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| | #3001 (permalink) |
| ҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎ ̏ Join Date: Sep 2006
Posts: 6,639
| I disagree with a lot of classes. Keep the number low. Not Mage, Cleric, Rogue, Warrior low. But 8 is a good number, anything over 10 is too many. The reasoning behind this is balance and itemization. I also disagree with the FFXI varying class system. Or at least done differently. Something doesn't sit well with me when your character can just switch classes by just going to town. It doesn't lend to character identity very well. You could develop a system where things like bound gear, reputation or factions are account bound rather than character bound. What is so good about the FFXI combat system? I havn't played the game in years but I can't remember how it was done, can you explain? AC1's Character development? Explain, I never played the game beyond trying it for an hour. And that was a long long long time ago. |
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| | #3002 (permalink) | |
| Registered User Join Date: Mar 2002 Location: Hunt Valley, MD
Posts: 164
+5 Internets | Quote:
I can't talk about BigWorld due to contractual obligations but Ngruk's comments about the general benefits of 3rd party technology for an MMO is quite accurate.
__________________ Jerrith Healerson - 65th level Cleric - EQ1 50th level Bard - Vanguard | |
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| | #3003 (permalink) | |
| I'm your huckleberry Join Date: Jan 2003 Location: Liverpool, UK
Posts: 1,323
+39 Internets | Quote:
I'm not really calling for all those things, just making the point that developers shy away from good aspects of other games, just to be different. The number of classes was just a personal point, which I know a lot of folk disagree with. Most folk who have played FFXI really like the ability to play all classes on one character. It removes a lot of the grind when you are improving an existing character instead of leveling yet another toon through the same old areas. The class system in AC1 and the combat system in FFXI are unparalleled. Nothing else comes close to them. The AC1 class system, in a nutshell, is that as you gain experience points and levels you gain points to spend on any skills, abilities or stats. I'll leave it at that, but its like saying Ben n Jerrys make ice cream - its true but it doesn't really give you a taste of how good it is. The combat system in FFXI is just sensational. It has two elements : 1) Its based around a certain number of points per level applied to individual weapon skills. The cap is different for each weapon class, based upon character class. At certain levels of skill special attacks become available. Some attacks are only available to specific classes. This first part is the basis for getting the special attacks. This is not what makes the system so good. 2) The real innovation is that attacks can be chained together and produce significant effects of all different types - damage, debuffs, buffs, heals, etc. Each special attack and each chain attack (a chain attack is a Renkei) have an element attached to them. All mobs have elements they are strong and weak to. See this chart for a graphical representation of the system. Effective use of Renkei doubles or triples the effectiveness of a conventional party. Its a great method, apart from anything else, of making a group of people be much more than the sum of their parts. In this respect it achieves what the 'trinity' did in EQ1, with different mechanics. It can be the method some games look for, giving a reason to party over soloing. EQ2 did try to adapt this system, but given the 6 buttons a second you spam to play that, they had no chance of pulling it off. Again, I'm underlining that game mechanics and hooks in the game are far, FAR more important than the type or quality of the graphics. Last edited by Flight; 03-06-2008 at 11:30 AM.. | |
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| | #3005 (permalink) | |
| I'm your huckleberry Join Date: Jan 2003 Location: Liverpool, UK
Posts: 1,323
+39 Internets | Quote:
I'm not advocating those things specifically. I'm saying that elements of a game need to stand out and be memorable and enjoyable, rather than just playing whackamole and that developers shouldn't be afraid of flat out copying from other games that are innovative. The main thing I am saying is that the type and standard of the graphics are relatively unimportant to the enjoyment and success of the game; games will live and die by the hooks in them, not by the eye candy. Yet developers seem to consistently place far more weight on the graphics of their games than they purport to. | |
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| | #3006 (permalink) |
| ҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎ ̏ Join Date: Sep 2006
Posts: 6,639
| I agree that gameplay trumps graphics. That should be a given. However, I think animations and gameplay go hand in hand. If you have poor animation, your game won't do as well, no matter how the game plays. |
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| | #3007 (permalink) |
| Registered User Join Date: Dec 2005 Location: Houston
Posts: 923
+20 Internets | Character identity and AC1's character development do not mesh at all. Baring a mele weapon choice and war magic everyone that wanted a good character chose the same exact skill set behind those two choices in the end. Don't take anything from AC1 please. |
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| | #3008 (permalink) |
| On The Neverending MMOG Merry-Go-Round | I know it was a balance nightmare, but i loved in original AO how nothing had class restrictions. While an enforcer might be better than you with that big bad ass 2 hand sword, your doctor could wield it ifhe wanted to gimp himself in other areas and tons did. I love freeedoms like that. I know reality has no place in most games, but why couldnt a rogue put on a set of platemial if he wanted to? Yes it would be next to impossible to stealth and he would dodge like shit, but give people choices. For the most part it didnt cause issues in AO (except aimed shot) and led to so much fun and freedom to try things and be original. Wanna be a fixer who dual wields swords? go for it, but the skills were dark blue to learn and ate up 3x as many skill points as going SMG but you could if you wanted to and many did. sorry but I like being that unique snowflake. my doc (priest class for non AOers) used a sub machine gun, that was good stuff!
