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MMORPG.com Discussion Forums

All Posts by Venger

All Posts by Venger

48 Pages 1 2 3 4 5 6 7 » Last
944 posts found
Originally posted by page975

What would be nice if we had a REAL way to appeal to a developer or to get one to Liston to a larger group.  First thing everyone here would say is " hay, just e-mail them " ....Now come on you should know better.

 

- I'm sure many here would love to see an Old School mmo.

- I'm sure many would say not.

- I'm sure many would say the OPINIONS would be all over the place on how it should be made. We should not have to give our OPINIONS.....Let them take care of that.

 

 

Here is my take on this subject, and yes its only my OPINION :

Many here don't know any better, they think of Old School = Old game. Even if it starts out as a niche mmo, I would think it would turn out to be a huge success. None the less it would be re-original since its been so long and at the very least still be a money maker for developers.

 

I wish mmorpg.com could look at our cry. Do an over all assessment of topics and appeal to a developer. Because as a one we have no voice......And last, I totally believe the new saying " vote with your wallet " is bull crap. We are starving from one release to the next and we all play everyone good or bad !

Isn't this what Vanguards claim to fame was "A hardcore game made by hardcore developers for hardcore players"?

Eve is a niche game and is successful.  So yes it can be done but a AAA developer isn't going to spend the money to develop a niche game.

You do realize the mmorgp.com community is only a small % of the online gaming market right?  Everyone of us could agree on a mmo design, which doesn't have a chance in hell of happening but let's just say all the stars aligned, hell froze over, and the mmorpg.com community all agreed on something.  That would still probably only be enough for a niche game.

World looks really good, look forward to seeing it in action.
Typically I get to right before max level then realize there is nothing left to do or see but run the same instances over and over and over and over and over............ 

Oh look yet another ffa pvp sandbox. 

Best of luck but no thanks.

I'm with you, I think once the ipad version comes out I will get more enjoyment out of it.

Crafting is not flashy like tossing fireballs so most do not really care for crafting.  Those of us that want a crafting system that is more then just a feature list add on are in the minority.

I am interested to see what EQN does but it seams to be very world crafting with EQN Landmark instead of gear crafting.  

 

I should state that all my comments are based on gear being an enhancement not a requirement.  UO vs well mostly everything else.  If your perception of gear is based on WoW or similar games where gear defines your character then we really aren't talking about the same thing at all.  Also if I implied that adventures should have no crafting input at all I apologize that was not my intent.  There should always be a give and take between crafters and adventures. 

The problem is crafting as a game play option is impossible.  Sure you can craft as an add-on to your adventure class but being a "crafter" is impossible.  I don't want crafters to rain supreme over adventurers but there needs to be some balance returned to the formula.

What I think needs to be completely reworked is how nodes (which I hate) and dropped resources are staged per level area.  So even if I wanted to create a crafting character once I get to the next tier of crafting my adventure class better be equal or I can not hope to gather my resources.  The other option is to have a adventure gather and then have the crafters buy resources off a auction house.  I'm not completely apposed to this but npc better pay the crafter more then the resources cost or there is no way a crafter could continue.

Crafting needs to be as independent from adventuring as possible.  What I mean by that is UO crafting was pretty independent of adventuring where WoW, LOTRO, Rift, etc. are all very dependent on adventuring.  A crafter should be able to be a crafter and that is it.

All crafting resources should be either gathered or created.  Hated in LOTRO how you constantly had to buy crap from npcs.

Originally posted by nariusseldon
Originally posted by Venger
Originally posted by nariusseldon
Originally posted by Venger

 

To start a game must have item destruction.  If no items are leaving the economy then no need to replace them with new ones.

Crafted gear must be a better option to dropped gear and quest rewards or there is not reason to bother with crafting.

nah .. just do what Marvel Heroes does. Use crafting to upgrade and make consumables instead of making gear.

 

If that is what you are into good for you.  I wouldn't call that crafting.

You are not the one who decide what is crafting and what is not.

If devs call it crafting, and if industry articles call it crafting, i will use the term.

And yes, that is the best casual crafting system i have seen. No fuss, no spending time crafting unwanted stuff, and always useful.

 

I decide what crafting is to me, which is the only person I can speak for.  To me that is not crafting.  You and everyone else can call it whatever you want.  I'm not arguing that your opinion is wrong I am simply stating to me that is not crafting.

Your last line is interesting though.  When I read that I pretty much hear "I hate crafting and this is all I can stomach".  

Originally posted by nariusseldon
Originally posted by Venger

 

To start a game must have item destruction.  If no items are leaving the economy then no need to replace them with new ones.

Crafted gear must be a better option to dropped gear and quest rewards or there is not reason to bother with crafting.

nah .. just do what Marvel Heroes does. Use crafting to upgrade and make consumables instead of making gear.

 

If that is what you are into good for you.  I wouldn't call that crafting.

