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2/07/13 12:20:06 AM#241
Originally posted by Quirhid Don't roll on a PvP server unless you are willing to plan escape routes and be paranoid at all times. It is like going camping and then wondering why the reception is so bad.
Depending on PvP systems you can even win a 5:1 encounter by causing more damage to them (in a general sense, not necessarily damage to the health bar) than they do to you. |
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2/07/13 12:24:38 AM#242
Originally posted by nariusseldon Except open world stuff can include spying, backstabbing, politics, economical damage, etc. While LoL is a very fun instanced PvP game, it is very confined and which is why it can't offer what well-done open world PvP can create. On the other hand, the combat and farming in LoL is very much balanced. I suppose EvE would be a great example of PvP that is far more than just physical combat. |
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2/07/13 12:30:02 AM#243
Computer games are esier today than before and it is indeed not fun but difficult and inconvinient is not the same thing. One thing MMOs still are is as grindy as they always been even if the grind are more focused on daily quests, faction and endgame gear instead of leveling as it used to be. So I dont agree with OP, difficulty together with player created or at least less repetetive content is the key. |
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2/07/13 2:54:17 AM#244
Press here for End Game: [Game Over] That was good, no traveling and no "inconvenience". Pavlov's dogs would be barking for joy. :) |
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2/07/13 10:28:49 AM#245
Originally posted by Scot And no fun? Try a game that has fun combat and no inconvenience. Many ARPG fits the bill.
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2/07/13 3:24:54 PM#246
I agree that traveling for 20 minutes would be a very bad game design, especially with little entertainment in between. However, instead of fixing that problem, we decide to ignore it and skip it by teleporting past it. There is no reason why they can't simply just make it fun. Things that they currently do that makes traveling more boring is they include the same mobs in the same locations that drop the same stuff. If you killed 5 of them, there is no longer a sense of surprise and you are likely to have received everything you could possibly earn from that mob. Making mobs more random, meaning a strong mob could possibly appear anywhere at any given time will add a more dynamic and exciting time as you travel, as it will not always be the same. Drops should also be varied. Why should a particular mob only drop only a possibility of 5 different items and when you could do more like 50? A: "Oh, wow! Where did you find that sword, it looks so cool?!" ... B: "A Berserker dropped it" ... A: "Really? I didn't even know they dropped that item, must be rare." I find this type of situation doesn't happen anymore. It makes traveling more important as skipping it could possibly mean skipping a potential rare drop. Players should also be able to slightly effect the environment and the environment should change from time to time during updates. "What!? The volcano is erupting?" Changing environment always adds to the the excitement of traveling. Basic maps, that only show you what you need to see. Get to point A to point B, but not show you there is a secret path to a uncharted mountain cave in between that could possibly be explored for treasure. Sure, sure .. I know it will not stay a secret, and will show up on wiki, but if your into exploring, why would you cheat and look it up on wiki? XD So I don't find that to be an issue. To me it's an issue, when the game just tells you where everything is. At the end of the day this can also be tied to changing environments to add to already existing content. Actually I think it would be even more interesting if there was "time" in an mmo. Not like how they been doing it, where a day is like 24 minutes. I am talking about more along the lines of animal crossing. Include months and years into the equation. Include events the only happen during a certain time. |
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