__________________ Last edited by Bongk; 03-06-2008 at 11:25 AM.. |
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| | #3009 (permalink) | |
| BallBreaker Join Date: Jan 2005 Location: Behind you with a knife
Posts: 1,243
| Quote:
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__________________ If you love something, set it free. If it doesn't come back, hunt it down and kill it. | |
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| | #3010 (permalink) | |
| On The Neverending MMOG Merry-Go-Round | Quote:
damn this is making me want to fire up AO, my Keeper was one of the coolest classes ever. I loved that guy!
__________________ Last edited by Bongk; 03-06-2008 at 12:58 PM.. | |
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| | #3011 (permalink) | |
| Registered User Join Date: Apr 2002
Posts: 202
| Quote:
WOW irks me in that the best loot in the game previous to the maximum level is the purple drops that are entirely random, how about instead having some unique rare drops on all of the named mobs in the dungeons that they might drop on each trip through? Instead of having the bulk of the top items in the game dropping off random world mobs like a Raptor in STV the best items should be rare drops in the dungeons off of mobs that it makes sense for those items to drop off to begin with. The rare world mobs in WOW are a HUGE disapointment, dropping entirely random green items normally that have nothing to do with that mob. Compared to a rare mob in EQ1 such as the pegasus in South Karana that dropped the levitation cloak I like EQ1's system FAR better. Mob drops should for the most part be mob specific. Orcs in a certain area dropping certain types of armor and weapons, certain type of bird mob being a decent source for gems and other shiny things, rare named mobs dropping loot that makes sense (aka a rare archer mob sometimes dropping a rare great bow or a named boss in an underwater dungeon dropping an underwater breathing item). Don't go with WOW's system and make all the best loot pre-raid level be totally random world drops. Put great and rare mob specific loot in the dungeons and on rare world mobs. If we have raid content in the game for levels previous to the maximum level (you really need to do this, it allows a longer level curve and deters the race to the top somewhat) then there is another place to put some of the best level specific loot. Last edited by Tropics; 03-06-2008 at 04:15 PM.. | |
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| | #3012 (permalink) |
| Registered User Join Date: Nov 2006
Posts: 920
| As much as I like and prefer named mobs dropping unique items to that mob, the reality is the RMT market is bigger now than it ever has been. Putting those mobs in the game wouldn't matter to most of us if the only way you could get their items was buying it from farmers. I don't want this to veer into thoughts and ideas about RMT, but I do think you have to have a robust loot system that does factor this in. |
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| | #3014 (permalink) | |
| nerd Join Date: Mar 2007
Posts: 2,095
| Quote:
With a 3d party tool, even if you have the source forking the code sucks - one of the big selling points was getting "free" new features/bugfixes/etc down the road, you just took a step back by forking. You eventually become the tool developer by debugging it, patching new changes, etc. So all you really bought was a bootstrap up, which is fine if you treat it that way, instead of a piece that you just use and someone else updates/fixes. For console games its not a big deal, you have a limited scope and lifespan for the game. MMOs can survive 20+ major patch rounds and big expansions, there is no possible way you can forsee every single new feature you want to implement over 2-5 years, especially since players will absolutely suprise you with what they consider cool/important. I think a famous recent example is Blizzard's patch 2.1 (2.2?) where they updated the sound engine to allow voicecomms, it took a giant company like that months to iron out all the bugs with just plugging in the updated engine. | |
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| | #3015 (permalink) | ||
| The future, I came from it Join Date: Mar 2012 Location: Portland, Oregon
Posts: 3,661
+3 Internets | Quote:
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