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| | #181 (permalink) | |
| Registered User Join Date: Jan 2002
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| | #182 (permalink) | |
| Registered User Join Date: Jan 2007 Location: Houston, Texas
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| | #183 (permalink) | |
| Registered User Join Date: Jan 2006
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| | #186 (permalink) | |
| BallBreaker Join Date: Jan 2005 Location: Behind you with a knife
Posts: 925
+1 Internets | Quote:
While freedom and interactivity are certainly wanted aspects, having separate rulesets for pvp and pve is really the only way for these games to have thier cake and eat it as well. Lots of people like pvp. Lots of others don't. The games that keep them in thier own theaters are the ones that can prosper most from both types. My guess is that we'll likely see an alternate ruleset server for pvp within a couple of months. Which I really don't mind. I'd rather wait for a well planned, well balanced pvp server, thats had an opportunity to glean what would likely work best from a separate pve ruleset.
__________________ If you love something, set it free. If it doesn't come back, hunt it down and kill it. | |
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| | #187 (permalink) | |
| Registered User Join Date: Jan 2007 Location: Houston, Texas
Posts: 201
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Just add a couple of regions with PvMP and the only balance you should worry about is buffing the MPs should some clear advantage on the Player side be discovered. Unless they build in some Lore for why the player's side would be divided and fighting amongst itself, PvP is going to feel like it does in every other PvE-centric MMO with a PvP-ruleset shard.......an afterthought. Last edited by Campa : 06-07-2007 at 04:04 PM. | |
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| | #188 (permalink) |
| Walker told me I have AIDS Join Date: Jan 2003 Location: In da FACE!! (two times)
Posts: 2,692
| I dunno, EQ2 has two separate rule sets for PvP and it still sucks donkey balls (imo, and I will admit it is nice that fighters can actually TAUNT other people thus making a defensive fighter useful in PvP). Shadowbane had one ruleset and that game rocked. An unsteady client coupled with a dirth of content (both PvP and PvE, the world was just kinda empty, despite cooker-cutter cities scattered around) kept it down. The worldwide PvP was not what bit it in the ass. I also think the idea and implementation of LOTRO's monster PvP is bullshit. It seriously bothers me that I get to choose between playing the "rar evil mordor death" monster or my lovey dovey halfling minstrel. That needs to be a choice you make and stick with, not just a whim. Most of these games have such little "reason" for PvP and making it completely arbitrary which side you play on just drives the point completely into the ground. I want a god damn world where I have affinities and enemies, reasons to do shit beyond "this is the team I picked." That's what MMORPG's should be. If I wanted a team scrimmage with no motivation other than pwning face, I'd play DotA, which I do. But I want more!! |
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| | #190 (permalink) | |
| BallBreaker Join Date: Jan 2005 Location: Behind you with a knife
Posts: 925
+1 Internets | Quote:
Or: they factor in "factions", which could be used to explain why humans are fighting amongst themselves (one faction disagreeing with another's planning for the aftereffect). Either way, there pretty much needs to be two entirely different versions of the game. Stick with strictly pve, and only those without a primary interest in pve will play it. Mix the pvp into the pve, and only those who like pvp will play it. Keep them entirely separate, without intermingling thier rulesets (ala WoW, EQ, EQ2, AO, and every other failed rendition of it), and its a win/win situation. PVE'ers get what they want, and PVP'ers get thier game as well. Healers overpowered in pve? Fine. But don't touch them in the pvp ruleset if they're fine. And vice versa. Changes in one ruleset have no effect on the other. Period. The development house that finally gets that shit right, can only accomplish great things. Theres no such thing as "balance" in a pvpve game. And these guys really need to stop trying to attain it for the sake of overall balance. Keep it simple. Keep the rulesets separate. And only good can come from it.
__________________ If you love something, set it free. If it doesn't come back, hunt it down and kill it. | |
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| | #191 (permalink) | |
| Safety Dance Join Date: Nov 2004 Location: West Lafayette
Posts: 5,523
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(I've got two UO clients open right now, sitting in Moonglow =P) | |
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| | #192 (permalink) |
| ~ Join Date: Mar 2007 Location: An Igloo
Posts: 2,731
| It's definately true that modern MMOs have lost the freedom. UO was balls to the wall open. EQ took the same sort of concept and removed quite a bit, but it was still relatively open. Then you look at WoW. And you have almost 0 freedom. Can't even kill town guards. Hell, they removed the ability for alliance to kill Wildhammer dwarves. Fuckers. |
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| | #193 (permalink) | |
| Registered User Join Date: Oct 2003
Posts: 2,209
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the model fucking sucks for mmorpgs. ultima online was the most advanced mmo to come out. it came out in 1997, and it's 2007. the industry is pathetic. | |
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| | #194 (permalink) | |
| BallBreaker Join Date: Jan 2005 Location: Behind you with a knife
Posts: 925
+1 Internets | Quote:
What company F did 10 years ago is irrelevant. Because company F created its own niche, and didn't change its model. The MMO model is far from a constant.
__________________ If you love something, set it free. If it doesn't come back, hunt it down and kill it. | |
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