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MMORPG.com Discussion Forums

All Posts by DarkPony

All Posts by DarkPony

259 Pages First « 218 219 220 221 222 223 224 » Last
5173 posts found

@haggus71

Full loot hasn't even got a remote chance in the last few generations of fantasy mmorpgs and I don't consider DF a fully released game yet. Besides, you can be revolutionary in one aspect and botch up other essential sides to a game. Sadly it looks like DF has some issues in that regard..

Eve is a game that has been running for years and can pride itself on being amongst the most successful mmorpg's out there considering it's trusty playerbase of 300k and the time it is running. One of it's strong points happens to be pvp with harsh consequences ...

MO is being developed for the likes of us that are sick and tired of the lack of excitement in pvp by the mere fact that death is a joke in most new releases. A few seconds of gametime lost, ... a minor debuff you can get rid of for a copper and a dime, ... games where people jump of cliffs to suicide-teleport to the nearest town to save traveling time, etc.

If done right, with enough reasons for someone to seriously consider whether ganking someone is a smart idea or not, full loot works wonders in bringing true excitement to pvp.

Oh, and not being allowed to use Oblivion as an example is the biggest load of cr*p I've read in a long time. Saying in advance how first person will deter you from playing this game is a personal decision but not a well founded one. You have to actually try the game for that and see how it pans out.

MO will be a niche game and some people wont like its formula, but the developers won't water their concept down to attract a broader playerbase and with that being yet another "jack of all trades and master in none" release. If done right, I bet that will reward them with quite a bigger niche than you expect.

Originally posted by DAS1337
Originally posted by Zzulu

I think many of you have too high hopes for an indie game

 

True.. MO is so close to what I have been wanting for years now.  I've always preferred MO over DF.  My first MMO was Ultima Online, and I'm sure that MO in some respect will disappoint me.  This is the last Beacon of Hope that I can see, and I'm putting all of my eggs in one basket here. 

 

However, if the core aspects of the game are there, I'll be very happy.  We already know what the combat system will be like (Oblivion), so we already have seen how combat works, how animations look (damn good for alpha), and I think it would take them going bankrupt and cancelling the project for it not to be at the very least.. an average game.

 

Who knew about the blood mixing?  It wasn't even a thought, it may seem trivial.. but I'm glad that a small feature like this in included because it leans more to the mature player in roleplaying regaurds.  This kind of game is all about community, and it seems like they know that.

 

Did anyone know the crafting system was going to be that deep?  How many item combinations did they say were possible?  I've seen crafting multiple weapon components before, but not with 30-40 different materials in iron, steel, wood, leather, etc..  That went far and beyond what I was expecting being an ex-UO player.  And it appears that you can still make pretty cool looking weapons.

 

I had my reservations about how housing was going to work.. and I'm still skeptical considering how much of a resource hog it was in UO when you ran past a huge block of housing.  And considering the technological advancement over the years, it could be even worse.  But, I could be wrong.. and I would imagine that they wouldn't have free placement if they didn't believe it was possible without taking a huge hit on your performance.

 

Monster interaction with players in fights?  Getting picked up and slammed to the ground?  Now if anything is revolutionary, that is something I've NEVER seen before in a MMO.  That's not only exciting for MO, but for the genre. 

 

Yeah, to put it lightly.  I'm excited. 

*lays another couple of eggs in the basket and runs off cluckclucking*

I reckon there are some serious professional acid spitters warming up for reviewing this game now.

Too bad we can't check Tasos' inbox for requests :)

Nicely said OP!

I think a few of the underlying evils are game related business plans and marketing research. Those are deathstabs for the creativity of any development team. Instead of trusting creative minds to redefine what people want, the marketing horde goes out on a limb to find what people are used to and have come to expect within their current refference grid of game related experience even in advance of the first steps of a creative developement proces.

And to add insult to injury they will force a team to make concessions in order to attract the widest possible target audience, sometimes even to target groups which couldn't oppose eachother more. If you consider that, it is not surprising how most big titles pan out to be "jacks of all trades and masters in none" and have people taking a run for their money after playing a few months or even weeks.

Looking very nice, actually. I think the movie consists of 100% ingame 3d models but rendered in 3d max or a similar program for the best possible polish and total control over camera angles.

But the ingame screens in this dir look pretty polished just the same: allods.gpotato.com/pressdownload/

Originally posted by Zzulu

The most impressive thing to me was the combat

 

That monster actually picked a player up and held him in its hand. And those minotaurs! Combat looks quite interactive.

 

Yeah! There are bound to be quite some "ohshitohshitohshit!!" moments when playing MO.

Add to that the fact that unique or boss monster can be controlled by GM's and you've got a nice recipe for exciting "PVE" (or PVGM actually). I think GM's of other games would be quite jealous on the MO ones; at least they occasionaly get to wipe annoying players, hehe. 

I don't have issues with the MMO aspect of Cities XL, but I do have some questions in regard to the RPG side to it.

As far as I know this site is called mmoRPG.com ...

I agree with those that find it a tad weird and disappointing that such a big aspect of this IP will not be implemented. To me, it sounds rather like a decision to cut development costs than a conscious gameplay decision.

The first couple of months; yes!

After that: no!

I can imagine casual gamers enjoying WAR for a longer period than I did though.

War = decent game for casual players. RVR becomes repetitive soon. The world and game design feels superficial and restrictive eventually. Themepark galore.

AOC = great graphics but bad news for immersion seekers because of the world feeling like a puzzle with multiple identical layers due to the channeling system which hurts immersion as well as world pvp.

Aion = still a big ??? here. But it sure looks good.

