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does sigil listen? it seems they do....contrary to what alot of the hardcore's will think, i think this is a good choice if they actually intend on catering to more than just one type of player. I'm sure some of the hardcore's will complain about this to no end, but oh well i think this is a good choice in the long run (thats if it stays and is actually in at release)
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7/22/06 1:11:16 PM#2
I am glad to see they are listening to people who will not have a lot of time on their hands. They need to do this to stay profitable, as those who do not have hours on end would likely not get VG otherwise. Excellent quote.
-W. |
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7/22/06 1:57:48 PM#3
I've have way too much time on my hands at work...and if you spend alot of it reading FAQs and Dev posts like I do....this isn't a suprise =P
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7/22/06 3:10:10 PM#4
The new corpse run policy is very similar to Sigil's end game plan where there is content for all playstyles and one particular playstyle is not superior to another or will not result in better loot. The idea of CR's having different penalties is a very nice idea. People that want risk can get it, people that dont want risk can advoid it and people that want a variety depending on their mood will make trhe game at least in theory better for everyone. Normally trying to be all things to everyone and/or listening to casual players and dumbing down a game is not good but in this case it appears like their endgame plan they may be able to appeal to all playstyles without watering fown the game. The only question is like how everything else how well they implement the plan. One of the things I admore about Sigi,l compared to most dev teams, is they are not afraid to admit they are wrong and make changes. The new CR's keeps Sigil's vision of risk vs reward intact. I love the Worm boss mob example he gave. Its going to be very hard for people to complain about this but I am sure the Sigil haters will be here soon once they think of a few angles. |
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7/22/06 4:43:05 PM#5
OK, now you can panic. AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH! sorry I have to quote Airplane. |
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7/23/06 10:25:57 AM#6
So. . . you can play our game casually. . . but your loot will suck. That's definitely a step in the right direction. However, I think that they'll find that casual gamers WILL try the challenges despite knowing about penalties that are extremely severe. They'll just end up quitting the game when they find that their corpse was eaten by a worm. . . which admititedly is a TON better than having them quit two days after they purchase the game in the very first dungeon. With casual gamers that are really casual and can only play 5-10 hours/week, they might even get the first free month out of them and then have them pay for a second month before they quit. Very good thinking. . . but it messes up my interest in the game. I am wanting to see if a really hardcore game with all of the old broken mechanics of first-gen MMOs could survive today if the game is good. This will delay my evaluation for a month. It seems like what people will do is have to use game guides and two-box in order to take on content that has a relative level to their character's group that is large, thus giving them a better shot at getting awesome loot and good xp. |
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7/23/06 8:22:22 PM#7
It sounds like the typical casual player may occasionally run into the traditional EQ corpse-run when they decide to tackle a tough dungeon with a good group. |
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7/25/06 1:03:14 AM#8
Thats not neccessarily the case, all Brad has said is if you want better loot you will have to risk more. Rather the new death penalty appears to be in the same philosphical mode as the endgame content revision made earlier this year where it attempts to give substantial content for every playstyle with little to no playstyle being penalized. Under the new playstyle casual players will have just as much oppurtunity to get good rewards as hardcore players if they are willing to risk more to get more. The death pemnalty system applies to all content not just raid, but single group and solo/casual content. If you want the best gear its a matter of how skilled your group is and how much they are willing to risk not whether they are casual or hardcore players. If somone wants all the best rewards they simply have to play all the content. If they don't want to craft or do casual/solo content they won't get all the best rewards absent trading for it. The same goes is they don't