Originally posted by Ender4

 


Originally posted by Venger

Nodes and resources need to be available before the gear they create are usable/needed.  How often do you enter a new zone with all the new resources but by the time you grind all the materials and skill up your crafting you are already done with this zone and well beyond the level of the gear you can now craft.  I though UO had the best resource gathering.  X resource only spawning in Y zone because it is Z level zone for that level gear is such a stupid concept IMHO.

 

I like your post Venger but I do disagree with this part a little bit. The gathering itself should take enough time that you can't simply accomplish it while leveling. Gathering the mats for crafting needs to be a time consuming experience that not everyone wants to do in order to keep crafters as a rare commodity. A huge part of the problem with crafting in most games is that the parts you use in it are handed out like candy and easy to obtain so they become worthless. If the basic mats you use to craft are worthless than what you make is going to be worthless too because too many people will be making the same things.

That's not really what I meant.  I agree resource gathering should take time.  The hours upon hours I spent mining, logging, etc. in UO.  So I'm with you that gathering shouldn't be quick and easy.  I think gathering should be a profession also just like it was in UO.  The problem with gathering in level based games is the resources in the level 30 zone are used to create the level 30 gear.  So by the time you gather enough to craft your level 30 gear you've already out leveled that gear just with random battles getting to resource.

So that is my point.  To help make crafting relevant you need to be able to make gear when you actually need the gear instead of crafting being basically for lower level alts.

To make crafting relevant really wouldn't really take a whole lot.  But unfortunately most players do not want them.

To start a game must have item destruction.  If no items are leaving the economy then no need to replace them with new ones.

Crafted gear must be a better option to dropped gear and quest rewards or there is not reason to bother with crafting.

Nodes and resources need to be available before the gear they create are usable/needed.  How often do you enter a new zone with all the new resources but by the time you grind all the materials and skill up your crafting you are already done with this zone and well beyond the level of the gear you can now craft.  I though UO had the best resource gathering.  X resource only spawning in Y zone because it is Z level zone for that level gear is such a stupid concept IMHO.

Originally posted by Ziegler
 

Different strokes for different folks. *shrugs* I can play a co-op game anytime I want with a small group. That's not what I am looking for in a MMO. I am looking for PVP during the normal course of play. It makes it exciting for me...YMMV  just get used to isolation in your massive multi player game, cause as long as players can be bad to each other, they will, such are humans.

That is kind of my point though.  If you minimize the ability to grief open world dungeons would work better.  Bring groups of random people together for a common goal.

The whole grouping mechanic was designed to ridged for it's own good IMHO.  What was made to bring people together really has done more to separate people.

Originally posted by Ziegler
 

I disagree to an extent.....anti-social actions actually promote community.  If you have people that like to be the bad guy, then you have conflict and from there come grudges and wars and KOS lists.

 

The key is both sides understanding what is going on and that actions in the game doesnt represent the person playing the game. If you're playing Sith/Orks/Bad guys...you shouldnt be having a cup of tea with your counterpart...unless you poisoned it to hurt him....but that is in game....that doesnt mean you can talk on TS/VENT/Comms and joke about it or whatever.

The proverbial....if somone kills you....kill'em back.....dont go whining to the forums/GM/internet about how some guy ganked your camp and needs to be banned.

I'm sorry but when did this become a ffa pvp discussion?  And let's just say there isn't a piece of your post that we have any common ground on.  Your post pretty much promotes why instances should stay.

I don't have the time to go into great detail but I wanted to toss out my 2 cents.

IMHO the gathering of stuff isn't the cause of the issue but an effect of a much greater character growth and the point of playing issue.  

We wouldn't need to gather so much stuff if getting my character to max level meant something.  But on the flip side of that coin when getting my character to max level meant something it was a mind numbing grind between levels.  

Maybe if character growth would be more then just one all powerful level the grind could be more easily masked.  Plus give me more of a purpose to killing X mob then because it gives me Y xp.

I'd like to see instances done away with.  But what I don't want to see are mmos to go back to this schoolyard I tagged the mob first or kill stealing crap.  The idea and mechanics behind group play need a lot of rework.  Because this idea that anyone that comes into my groups little bubble is taking away from me and mine does not promote good community IMHO.

Depends will the AI team be zerging pvping?  Here is your little realm with a couple 1000 players and in rolls and million + person zerg from the AI realm.

I never liked EQ myself.  Tried it then ran back to UO at a full sprint.  I think it has some good concepts but I felt UO had a better character design philosophy.  Personally I am hoping for  UO/EQ mix up.  Where I think EQ went off the rails is they made it to much of a grind without enough smaller milestones to reach.  Character growth can be challenging without being a mind numbing grind between levels.

To the point of the thread there are a lot of vocal people that think EQ was the end all be all for mmo design.  I wouldn't say they are being blinded by nostalgia.  I think this is what they really like.  Whether EQN feels they are enough to build EQN around or not time will tell.

Meh not unhappy.  No one game has enough options to keep my interest for too long so I bounce between several games.  MMO's could really use a non-combat and economy reboot IMHO.  I miss my non-combat (or combat lite) character from my UO days.
Crafting and the game economy have to be core features or like others have said it is a wast of programming.  I'd prefer to see more complex system where crafting is a play style instead of a mini-game.
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