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7/23/12 11:48:58 AM#41
Originally posted by coretex666 I'd go one further tbh, and class any level based game as a themepark varient, as sandbox games by definition, are not level based, the only real examples we've had of that though, were SWG, before the CU, and currently, Eve online. I just don't believe that level based game mechanics can work successfully in a sandbox game. |
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7/23/12 11:54:37 AM#42
Originally posted by Amaranthar That is a problem with Bind of Pickup or Bind on Aquire items. In a loot centric economy such as Asherons Call BOE's and BOA's are relegated to quest items or Loot Items that have been upgraded through crafting to aquire certain rare stats or procs. This is the type of crafting I like as it doesnt make loot items obsolete but instead makes them more powerful. In the absense of an AC style tinkering/crafting system then a loot centric economy holds more benefit. One of the worst things I disliked about DAoC was the fact that once you hit level cap you could aquire a full set of 99% crafted gear and not ever have a need to do any monster killing again. |
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7/23/12 11:55:49 AM#43
Originally posted by Phry Yep. And it's not that you have levels, all MMORPGs do (even "skill based"). It's the distance between levels. A Themepark is entirely based on the excitement of moving up into ever more powerfull level groups, with ever more powerfull gear, spells, abilities. The end result is that high level characters are not playing in the same worlds as they sued to, or with all those players below them. So you have zoned content accordingly. You still have power growth in a Sandbox, it just doesn't separate the players. Tes, some are more powerfull than others, but they can still play together. This makes the social aspects work as one world instead of chunks of world. Once upon a time.... |
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7/23/12 12:03:20 PM#44
Originally posted by Zylaxx I've always hated "binding" of items. No item should be so ultra powerful that any player transforms into a deity. Because, if that's the case, that means the game world's content is being divided, and thus dividing the players into "chunks". That matters to me because it kills a worldly social element I want. Where players are all in the same world instead of dividing up into groups to play. Once upon a time.... |
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7/23/12 1:24:30 PM#45
Originally posted by Zylaxx Thats not really true. Often youll need gems or other rare components that come from dungeons and the like to craft those items. I have to be honest with you. We have completely blown up the design of EverQuest Next. For the last year and a half we have been working on something we are not ready to show. Why did we blow up the design? The design was evolutionary. It was EverQuest III. It was something that was slightly better than what had come before it. It was slightly better.What we are building is something that we will be very proud to call EverQuest. It will be the largest sandbox-style MMO ever designed.--Smed |
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7/23/12 9:37:41 PM#46
Originally posted by Kilsin And this is what the genre needs. Something to shake things up a bit.
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7/23/12 9:41:15 PM#47
Originally posted by alexanys1982 Sandboxwise is it the Icelandic American "World of darkness online", it have as many features people have asked for as AA. Might be a while before it releases though. |
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coretex666
Advanced Member
Joined: 1/03/12
"I shall take your position into consideration" |
7/24/12 11:05:27 AM#48
Originally posted by Zylaxx I would not expect this opinion being expressed by someone with GW signature as in that game, once you hit max level, there is no longer any loot to be concerned with unless you hunt cosmetics. It does not have to make dropped loot obsolete and un-needed, in my opinion. If the gear that you can craft is on par with the loot that you can pick up from a killed mob or even better than that, but the mats for it are very rare and it takes a lot of time / effort to get them, why would the loot from monsters be un-needed. E.g. Imagine a very simple scenario where you have 2 end game swords for you char. One slightly worse would be dropped by some sort of boss or rare mob or something and the other one, slightly more powerful, would be crafted. Now if it takes a lot of effort / time to get the mats for the crafted one, how does it make the other one obsolete and un-needed? You may be chasing the one that drops from a boss and have the other one as a longterm objective or something. Maybe more casual players would be going for the loot and more dedicated HC players would be interested in the crafted one. I am not sure if this is the case of ArcheAge though.
Playing: Nothing atm My game concept thread: http://www.mmorpg.com/discussion2.cfm/thread/369707 (any feedback appreciated) |
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7/24/12 6:43:17 PM#49
Is there a collected concise list and details of these features how the game works and stuff? Or does one have to dig through hours of video articles twitters and what not. |
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7/24/12 6:48:20 PM#50
please dont even compare trash that is gw2 to AA, how can people be so blind and fanatical about gw2? |
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7/24/12 6:49:59 PM#51
Well this game is still a whiles out so I wouldn't say others are doomed coming out now such as gw2 or tsw but it could affect teso or other future games to come. |
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7/24/12 8:20:51 PM#52
AA will be popular within the hard core MMO community for sure. But if you think it will be beating the more traditional themeparks for subscription numbers you are sadly mistaken. Both GW2 and Neverwinter will have more mass market appeal. I hope AA delivers and doesnt turn out to be Vanguard 2.0 because the features do sound nice. |
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7/25/12 10:08:56 AM#53
So much clicks and replies from an 3 days old post wow |
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7/25/12 10:48:46 AM#54
After i saw it on top 10 on this site, i decided to check around. Then i read http://archeagesource.com/topic/636-archeage-cbt4-review-and-extensive-game-info/ this review / preview and my jaws just dropped. :O Gonna be so epic if they polish it and dont fuck something up. |
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7/25/12 10:51:46 AM#55
This game definately looks interesting, I just hope it came over here sooner. I also don't think it has that much mass appeal as it is, which isin't a bad thing. But, that might cause them to change it for release in the states. |
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7/25/12 10:58:28 AM#56
My biggest gripe of AA, with all it's amazing features, is really the combat system It's the old hotkey thing. I have no doubts it will be a huge step forward in terms of MMO advancement in future, but I may just wait for what new games AA will spawn rather than play AA itself. |
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7/25/12 12:19:01 PM#57
Originally posted by Ezhae I dont rly see how MMORpg's could change the Combat system to be different, thats just how they work. GW2 did try something new, and it was fun the first few hours for sure. Now its just as boring as any other clicking 1 2 3 (+dodge in GW2). And its actually worse in GW2 with super limited spell list, cant really combo or theory craft that much. Tho i do hope some smart people invent something new and fresh for Mmorpg's combat system ;) But for now classic 123 works best i think. |
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7/25/12 1:07:17 PM#58
Originally posted by gasperk Thing is even with limited skill system (could argue long time about combos/theorycrafting but that's not a thread for it) in GW2 it feels more dynamic than the old "right click mob then press buttons in following order". Another example of combat making that step further is of course TERA (still a bit to go with the locked animations) and RaiderZ. After playing all 3 of those I really find it hard to get into the "traditional" combat. TSW that added a bit mobility and even dodge still feels mostly 1111411114, especially before you get to unlock a lot of skills to build something more varied and kept me from enjoying the game despite my love for the setting and writing in that game. Been playing the static combat MMOs for long enough to not have much of desire to ever play one like that again and gladly the genre seems to be moving forard slowly. We are starting to have the technology and as connection speeds go up across the world the more dynamic it can be made. |
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