wan't to do diplomacy or raid. What is interesting about the new death penalty is that it doesn't mean that the harder death penalties are just for raid mobs. Because as we know only a small portion of the best gear will come from raid mobs but rather from all playstyles including diplomacy, crafting and casual/solo content although the focus of the game and the endgame is around single group content. Rather you will be able to get the best gear from single group encounters, raids, solo/casual content, diplomacy, crafting and other avenues. Logically the new death penalty would then apply high threat to those mobs that give the best loot. The harsher death penalty then would apply to some solo/casual content, group content, and raid content and possibly some increased penalty for high end diplomatic and crafting encounters. I don't see how this can be fairer. If people want to risk more they can get more, if they want to advoid risk they can do so but they will most likley get less, if they want variety based on their mood they can choose whatever risk they want on a particular day. They can also get this low or high risk playing whatever type of content they want to play whether its raid, single group or solo/casual content and possibly diplomacy and crafting. Vanguard truly is everything for everyone. It is the first game I have seen where its endgame is designed for all playstyles and where there is a well designed risk vs reward system. On paper at least it sounds great. Can they implement all this and make it work? Thats a much bigger question. Kudos to Brad and SIgil for such a novel and well thought design. Sigil has said for a long time that they don't want to appeal to the masses and that Vanguard will not be a game for everyone. They have said they are fine if people don't like it. Many fans of Vanguard have been worried they will water down the games challenge and compromise the games vision to make the game easier for people. I have to admit when I first read the Worthplaying article I was scared this was the case. But just like the revised endgame content they have found a way to keep the games vision intact, keep the challenge and appeal to people who have different playstyles and wants. In most games there is a conflict between raiders, non raiders and casual/solo players. Their endgame design gives content for all three and access to the best loot for all three. The new death penalty does the same as it reaches out to people with starkly different ideas of what should be an acceptable death penalty and attempts to make everyone happy. I have long argued that a game cannot make everyone happy and keep its soul and vision. The new death penalty and endgame design proves me wrong on both counts. All this being said making a design that works well and implementing that design are two hugely different challenges. They have a long way to go to prove to me that they can make the design work for both of these innovations. Vanguard is a very ambitious projest with revolutionary and evolutinary game design in almost every area from its combat system, diplomacy system, crafting system to its new death penalty and endgame design. Maybe they are trying to do to much here. I applaud them for the attempt but its asking a lot to do all these ideas well. We may end up with a game like EQ2 with lots of features of which almost all are done poorly or feel mediocre. Given all they are trying to do its much more understandable why the beta will be so long. I just hope they take the time to do all these ideas well and just don't release a game with innovative well designed features but a game that is fun to play. |
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7/25/06 8:55:48 AM#9
I saw BMcQ's post over on the official board (where I have been hiding mainly due to the perpetual malcontents like "jonaku" and "dink") and am heartened by Brad's forthcoming nature. It's looking to me like Vanguard may develop into a game where many players and playstyles merge in a single world. Although I am not a big one for alts, I think Vanguard may prove to be the enjoyable exception to making alts to take advantage the multiple facets of the game. Some of my choices might be: A "group-friendly" alt (Cleric, Disciple) for those days you want to do lots of group activities or raiding. A "solo-friendly" alt (Ranger, Druid) for days when you want to be off exploring the large, seamless world and perhaps doing some harvesting. An offensive meleer like a Monk or Rogue. Another alt to explore the Crafting and/or Diplomacy spheres (maybe a Sorcerer). Hate to spread myself too thin but the game seems to be shaping up to be both broad and deep. The newly announced complexity of the death penalty system shows me that they really do intend to make the game accessible to many players and playstyles. That's a very good thing.
