in a theme park mmo..still haven't seen much of what makes this a sandbox mmo
Originally posted by Loktofeit


"my point is ALL MMOs require skill to play well"

No one is arguing that "only MMO with Feature X requires skill." 

actually many people on these forums have said many many times tab target games require zero skill or only action based games require skill i see it all the time

Originally posted by DMKano
Originally posted by seraphynx
Originally posted by nomotag
When people say they want skilled combat, what they really mean is they want combat that can't be masted by a macro and or a really big math problem.

no MMO combat can be mastered with a macro or some math problem.. show me someone that is dominating arenas in any MMO that doesn't have a lot of skill in playing his/her character

Here's a video - enjoy


nice skills that guy has.. you ever try multiboxing and doing more than standard mob grinding.. it's not easy to say the least

Originally posted by Loktofeit
Originally posted by seraphynx
Originally posted by NightHaveN
Originally posted by seraphynx
Originally posted by Niburu
Darkfall Unholy Wars is Skillbased

so is every other MMO

No, because WoW and a bunchload of other MMO's had auto attack, or how A hunter in WoW start shooting with a right click on a target.  That's not even a skill button "Spell".


and your point?

I'm not sure where you're going with this now. You asked what the difference is and when people tell you, you dismiss it or tell them there is no difference. Are you still unclear or is it that you never really were interested in the difference in the first place?

how does a game having auto attack in any shape or form say whether a game requires any amount of skill to play.. makes no sense.. it makes no sense that people claim any MMO requires no skill to play.. then people claim oh you can macro so and so game so it requires no skill yet you can macro/bot any game out there even FPS games have bots.. Tera bots, GW2 bots all games have bots/macros it says nothing to whether a game requires skill to play.. my point is ALL MMOs require skill to play well.. and my OP was a rhetorical question i know what people say they feel is the difference and don't find it makes any sense at all

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