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| | #47 (permalink) |
| ˇAy Caramba! Join Date: Jan 2002 Location: Houston, TX
Posts: 11,531
| Aw man. I was hoping like he walked in the middle of the office, shouted obscenities at the top of his lungs, and took a heaping shit all over the employee's desk he hated the most all the while giving him the finger. That would leave me shocked. Some dude getting canned over a shitty game, not so much. |
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| | #48 (permalink) |
| Retard Rehabilitation Program Join Date: Mar 2002 Location: Picasso's Thread
Posts: 2,242
| Mark Jacobs didn't know what he was doing. He made so many major design flaws in WAR getting fired is the only logical outcome. They would've been retarded to keep him on after he failed so miserably. On a basic level, WAR never should've had 2 teams. You want open pvp or 3 teams so that people can balance out any differences in population. It was a train wreck in WoW too as some servers initially had 2+ hour waits for battlegrounds. It got better when they grouped servers up, but the difference is that WoW is bringing people in to instanced PVP with a number cap and it's not nearly as important for them to balance things out then it is for an open pvp game like WAR. It's also considerably harder to balance things when the various classes are different. You can get around it, but it takes a lot more work. People can't really complain about class balance if both sides have the same classes. It becomes really important to balance the classes with only two sides because a population imbalance screws the game. That's just on the game design level before you even get to the actual mechanics of shit in the end such as how the RVR worked, or the simple design flaw of having nothing really worthwhile to fight over. |
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| | #49 (permalink) | |
| On The Neverending MMOG Merry-Go-Round | Quote:
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| | #52 (permalink) | |
| Registered User Join Date: Apr 2007
Posts: 330
| Quote:
No thanks, especially the incompetent programmers that made the WAR game engine. What a piece of shit. | |
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| | #53 (permalink) |
| Registered User Join Date: Jan 2007 Location: Awsome
Posts: 3,281
| Even though I only have a cursory knowledge of Warhammer lore, I always thought it odd they didn't make Chaos an independant third faction. Keep Order as it is, Dark Elves/Green Skins/insert another of the myriad of evil races here, then pick three of the chaos gods and make them a third faction. In the story isn't it generally the case that Chaos mostly stick to themselves anyway? Two factions was an awful decision though, as was making the game world so disjointed and unintuitive by using the 'racial pairings' And instanced pvp of any description Last edited by Azrayne; 06-25-2009 at 05:48 PM.. |
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| | #54 (permalink) |
| upper management material Join Date: Nov 2002 Location: Orlando, FL
Posts: 2,285
+20 Internets | I disagree on the instancing. The WAR Scenarios are an amazingly fun way to level up. WAR is 20 times more fun to level up in that WOW (which is probably why Blizzard is introducing XP for PVP). With the bolster buff and lack of any real twinking you could PVP from day 1 in the game and stand a reasonable chance to do well. The biggest problems were: (1) Scenarios should have been cross-server from the start (2) Scenarios should have been completely random, so the next group in queue goes to a random Scenario (no Tor Anroc/Serpents Passage/24-7) (3) Scenarios should not have contributed to world map domination |
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| | #55 (permalink) |
| Is really a cow. Join Date: May 2006
Posts: 1,171
| Yes. In fact, in Warhammer lore, none of the various factions really get along all that much, so aside from opposing sides like the Empire and Chaos, or the feuding elves, you could've had some decently interesting combinations. I would've liked to have seen Chaos Dwarves.
__________________ It's turtles all the way down. |
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| | #56 (permalink) | |
| Registered User Join Date: Dec 2003 Location: Escazú, Costa Rica
Posts: 273
+8 Internets | Quote:
But as mentioned, the "alliance" is really quite sketchy overall. It's mostly a brutal free for all world.
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| | #57 (permalink) | |
| Registered User Join Date: Oct 2003 Location: Cleveland
Posts: 715
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I'm pretty sure a lot of other games use it, also. | |
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| | #58 (permalink) | |
| A bar in Peru Join Date: Jul 2006
Posts: 380
| Quote:
But on the DAoC/WAR graphics engine itself: it was always a little bit clunky. "Blocky" is the word that always popped into my head, when I was running around in DAoC and hitting invisible obstacles, or having to make wide turns around walls when I should have been able to make a 90-degree turn around them. It was like there was an invisible box around the player that made going around corners or moving in tight spaces awkward. You only ever noticed it in cities or buildings, but it was definitely there.
__________________ OSX86 for Dummies | |
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| | #59 (permalink) | |
| SOS-dan #76564674 Join Date: Sep 2002 Location: Near a big fucking castle, the UK
Posts: 8,013
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| | #60 (permalink) |
| nerd Join Date: Mar 2007
Posts: 3,131
| Perhaps I am wrong in this but I always thought one of the takeaways from WAR is that if you want to have millions of subs in the MMO world you need to have a very, very strong PVE game in addition to a good PVP game. No doubt a PVP focused game can be successful, but you won't get nearly as many subs as one that bills itself as PVE. And by PVE, I really mean "you can play solo and group when you need to", which is anathema to many people here. It sounds a lot like Biowares new MMO is very heavy PVE/solo based, so we'll see how that works out. Of course the games gotta be fun, responsive, balanced, easy to learn, and good for hundreds of hours. |
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