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| | #3827 (permalink) | |
| Registered User Join Date: Mar 2007
Posts: 1,328
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I was a guide! Still have the guide handbooks, the tests, everything. I'm pretty awesome though so I know you're not talking about me. The guide system also changed towards the end of POP, where the guides were expected to be more like actors, doing r-r-r-r-r-roleplaying events and spreading cheer and good will across the lands. One time I pretended I was a robot and allowed people to store tales of their adventures inside of me, like a neverending story! It ended up being like this: "Upon encountering the deadliest of foes, Flazspiggot crouched palms sweaty and resting upon the trigger of his automaton doomsday device Gay faggot, ur pretty reatarded. I took the sword and killed this shit. Eric is queer and then I ate the pussy" Another time we turned into ogres and I left a random paladin to babysit my little babies! They ran amok and almost died to snakes! | |
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| | #3828 (permalink) | |
| Registered User Join Date: Jul 2003
Posts: 71
+1 Internets | Quote:
I still play AOC and enjoy it for what it is, but so many of the issues just seem so plainly obvious since day 1 that its just negligence or not caring to have them in release. The insane number of problems that MMOs have in some pretty basic things makes me think that the development process of MMOs may be flawed. I can understand AI code that is weak / faulty network code trying to handle hundreds of users at a time. I can even understand client crashes due to different hardware configurations etc. But some of the other stuff slips through because at some point someone must have said "disregard that for now, we'll fix it later." | |
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| | #3829 (permalink) |
| Registered User Join Date: Sep 2003
Posts: 1,658
| Pretty much... time and time again we see bugs that get reported on test or in beta that continue through to the Live game. There is a serious lack of communication inside these gaming companies. I keep hoping future companies would learn this but they never do. |
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| | #3830 (permalink) | ||
| Registered User Join Date: Jun 2006
Posts: 235
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When you break it down there really isn't much difference. You have an extremely complex system with many, many , many parts and systems that have to function as a whole. We have numerous checks and balances in place along with a plethora of metrics to track production. Of course we are spending a cool $6 Billion or so but the parallels are there. The only way to fix the problems as I see it are to either outsource or hire in some people that are Production oriented and are anal about their attention to detail. Quote:
)etc. This is a whole IT sector wide problem anyway. The saying has been for years to never hire someone over 40 years old because they pose a threat with their knowledge and experience level to all the know nothings in charge. Scott Adams makes this painfully clear in Dilbert. Anyway as long as the industry only hires insiders, "golden boys", fawnbois, etc... then you will find that shit begets shit and it won't change.
__________________ The light at the end of the tunnel is really an intense radioactive source whose gamma radiation is already killing you. | ||
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| | #3831 (permalink) | |
| Full Retard Join Date: May 2005 Location: Florida
Posts: 1,423
| Quote:
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| | #3832 (permalink) | |
| Fun is not annoying. Join Date: Nov 2004 Location: Pluto
Posts: 223
+2 Internets | Quote:
Good post about how today games do not allow for "immergent gameplay". EQ1 allowed for it because everyone was learning what this new type of game was all about. Giving some freedom back to the players would be great. Tweeking and adjusting to how your MMO grows is better than trying to force it into the square peg it was "originally" planned to go. WoW has been somewhat flexible. Who thought Druids would be great tanks? Paladins great healers? Priests upper end dps? This happened because they let the game grow vs trying keep it what they initially intended. Eq did this with kiting, FD pulls, etc etc. The next great game will embrace "live developement" and not try to force the game into the planned direction but play off its strengths that show up after launch.
