| Username | Eunuchmaker |
| Real Name | |
| Rank | Advanced Member |
| Joined | October 8, 2007 |
| Gender | Male |
| Age | (hidden) |
| Location | Harlingen, TX, United States |
| Last Visit | October 1, 2008 |
| Post Count | 34 |
| Biography | |
| Quote | "I am not so invested in WOW that other games are not possible." Wifeoturnips, WOW forums. |
Originally posted by Gylfi
I'm talking of:
seeing a guy with his blasted exclamation mark upon his head, right click him, read the quest description, see the rewards, push accept.
I'm not talking about a generic concept of quest. Ofc every game does have one. I'm talking of the above system taken EXACTLY AS IS in every mmo since wow (there was only daoc with it, as far as i know, but nobody levelled with those quests, there were few and unpleasant)
Heh ofc UO has quests, and AO's levelling system IS thru missions.
But for UO they were like 0.1% of the game (and it was one, escort some folk) and nobody would have considered levelling (in UO case skill % raising)... infact what am i saying? they just gave money !
And for AO, even tho they are infact the best way to level, They are provided entirely differently. They are randomly generated, all taken off terminals, you choose with a slide the level of difficulty, and they're all instanced. It's completely different from WoW system.
And I bet/hope Darkfall finally introduces a different levelling structure!
With this said i go kip and please play my signature "quest", everyone
Not just DAOC.
Asheron's Call 2 had "collection quests". You'd wander into an open field of mobs, for example, but one mob would have a symbol over it's head, possibly a question mark or an hour glass (my memory's hazy and the game is no longer around any more). Kill it and it would give you a quest to kill "X" number more of a certain mob type within a certain time limit and you would get a nice chunk of XP.
The quest giver mobs were random, but spawned within a certain area. These collection quests were a supplement to the quest scheme the game employed but were very popular. You wouldn't really learn anything about the lore of the game, but they were a fast and efficient means of gaining XP. Find the mob with the "?", kill more of the same mob type, instant chunk of XP. You didn't even need to turn in anything to an NPC--you just magically were awared XP on the spot when you killed the last mob. They were also repeatable.
The game had a prefectly healthy system of non-fedex and kill so many of a certain mob quests (at least until lvl 32 or so), but shockingly enough, people preferred the kill-so-many of a certain mob type quests. XP was faster.
Drop this kind of system or a WOW system into the most un-WOWish mmo that might come along and I'll just bet ppl will run them over and over--faster XP, human nature.
Originally posted by huzzah
Originally posted by tawess
The EULA clicking is so that you can never say... Oh i did not agree to that...
Then I should only have to 'accept' it upon the initial installation and upon any subsequent updates to the EULA. It is stupid and annoying to have to accept the same fraking EULA every time I log in.
Should someone let their friend, son, daughter, dog, cat, etc., log on to their account and take it for a spin, that person can't say they didn't agree to it either.
The official website states the game launches "officially" at 12AM Eastern. I'd go with that.
I dunno, they need to put up enough servers to meet demand, but if they put up too many and ppl start leaving the game after the free month (don't flame, believe it or not, some people might actually not like the game and not continue past the first 30 days), that's going to leave a lot of extra servers.
EQ2 overestimated the demand at launch and when player populations dropped, they merged servers a bit later.
WOW for all its population has a lot of ghost town servers. AOC had a high demand and many servers are empty now.
I'm more interested in the RVR balance. As some ppl may have guessed, there are more ppl playing Chaos Vs Order by the looks of it.
Originally posted by LordDraekon
Disappointed? Yeah, but I'm not throwing in the towel yet. The first real test comes when retail box sales hit, the second after the initial 30 days comes to an end. Rabidly defending a game when it's in beta and free is easy. When Mythic expects people to start paying, that's where the flaws start to become glaringly obvious.
Age of Conan proved that people will not continue to pay for an unfinished, unpolished product, no matter how much marketing hype you wrap it in.
This. Not that I'm dissapointed, but it's easy to defend a game in beta. Of course, it's just as easy to say it's awful in beta too.