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| | #3856 (permalink) |
| Never give up. Never surrender, you fucks! Join Date: Dec 2003 Location: Los Angeles
Posts: 2,825
| I'd suggest you hire a few more people with significant raiding experience over there at 38 to help out with the endgame. Worked out reasonably well for Blizzard.
__________________ Surface - Drunken Monk of Seradon |
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| | #3857 (permalink) |
| We bawlin boi! | We had this discussion near the beginning of this thread.
__________________ Genjiro--Legacy of Steel--EQ1 sexy monk (retired) Entreri--Guildleader of Ardent Legion--EQ2 (retired) Fraschilla: "What are your adjustments for the second half?" Huggins: "Maybe make a basket...I think if we make a basketball we might like it and make some more." |
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| | #3858 (permalink) |
| nerd Join Date: Mar 2007
Posts: 1,436
| You know your MMO is going to be ballin' when your CEO has tanked Void Reaver. You guys should also go do Gruuls and Magtheridons, easy loot. Makes me happy that ngruk has so many 70s and is raiding, since thats exactly the kind of game I like to play - alt friendly, casual raiding. |
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| | #3859 (permalink) | |
| Registered User Join Date: Sep 2006
Posts: 344
+48 Internets | Quote:
If I remember correctly the WoW "endgame" at launch was a cause of major backlash wasn't it? Creative thinking, cool idea implementing people are just that, regardless of the amount of time they've spent in Hyjal, ZA or The Plane of Fear. I would argue that knowing how that content works and has worked in the past is a valuable part but by no means is it a priority or a need for people to create that raiding high end content for Copernicus. It's awesome that the entire design team can reference past work, or past experiences as they are creating and will create this content for our world but some incredibly cool and very unique and different ideas and creations have come from people that have done zero raiding or high end content in WOW or EQ. The main thing, for me, that people with game development exposure to creating this content bring to the table, if they are good at what they do and into making a great game (and not their game) is allow us to get farther down the road without stepping in the potholes they all stepped in the first time around but also go in directions they couldn't or weren't allowed to the first or second time around the block.
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| | #3862 (permalink) | |
| Manny, Manny, Manny | Quote:
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| | #3863 (permalink) | |
| Registered User Join Date: Jul 2003
Posts: 71
+1 Internets | Quote:
But it also highlights something that is probably the crux of the problems in "end-game" MMO design. You generally have a whole range of players, skill, time,etc. How do you balance content so more relaxed gamers have things will actually challenge them and actually be achieveable, without the bleeding edge "DKP minus" guys blowing through everything in a fraction of the time, getting bored, then quitting? One of the frustrations with WOW at least in BC was that new content was almost always too hard for the average casual player. Except for the top raiding guilds it was incredibly hard keeping people motivated to farm, and "peak" their characters for every encounter. From a business perspective, you can't have the top players getting bored and quitting, yet you also don't want the casual players getting frustrated either. Maybe the solution is that content needs to be delivered much more quickly. New zones and new raids every month or two, rather than having to wait 6-7 months for new things to do. I know I'd stay subscribed if I knew every month I could do something completely new. Last edited by Fayvren : 06-27-2008 at 02:04 PM. | |
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| | #3864 (permalink) | ||
| Registered User Join Date: Apr 2004
Posts: 366
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| | #3865 (permalink) |
| Lord of the Dance Join Date: Apr 2002
Posts: 6,441
+61 Internets | The initial barrier to raiding was two-fold. One, Gruul and Magtheridon were pure assbeat in their initial incarnation and they were direct successors to Saphhiron/Kel'Thuzad levels of raiding and not Karazhan Prince raiding. Secondly, your average guild tried raiding with 3 ret paladins, a handful of frost mages and some BM hunters as DPS with a fury warrior who slapped on a shield to try to tank. Problem one has been alleviated. Blizzard has promised to make sure each new expansion has a slightly more new-guild-friendly raiding curve. Problem two however has not been addressed and I doubt Blizzard will do anything about. Raid/class composition now matters far more then it did previously. |
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| | #3866 (permalink) | |||
| Registered User Join Date: Mar 2003 Location: MASShole
Posts: 39
+1 Internets | Quote:
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I'm an admitted fanboi so i'll try your game regardless but some comments here show a lack of long term thinking or internal naivety that you guys know everything you need to know. Getting knowledge from outside sources and the idea of talented people pulling from the experience of a seasoned veteran should not be dismissed so easily. Hell I would even consider buy accounts that are up to par and sitting your guys down in a sunwell guild. Pretty sure they will be shocked at the difference between that and their za runs. This is a pretty cost effective way to get your guys some personal experience. By no means will they be an expert after a few weeks but it might open their eyes a bit. Sorry to hear about the shoulder, thanks for all you did for the bean on and off the field. | |||
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| | #3867 (permalink) | |
| Ad Hoc Join Date: Jul 2002 Location: orange county
Posts: 1,210
+2 Internets | Quote:
For example, I was trying to explain the problem of raid-stacking to a programmer. He had no idea that raiders will swap people out for every fight to achieve the most optimal composition. He has no idea how raiders think or operate. This guy comes from a heavy RPG background and has never raided before. He is certainly a very experienced designer, but if he were designing raid content, it would be a disaster. | |
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| | #3868 (permalink) | |
| We bawlin boi! | Quote:
Get people with little raid experience designing raid content, and you get that kind of mess. It wasn't until they actually hired people with a clue about high end content that the game picked back up. But by then, the damage was already done and once you lose those people you rarely if ever get them back. With the dynamic raid content Blizzard has put out, and maybe I'm just overly pessimistic, I can't seeing people topping it as far as quality and interesting design goes, since they actually have people who know a) what people have done in the past and b) how to challenge them in new ways in the future since those guys were also high end raiders. The same old boring ass random_dragon tank and spank encounters won't likely hold those who have raided extensively in WoW, no matter how great Joe Cool is who has no experience and thinks *in his mind* how great it is. That disconnect of fun to designer and fun to gamer has always been a big hurdle, and probably why WoW has been so widely popular because they have identified that better than others. My only problem with WoW, and it always has been, is the kiddie bullshit. No, not the cartoony graphics, the lack of immersion in the game world. Its a mirror of pop culture, which makes me want to vomit. Paris hilton jokes, Mc hammer dances, all that shit just makes it fail to be an actual fantasy world that I enjoyed reading about growing up --Dragonlance, FR, WoT, the Eddings books etc, I'd like to play in a world that isn't tied in every 10 feet to MTV.
__________________ Genjiro--Legacy of Steel--EQ1 sexy monk (retired) Entreri--Guildleader of Ardent Legion--EQ2 (retired) Fraschilla: "What are your adjustments for the second half?" Huggins: "Maybe make a basket...I think if we make a basketball we might like it and make some more." | |
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| | #3869 (permalink) | ||
| Afro Honkey Join Date: Jan 2002 Location: Houston, TX
Posts: 6,975
+32 Internets | Quote:
Release day raid bitching was either about that More of the Same or (mostly) the bugs that were RAMPANT that should never have seen the light of day. Raid lockouts, impossible Ragnaros, little to no raid UI, and basically incomplete/unbalanced classses on the whole that should have been taken care of long before launch day. But for whatever reason they dropped the fattest load of shit on everyone two weeks before launch and let the bugs go live as they didn't patch for THREE GODDAMN MONTHS afterwards. Still bitter? Noooo. Anyway, Digo put it the best way. You just aren't going to get the same caliber raiding design from a raiding newbie as you are a hardcore raider.
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| | #3870 (permalink) |
| Registered User Join Date: Feb 2002
Posts: 9,235
+14 Internets | Much in the way firms hire former-hackers to develop software protection, MMO developers might do well to hire a former-high end hardcore raider. The same general thought applies: This guy used to do this for a "living". He knows how they think, what they might try, etc. It could do wonders. Out of the box thinkers, game mechanic exploiters. Think back to how Verant was aghast at the fact monks were using FD to pull singles. Or burn-tankers in COH were reaping massive AE farming XP by pulling ultra-huge clumps. Or someone exploited LOS to kill some raid boss (take your pick of a MMO). Or some WoW guild stacked classes to make a raid boss ez mode (or just plain killable in the case of Muru I guess!). What will a player do? What can I do to discourage that, but at the sametime not make the encounter broken? At what point does "complex" degenerate into frustration or tedium? Important things to keep in mind. edit: The main problem with early WoW raids, as has been stated, was the lack thereof, poor item design, and some untested encounters.
__________________ Training the citizens of Norrath from 1999-2003! |
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