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7/26/06 10:17:22 PM#10
The problem with Sigil is that they will never be able to make a game that is fun for a casual player because they don't know how. Brad believes that the way these games should be made is that a select group of self-styled elite players (the "bleeding edge", he calls them) should have all the fun and all the goodies, and everyone else is merely there to fawn over them and pay Sigil's bills. If anyone other than elite players are having fun and feeling successful, Sigil regards that as poor design and a "dumbed down" game. So while I nod my head in recognition of the fact that they are - very belatedly - trying to adapt the game to a wider audience, I know they cannot part with certain core beliefs that will make this game a chore for anyone other than people who play 4-10 hours a day, every day of their lives. This could have been the best game ever. I was looking forward to playing it for many years. What a shame. EQ1, EQ2, SWG, GW, CoH, CoV, FFXI, WoW, CO, War, and a slew of free trials and beta tests |
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at what point in time did you not think vanguard was going to have the game mechanics it does? what did you expect? they have been talking about "the vision" ever since i started following this game, and it seems that "the vision" is what you don't like. why did you ever have interest in vanguard in the first place? just curious. |
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7/27/06 9:35:06 AM#12
Read this along with the linfo that the Origional Poster gave us. http://www.vanguardsoh.com/forums/showthread.php?p=1291339#post1291339 If this doesn't settle your fears about the distribution of loot then I don't know what will. This is the way Vanguard has been described with the forthcoming dynamic death penalty system. Better loot comes from higher risk, and higher risk comes from the "threat level" of the mob and the death penalty associated with it. You can, essentially (and probably will) have a soloable mob (spawned from your quest, and won't spawn if you are too high of a level for it and/or you have too many group members) that is relatively the same Threat Level and will drop comparable loot a raid boss. The way loot will be distributed is if you only solo or group, you'll have some of the best gear. If you only group or raid, you'll have a different set of some of the best gear. The only way you'll have it all is if you do everything. /shrug. I really don't see how it is elietist, but even. It's probably the best attempt I've ever heard of to reconcile the casual vs hardcore conflict ever. o.O But even so...WoW has hardcore raiding and 2nd class players who don't raid and don't have anywhere near the best loot =P I guess 6.5 Million subscribers are okay with that.
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joejccva
Novice Member
Joined: 7/07/04
There are no perfect men in this world, only perfect intentions. |
7/27/06 9:58:42 AM#13
I wish you would just stop talking because you're acting like a friggin troll. |
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7/27/06 10:06:37 AM#14
Lets be honest...he's "trying" to make the game fun for casuals. Whether it is fun or not has yet to be seen =P ...by me at least... ... LFG Beta 3 invite pls
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7/27/06 12:16:02 PM#15
Lets be honest...he's "trying" to make the game fun for casuals. Whether it is fun or not has yet to be seen =P ...by me at least... ... LFG Beta 3 invite pls I really havent seen anything that is going to make things more fun for the casual or even core player. Yes, some things have been made less tedious, but I really havent seen much fun stuff. It's still all about loot. Not only that You better horde it, for that 2nd, 3rd and 4th sets of armor for the dreded corpse run. That is going to open up the 2ndary markets like nobodies business and those are not casual or core freindly at all. I havent seen much on combat is going to work, if it's going to be tedious 3 minute fights with long amounts of downtime ala EQ. Neither is for the core or casual player. It's tedium, artificial time sinks. Travel is going to be very tedious. High end content=Raiding; only for the hardcore. Sigil just needs to call a spade a spade and go after the hardcore group that really wants this game.
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7/27/06 12:34:53 PM#16
Well, if you read the OP, you'll see that the penalties/rewards will scale depending on what you're doing, and if we all understand it right, Soloing will be similarly as rewarding as raiding. There's what I don't understand about your post though, you say "all about the loot" but you don't suggest any replacements for the reward system. What type of rewards do you want in an MMO? Most MMOs to date, rewards involve making your character better by either leveling up or raising your "stats" by achieving some goal (i.e. Loot by Quest or Mob Drop). Though, I would say...there seem to be other methods of reward here, including Player Housing...but it may just be me. Also, if you read there section of "Issues in Previous MMOGs" on their official forums, they talk at length about the pitfalls of games like EQ. They don't believe there should be unnecissary tedium such as standing around waiting for a boat or resting...they think those are times whent he player should be doing something or interacting with the game (Note: There is still some downtime, but nothing like EQ) Max Level Content = 80% for groups of 1-6
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7/27/06 12:40:58 PM#17