 

I have my sights primarily set on Mortal Online, though. I am tired of all the handholding and restrictions, limited alternative gameplay options and dying without consequence of the post WOW games I tried. But Darkfall somehow doesn't appeal enough to me to try it out.

 

Originally posted by coffee
Originally posted by John.A.Zoid

All he got was 4 years............. at 14 you know killing someone is wrong.


 

He was 14, drinking and up at 3am... I say throw the parents in jail too.

 

Nicely observed. I fully agree.

Sad, this.

Even if the OP didn't word it very nicely, he is right in that world pvp doesn't bring the excitement that some pvp fans crave.

Also the way how every mass pvp clash tends to home in on the nearest res pad and with that making tactical use of interesting terain features virtually non existent is far from ideal. And when you aren't grouped with the main pvp raid you can end up in an other copy of the same zone after dying which was a bummer to me also.

Haven't played the game for months, though. But I didn't hear that any of that changed.

Originally posted by stayontarget

You will get a msg in chat saying that a rift has opened and you will see this sign in the sky (for those that missed the msg)

Rifts look like this (below pic) They always open at the same place and I think the time varies but i'm not sure.

 

Yea you got to watch your back when you see the msg or the sign in the sky, Attacks from other factions happen very fast and if you don't see them in time>>>your dead.

you can buy a portable rezz stone so when you go into a rift you can place the rezz stone anywhere you like on the other side or your factions side of the map (its a good idea to hide the stone in a good place because if the other faction see's it then they can attack it and destroy it) I think up to 6 players can bind to one stone. so if your party goes into a rift and place a rezz stone on there side of the map, 6 members can bind to it.

 

Thanks again, stay. Really great info. Love those binding stones and the fact that you are able to spot a rift from far.

Nice replies! Thanks for the confirmation with screens, stayontarget, and thanks for the info, rav.

Great to hear that there is this constant pressure from the other side and also that there is always one rift open somewhere :)

Originally posted by rav3n2
Originally posted by DarkPony

Thanks for the replies guys. It is quite a relief to hear they limited it to the first areas and didn't touch cities either.

I am sure it has been said and discussed before but I didn't pick that info up yet. Soz if I asked a redundant question but this was a biggie to me.

 

Perfectly good question, this was one of my main concerns when I started playing the CN Beta and realized there were channels, I hated the AoC instancing and it completely broke the pvp feel of the game for me (all the other problems aside), but dont need to worry after the first 2 areas the instancing is gone, after thinking about it im glad they made it this way, there is no pvp in the first areas as you are learning about your character and mechanics and its better to not have 100 ppl camping one spot during the first few days.

Thanks. And that inspired me to a next question; I read that apart from the pvp mainly going down in that rift area between both halves of the world, there are portals opening up sometimes to allow players to invade their enemy's zones. Does this happen often? Is it random or can you activate this somehow? And do you get that feeling that you have to watch your back while questing/gathering in higher leveled zones? Or is it very rare and restricted in many ways?

And finally; if you are an invader and you die, will you respawn in the invaded zone or all the way back on your home part of the world (while the portal probably has closed again)?

Thanks for the replies guys. It is quite a relief to hear they limited it to the first areas and didn't touch cities either.

I am sure it has been said and discussed before but I didn't pick that info up yet. Soz if I asked a redundant question but this was a biggie to me.

In the Rerollz review I read something about Aion having a channeling system as in; multiple instances of the same zones per server. The guy who wrote about this was talking about his experiences in the starter zones at that time, though:

"Aion has only two starting areas, one for each side. Most would immediately think that they may become over crowded, especially at release time, but that is not the case. Aion uses a channel system like Age of Conan and Everquest 2. For each area there are seven channels that open up as each one becomes populated."

www.rerollz.com/2009/04/15/a-closer-look-at-ncsofts-aion/2/
 

Is this system used in higher leveled zones as well and similar to AOC's system in that regard, or limited to those two starter zones?

And did they make this system manageable? As in; are you able to navigate between channels?

I hope it is limited to just a few zones. It would really be a downer for me if it is the same as in AOC. That system made the world feel so superficial that I lost quite a bit of the immersion sauce playing the game.

Thanks.

 

Originally posted by CazNeerg

Class "balancing" is a waste of time and effort, and I hope BioWare avoids falling into that trap.  No matter what a developer does, there will always be a large number of players who think the class they choose to play needs to be stronger, and the other classes need to be weaker.  BioWare should just focus on making all the classes fun.  If they are all fun, then the only people getting bored enough to start getting shifty eyed and looking at "balance" are going to be the people that just play MMOs to find something to complain about anyway.

Well, the importance of class balancing is relative to the amount of pvp in a game and the way it is implemented. If one versus one pvp is part of the game, be it in the world or in duels, it is pretty important not to have too much differences in chances of survival between classes.

But we have yet to see how SW will implement teh pee vee peez.

I agree with the info we have yet being very limited. We need gameplay and game mechanics information. So far we know about a series of worlds, a short list of classes and that it will be a storyline based game with a big solo + npc help component but how far we are able to get off the railroad track in (space) travel, pvp and alternative gameplay options like tradeskills and crafting are still big question marks. 

Originally posted by aleos
Originally posted by Clawzon

The Trooper looks nice!!

 

Hope they don't have too many classes tho, max 4-5 classes per faction and focus on making them good!


 

And why the hell would you say that? Why are you hoping that they tone the game down. i hoppe they have 50million classes and are all awesome

Not very likely when they aim to develop unique and enthralling storylines to follow with numerous outcomes for every class.

Adding a class to SW:TOR is probably at least double the work of adding a class to a game which doesn't focus on class based storylines.

Besides; they want to leave something there for future expansions I reckon.

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