__________________ Noah D&D Tiny Adventures! | |
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| | #3833 (permalink) |
| Registered User Join Date: Feb 2006
Posts: 1,634
+7 Internets | How many MMORPGs have been produced? 90% of everything is shit, and games are no exception. There are less MMOs than other games, since it requires more money and commitment, and as a result there are less good ones. |
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| | #3834 (permalink) | |
| The Storm is coming. You have been warned. Join Date: Aug 2006
Posts: 51
+3 Internets | Quote:
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| | #3835 (permalink) | |
| Registered User Join Date: Apr 2002
Posts: 106
| Quote:
I agree, this is exactly how a MMORPG's development should work. The pre-planning stage must be extremely involved and long before you ever write your first blip of code you should have a complete blueprint of a entire workable game ready to now be built. And those people that spent all that time creating those blueprints and the game architecture should be those same people that now oversee the creation of the game, making sure that each segment of the games coding is being done correctly so that it merges with the other areas of the game. Everyone working on the game does not need to know the whole picture but you better have some hands on people that do know what the finished product is supposed to look and play like right when you start coding and what it will take to create that final product. Those people should not be sitting at a desk doing their own coding, their whole job should be overseeing the coding done by the other people, checking stuff to make sure a piece of code works with other stuff being done. They should be total Quality Control. | |
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| | #3836 (permalink) |
| Lord of the Dance Join Date: Apr 2002
Posts: 6,451
+61 Internets | Very slippery slope. The vast majority of 'freedom' to expand in EQ was due to bugs and exploits. While I agree that players should be given tools and told "Go nuts" it should be because you're creatively using the rope arrow from the last might and magic game or something, not because you discovered that if you spam a /sit hotkey you can warp across the map without anything being able to hit you. That's why mentioning EQ is a mish-mash. You had some creative ideas such as root-nuking and charm-burning. On the other hand you had exploits-turned-legit once Verant figured out what we were up to (feign death/kiting). Then you outright exploits (pathing, forcing zone crashes to respawn bosses, etc...) yet they happened so often nobody gave a shit (Hey Kinuvien, explain again how you got 18 Aten Ha Ra loots in just 2 weeks..) Then you had a schlew of borderline sploits that were based on what mood the GM was in that day. Shooting arrows at Yelinak earned our entire guild a warning until it was overturned a few days later. Splitting tormax/bugging out Vulak/etc...exploits or creative abuse of zone mechanics? So yeah, it's borderline. Paladins in WoW AE tanking 40+ mobs at a time is definitely not something the founding fathers figured we'd end up doing but it's pretty much not an exploit. On the other hand, using my snowman disguise to prevent taking falling damage during the Anub'Arak fight apparently was. |
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| | #3837 (permalink) |
| Irritable Join Date: Apr 2002 Location: :noitacoL
Posts: 3,481
| Of course it's a slippery slope, that was part of my point /bonk But I'll give you the + anyway for bringing up a good counter.In short, it's always about moderation. No need to go overboard and give people the most basic exploitive skills imaginable. But we've gone entirely in the other direction. For example, there's no game today that has an "open system" whatsoever. Or at least I'm not aware of it. Games today use completely closed abilities that can't be used beyond their originally developed intent. You're totally locked in. You have these buttons with animations, but when you really break it down there's nothing to those buttons. This button does 500 dmg, that button does 700, that button stuns, this button taunts, etc... They think of clever names and animations for these buttons, but that's all they really do. You can't use them in tandem with other abilities to manipulate world-mechanics. Every game developed seems to want to follow that, and thus avoid any problems they bring. And you're right, they bring quite a bit. But isn't it worth it, rather than playing in a box? What new mechanics derived from spells/skills invented entirely by players have come about in the 9 years since EQ? In 99 we invented Kiting, FD pulling, AE groups, chain-pets, chain-healing, etc..etc.. None of that was intended, and frankly scared developers and forced them to work harder, and make a better game. Today, you press a button and it "does exactly what it says on the tin". We need to start moving back into that direction was the point I was trying to make, versus, trying to make a MMO that wouldn't need balance or patching. We also need to learn from the lessons without saying, "Well fuck it, lets take the easiest path." EQ2 uses Apprentice->Adept->Master spell levels, to seperates men from boys. It's loot-centric rather than skill-centric. Whereas I'd like to go back to the player who's refined their abilities through experience as the best. Otherwise we're heading towards MMO's where you're ability to "whack-a-mole" is all the skill required. Last edited by Jait : 06-25-2008 at 03:43 PM. |