I think you are in error about almost everything you wrote. High end content is not about raiding. Only a small portion of the best gear in the game will come from raiding, just as a small portion willc ome fro solo/casual content, from diplomacy, crafting and siongle group content. The end game is designed to appeal to all play styles not raids, not hardcore, not solo players. The death penalty is a lot like the endgame content it is designed to appeal to everyone. Mobs will ahve different threat levels. Which basically means some mobs will have higehr riosk and greater penalties. If you want mroe risk you can find it, if you want less risk you can advoid, if you want different risk each yiou can do that. High threat mobs are there for raid players, single group players and solo casual players. It is spread across the board accross all content. There are dungeons for raiders, for single group pkayers and there are solo/casual dungeons. If you want the best loot you have to risk more. If risk less you will most likley get less. What can be fairer than that. People think Vanguard is only for the hardcore. Its not its designed for all playstyles. Brad has said this time and time again and if you look at the design you will see that he is trying to give every group content. In regards to combat the Book of Oloh (http://www.silkyvenom.com/forums/showthread.php?t=1901) is probably the best source of information, Combat is being designed to require tactics, thought, planning and skill. Where skilled groups of players will fair much betetr than poor groups. They don't want you spamming abuttopn endlessly or just turning on auto attack and getting soem coffee. You can call requiring skill and thought hardcore. I would argue rather it is for expereinced gamers who want a challenge. You might be right about the travel time but they are alos putting in carvanas to alleviate some of the tedium and downtime. They are are using the travel to isloate people in certain areas to create local population centers. with local economies and to create a sense of community. Will it work? I don't know? Brad has said time and time again if it doesen't work he has a back plan to speed up travel. One of the great things about Sgil is they are willing to admit they are wrong. When something doesn't work they change it. They changed the corpse run system probably ebcause of negative feedback, they have spent over 6 months changinga nd revamping the coprse systems of combat, crafting and diplomacy to make sure they work not onlya s intended but to be fun. But if you look closely at the design you will see the game is not for one one segment of the population but being designed for all play styles. One would think he hardcore people would be upset about but suprisingly they are the only ones not whining with the excpetion of a few saying the game is being dumbed down but most of them realize providing content for all playstyles is good for everyone. One of the defing parts of Brad's vsiion is creating challenging gameplay without adding unneccessary tedium. Many of the old EQ1 people hate this part about Vanguard. They don't want maps, quest markers above npc heads, modern gameplay mecahanics rather they want EQ1 at release. From everything Brad has said they will be sorely dissapointed. What is amazing to me is there is so much stereoyping and misinformation (like the above post) being broadcast everyday about Vanguard. Vanguard certainly will not be a game for everyone and its fine to dislike it. But what gets me is the people that dislike it generally have no idea what they are talking about. |
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7/28/06 10:37:04 AM#18
Zippy - They are attaching the risk level to the loot tables. That means that EVERYONE will want the high risk mobs because they want the high risk loot. That's not a choice. That's a way to keep from punishing people drastically until they are more invested in the game and thus not to scare people off too early, but they'll still have casual plars that break their keyboards and immediately unsubscribe whenever they face grind. The entire premise of this. . . attaching high penalties to high risk encounters. . . it's all brainwashing. It is either a challenge or it isn't - regardless of the penalty. However, since they are literally making penalties incremental with the challenge, it will allow them to say that higher challenge = higher penalties without sounding like draconian timesink designers. But they are still putting the carrot there and they'll still run off people who won't put up with crap like that. It will just take longer because they won't see the grind up front. |
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7/28/06 11:52:34 AM#19
After going over and doing a bit of research, I"ll have to agree with both dink and Zippy. According to the new information, dink is correct about loot. You will not get the best loot unless you go after high threat mobs. Now, I guess the question is are high threat mobs going to be able to be tackled by a small group when the drops are level appropreiate? I didnt see this question answered, but I can't see them putting really good stuff on a fairly easy mob, or farming is going ot be rampant. Basically the best stuff will very likely come from raiding. And by looking at the size of the dungeons, it's only going to be uber guilds that are really going to be able much of that for a long time. However I was surprised by the length of the fights in general. According to the silkyvenom source, they were quicker than anything in EQ. Once again, how long it was going to take to gain a level I did not see touched on. The combat system looks quite a bit like DAoC's system however, which I found to be a excellent one. So I also consider that a positive. As for the harding of armor, it's a personaly thing but it's something I really dislike in alot fo MMO's, item greed. This is certainly not unique to Vangaurd, but having your character defined by what he wears to me just sucks. It creates alot of fights, ninja looting, gold farming and bots. I had my eyes opened a bit, and while I am not convinced that Vangard is going to be that good of a game for a person that only plays 20-30 hours a week, I'll keep a eye on it.
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7/28/06 12:13:51 PM#20
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