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| | #346 (permalink) |
| Registered User Join Date: Oct 2003
Posts: 2,361
| i dunno why you think some revolutionary tech is necessary. look at halaa. that's a start. the tech for this doesn't need to be groundbreaking. the problem isn't the tech; it's the DESIGN. the only thing i would add techwise is more rigorous AI. |
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| | #347 (permalink) | |||
| eats paste Join Date: Apr 2002 Location: fresno, ca
Posts: 219
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Look at the EQ AA thread. Filled with good info. There are several threads on this board which still shine in the extra effort. I just wish the mouth breather's would stop posting shit posts. Its the equivelent of "first" or "in before the lock." It is a fucking joke. Like a pack of mindless minions. | |||
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| | #348 (permalink) |
| Registered User Join Date: Nov 2002
Posts: 2,012
+1 Internets | I actually agree completely that WoW could use more open world PVP, if you know my history here I've long been a proponent of PVP over PVE. I'm not sure how that applies to dynamic PVE raid encounters though, which is what I thought we were discussing. |
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| | #349 (permalink) | |
| Stop eating my sesame cake. Join Date: May 2003
Posts: 428
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| | #351 (permalink) |
| Harvey Join Date: Sep 2002 Location: The Command Carrier
Posts: 1,872
+5 Internets | As a WoW player, randomness fucking BLOWS. They add a small element of randomness to all encounters. It doesn't make anything fun. It just makes it gay. The randomness can create either a doable if not difficult encounter, it creates incredibly fagotry that leads to an incredibly difficult time or a flat out wipe. Its not fun at all fighting a mob over and over and over again because you get unlucky from the random elements. Kalecgos for example, is quite a novel and difficult encounter. But its got a lot of randomness involved. The mechanic involving timed portal spawns to survive the AE damage is interesting, but when he 'randomly' doesn't spawn portals for a long time, the fight becomes near impossible. And quite frankly, thats no fun. |
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| | #352 (permalink) | |
| Registered User Join Date: Sep 2002
Posts: 2,082
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It's cool to like that "planning" shit where somehow encounters should be orchestral symphonies rehearsed/redone ad hoc (so anti-RPG btw) and not fucking ENCOUNTERS where you need to make on the spot decisions and adjustments to react to unexpected complications. That's your business and guess what, any schleps fresh out of Gibbs can bake that shit into an MMO so you'll be happy. You'll have shit to play your whole life. Grats. There's another crowd of people who wants more, and another larger amount who aren't even aware that it could happen. I've seen predictable boss fights for 10 fucking years. They added scripts, few shitty curveballs, That's fucking it? That's the best you can do in the tech world with 10 fucking years (possibly 15 if I MUD'd before eq?) I don't even know what's more ridiculous, the fact that innovation hasn't happened, or you monkeys parading on these boards like innovation requires 50 IBM bluegenes and 3000 asian programmers in a sweat shop to code for. | |
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| | #353 (permalink) |
| Stop eating my sesame cake. Join Date: May 2003
Posts: 428
| The mistake made in EQ was that stats had a cap, so it didn't mean shit if your new bracer had +50 to every stat, the only stats that mattered with Focus Effect (if any, and only if it was better than what you had), HP, AC, and Mana. All the other shit became /twirl after it was capped. WoW has no known caps on any stats so even a few stat points is an upgrade. Granted, I do believe they need to make some more innovations with stats and upgrades. |
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| | #354 (permalink) |
| Registered User Join Date: Aug 2006
Posts: 299
| Hey, it's another "Randomness is cruise control for awesome" retard who talks about visions of grandeur without explaining how they even would intend for them to work. WoW is shit? Please please please make the McDonalds comparison so I can die a happy man. |
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| | #355 (permalink) | |
| Registered User Join Date: Oct 2003
Posts: 2,361
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the main problem here is that people don't think enough. they don't think about potential, design, or what it takes to get the most out of either. when i say i want a dynamic experience, the most one can get from that statement is "randomly giving a dragon different abilities each week". duh cmon, you can wrack your brain and see the potential of a MASSIVELY multiplayer game moreso than that. what i want is an extremely open ended game with millions of different objectives that aren't discretely defined. this would be coupled to an extremely varied skill system that governs tons of interactions in the world. that is, an objective could be to build a player town to compete with a neighbor's town but the game doesn't explicitly define it as so. imagine building a halaa. and likewise, there has to be player loss. your halaa can be destroyed, taken over, or somesuch. as for npcs, the ai would have to drastically improve. certains types of npcs could have characteristics, and the randommess might come from an amalgamation of two or more types of npcs, for example, maybe wolves hunt in packs, but if you see an undead wolf, your knowledge of the gameworld would come into play and know that undead roam alone. and maybe based on what type of player town currently exists in an area, that determines the types of npcs that exist there. the point i'm making here isn't my design of a game, but the POTENTIAL for the total amount of awesomeness that a massively multiplayer experience could provide. it took me 10 minutes to think of those ideas. what could a designer with YEARS of time accomplish? blizzard, instead of pouring millions into a world that never changes and staticness everywhere, could put that money to use and design systems such as these. but they won't because the cashcow is flowing and the status quo has worked for 10 years, and it'll work for 10 more. piece of shit industry. Last edited by Dumar : 04-07-2008 at 09:19 PM. | |
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| | #356 (permalink) | ||
| Badger Diplomacy Join Date: Feb 2005 Location: The Dairy State
Posts: 5,974
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I think the right direction to go would be to make characters far more resilient and combats generally longer so your collective decisions over the encounter and ability to adapt as a team were more important than correctly utilizing the proper rotation while following the script.
__________________ ____________ Stupid is a strong horse. It can be ridden far. Quote:
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| | #358 (permalink) | |
| Stop eating my sesame cake. Join Date: May 2003
Posts: 428
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Basically to impliment all the changes everyone seems to think MMOs need, it'd require a completely new game from the ground up. The next-gen MMO is going to be interesting to explore.But in keeping with the thread's topic, there's really no way for Blizzard to bring these ideas live (even IF they did, 2 years down the line), half their playerbase would bitch to high heaven that loot is harder to get. | |
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| | #359 (permalink) | |
| Registered User Join Date: Oct 2003
Posts: 2,361
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