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| | #3838 (permalink) |
| Lord of the Dance Join Date: Apr 2002
Posts: 6,451
+61 Internets | I don't think it will work in a massive setting anytime soon at least. At least any game with a focus on PvP. Look at the massive bitching about Druids and Lifebloom in arena's and pillar humping. We pray to god that was unintended and that some day it will get nerfed. Or discipline priests and the "oops what happened to my mana?" button. Quad-kiting was fine in EQ because honestly, who were you hurting? The other wizard that wanted to quad-kite maybe? The vagina of all the rogues who couldn't solo? By contrast in WoW...well...reckoning bomb anyone? As a player I appreciate being able to push the limits of what exactly I can pull off with my given abilities. A lot of the limit comes in the form of PvP (using rocket boots and slowfall cape to get on top of the blacksmith in Arathi Basin for example). I also am willing to accept that they may not last forever (wall-climbing) because of the potential for abuse. I honestly don't believe we're at a point where there's no player freedom left. That's the cry of people like Dumar who have no clue what the shit they're talking about. You can still be really fucking creative in WoW. Using Thunder Strike to push a rooted mob out of his room and break an encounter and get free loots (hi2u Itraer Vius!)? No. But stacking mages/warlocks and setting a record, what, 5 minute m'uru kill is what Drow got? There's still enough room to budge. And it's at the point where we can feel confident that if we can do it, it's not an exploit. But then again some people enjoyed testing new strats in EQ and praying to god it wasn't an exploit. Mix and match I suppose. I strayed a bit off point but you get the idea. That kind of freedom will stay relegated to single player games because your actions hurt no one but yourself. But finding some way to cheese or gimp the game in an MMO, especially one with such a heavy focus on PvP? |
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| | #3839 (permalink) |
| Registered User Join Date: Jul 2003
Posts: 71
+1 Internets | I think when people talk about freedom, what they really miss is the 'chaos' of the games. That's pretty much what stood out about UO and EQ back in the day. Nearly everything was chaotic. Just think about trains in EQ for instance, or the insane number of things in UO. Dungeons as they opened up were the epitome of chaos. When one group wiped there was a chance they could accidentally clear out the entire zone. Another defining characteristic of these games were that players you didnt even want to play with would have a significant effect on your gameplay. The idiot in your zone could ruin your day. The other guild's raid times effected you if you wanted to race for a boss etc. If you think about it, half the challenge in Everquest for instance was really the other players/guilds, not the boss encounters. Nowadays everything is much more controlled. Things are broken down into discrete encounters where developers can tailor the game to give you the experience they desire. Instances, the way pulls are now handled and can be reset in almost all games etc, are the consequences of trying to control and direct the gaming experience. It's not good or bad, just rather a matter of taste + philsophy. Outside of PVP, WoW and many of the newer MMOs really dont differ much from playing Baldur's gate or Neverwinter nights. Gather a group of friends and go beat the encounters / story. The only thing thats really different is the time commitment. Developers design the game with a story + expeirence in mind and funnel players towards it. From a CS / marketing perspective its probably infinitely easier to control and manage this type of system. Last edited by Fayvren : 06-26-2008 at 09:00 AM. |
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| | #3840 (permalink) |
| Full Retard Join Date: May 2005 Location: Florida
Posts: 1,423
| I was 3 boxing up alts in some Velious zone I can't recall the name of, hunting the walrus, and this douchebag druid came along to tie up half of the spawn with his quad kiting. I moved since he was being a dick, I didn't have the time to win my spot, and there was plenty of shit to kill, but I wanted to hunt the damn walrus. From that moment forth I despised quad kiting. Much better was them using charmed animals in Tactics or wherever they could. Much <3 for charm killing. |
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