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Behind this mysterious title I'm hiding some hard work that might be published someday ;) The purpose of this blog is to share thoughts with you who love/hate MMO.

Author: Deewe

Time to let it go... R.I.P. MMO

Posted by Deewe Wednesday November 26 2008 at 4:04PM
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TR is dead.

How strange... I was about to buy the CE edition just the exact day it was announced.

Immediately my memories brought me back to SWG. The precious moments, great people... the community that made it special.

Projecting it into TR, I thought about all the players who are still there till shutdown and I was sad for them. How about all the people who worked for years to bring this to life? 

We all know these are virtual world, so why is it so hard to let it go?


Maybe we enjoy dreaming awake, venturing into these neatly designed worlds.

Or maybe because behind these tiny pixels there are also others human beings.






Time for a better LOOT & RAID system

Posted by Deewe Monday November 10 2008 at 3:28PM
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Aren't you bored of having to kill flying pigs to find out only 1 over 20 have a "decent" pig leg?

Is that fun to spend 3 hours in a RAID and get out hands empty?


Before anything else, could we just stop having non intelligent species from dropping gold, weapons, clothes? It's pointless and kills the immersion.

Not that I'm against a huge mob, having eaten a few npcs, being stuck with some equipment inside...

How about, in MMOs, when you kill a mob/npc the looted gear is more scavenged from it than looted?

If a NPC was bashing you with a sword don't you expect to be able to get it out of his, still hot, body. As you would get teeth, hides, claws, scales from monsters.

Maybe that item would not be in premium condition, so you still could  improve it or at least get subcomponents.

Also when you are hunting for... flying pigs, would you not like getting at least one intact pig leg per mob, if not more? Don't you feel the devs are taking you for an idiot with the quest saying get me 10 legs when they know you'll need to kill 100+ mobs? How that's FUN?



Now about RAID loot distribution, how come people accept to spend 3+ hours in an instance when you know there are very real chances you'll get nothing for your efforts? This contrary to the guy/girl next to you who did nothing more.

I'm for a system that rewards all players for their participation:

  • Let's say at the end of a RAID each player gets randomly one or multiple tokens. (ie: from 1  to 3)
  • Each token as a base roll % (15%)
  • Optionally tokens can be spend to access to higher loot tables (3 token table +1, 7 tokens table +2)
  • A second option could be the token value decrease depending on the loot table. (table = base value, table = 50% base value, table 3 = 25% base value)
  • Tokens can also be stacked (4 tokens = 60% roll)
  • All used tokens are lost even if the roll is a miss.


This system would be rewarding both for the casual and hardcore gamer. High end items would still be rare but not anymore impossible to get in the long term for anyone.

The main difference is everyone gets something and the choice of the roll is now in the hands of the player. Plus it let players choose how much they want to gamble.


Time to get rid of HEALTH BARS!

Posted by Deewe Wednesday November 5 2008 at 5:01PM
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As you all know a few non MMO games tried to replace health bars without much success.

Both for PvE and PVP, being able to see them turns the combat into a statistical thing. It is even worse when you are able to know the exact amount of hit points.

The consequence is players tweaks their macros like formula one engines, removing any stress and hazard form the equation.

Still I think we need 2 systems embedded.

   1) Give a precise feedback to player of the actual status of his character.
   2) Give only a general feedback of the enemy status.

With the first one, the actual health bar system would not be changed. So the player still has the control of his character.

For opponents the bars would be replaced with general status icons/colors/txt. For example it could be Healthy, Lighly Damaged, Moderately Damaged, Seriously Damaged, Dead.

This would make combat and particularly PvP more appealing and challenging.
Still, there’s the question for allies and group mates. Maybe something in between would work, not sure.

What do you think?

Time to get rid of DECAY!

Posted by Deewe Saturday November 1 2008 at 4:57PM
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Some of you knew it would come so here we are!

Tell me, who really like the decay concept?

Supposedly in crafting economies it helps players have recurring income. It is also a money sink.

As a former SWG crafter, there are a few things I don't like in decay and I think the hassle is bigger than the benefits.

First of all, with permanent decay comes the issue of keeping your equipment. Players are writing stories with their items.

Then, where is the fun to be obliged to look for the same item again and again?

In a WoW like game play, without permanent decay, it's a bit like paying a tax each time you are hit. Guess the smart ones are playing ranged support classes...

There is the feature to make equipment less efficient with decay. Sounds an interesting concept till you realize you didn't pay for X stat equipment but for X minus decay.

A thing I totally disagree with is doing some random instance and finding yourself with worn out items. It is even worse if you have no way to repair them till you get back to the normal world.

For my part item decay is a poor design system to oblige players to spend their hard earned gold, creds... and eventually buy new stuff.

Now what I would think acceptable is specific decay. Few examples:

For a rifle / laser: you need ammos they deplete = replace them but keep the weapon. What you could also have is in the long term a trigger, muzzle, or lens could slowly decay. As a note the ammos would not add stress to the inventory so let them sit in specific free slots bags.

How about a sword? Well as any knife don't you need to sharpen it after some usage? So how about using some sharpening stones? In the long term there could be possibilities for the core to take damage but without diminishing the effect of the weapon till it finally breaks. Now you would take it back to a blacksmith and have it fixed. The wise would have their weapons inspected, by skilled crafters from time to time, to be sure there aren't any internal damages hidden.

For armors, I'd start saying you have to be really lucky to hit an already damaged spot, unless the armor is torn out. So I'm for sub decay that doesn't remove the efficiency of armors till they reach a certain amount. Then, the player being aware of the progression of the damage knows he needs to have it fixed. If he doesn't each time he's hit there is a chance the hit isn't fully absorbed by his armor. Still his armor is efficient when "not hit" in a weak spot.

What do you think?