|
|
Or, use your gamerDNA username: (more...)
| ||||||
| |
| | LinkBack (2) | Thread Tools | Rate Thread | Display Modes |
| | #6211 (permalink) | |
| Lord of the Dance Join Date: Apr 2002
Posts: 8,794
+166 Internets | Quote:
Even the single-player genre has struggled with this for ages. Oblivion/Morrowind were supposed to be the paragon "NEVER RAISE A SWORD TO WIN THE GAME!" type adventures but in the end who didn't pick up a sword and whack around some goblins? I agree though, I'd like to see the idea evolved more. Diplomacy is too good a concept to let it die with VanGuard. | |
| |
| | #6212 (permalink) | |
| Slightly OP Join Date: Jun 2004
Posts: 2,136
+38 Internets | Quote:
Yeah, it's a way to alleviate issues with RNG. We already know that you and I disagree about the RNG, because I like it to a certain extent. I think it can be too punishing when people have long runs of bad luck though, so a system like this helps solve that. Maybe your Rogue has had terrible luck with daggers, so the first tooth is going to be made into a new one for him. The next one might go to someone else as a completely different item. Eventually, when no one needed the crafted items anymore, they'd simply have a role similar to the current BOEs in WoW and become something the guild auctions off for funds. The key is making the components rare enough that the crafted items don't just become so ridiculously common that everyone just buys expensive crafted weapons instead of hoping for a raid drop. The main difference would be crafting components might drop from every raid boss, whereas the weapon you want might only drop from one boss. The benefit of the craft version is you get to pick what it is once you get those mats. | |
| |
| | #6213 (permalink) |
| EQMac is proof that sometimes it's okay to get stuck in Time. Join Date: Dec 2003 Location: Los Angeles
Posts: 3,268
| It's a good idea - but I don't like the implementation. If they were going to make it a card game (and Lord knows I love me some MMO + CCG mechanics) and they did, they should have gone all out and made it a full blown card game. Think Legends of Norrath or MTG or whatever.
__________________ Surface - Drunken Monk of Seradon Surface - Drunken Monk of Al'Kabor http://img5.imageshack.us/img5/3042/...bikini8317.gif |
| |
| | #6214 (permalink) | |
| OMG, it's Alpha!!!11!one! Join Date: May 2006 Location: West Coast
Posts: 1,032
| Quote:
Not sure if it would be plausible, but with all of the talk of Free Realms and other microtransaction/alternate subscription models would charging for different meta-game classes and content would be a viable approach? For example: Adventuring and basic crafting content - 12.95/mo USD Adventuring and full crafting (or 1 other meta-game spheres' content) content - 14.95/mo USD Adventuring, 2 meta-game spheres' content - 17.95/mo USD Adventuring and 3 meta-game spheres' content - 19.95/mo USD The additional revenue could be used to fund the teams working on specific content, and allow the meta-game to be a more viable part of the overall MMO. I agree that adventuring should always be at the forefront of a game designed for the masses. Creative and fun meta-gaming, however, would be the content to move MMOs from "game" to "world", and broaden the appeal, in my opinion.
__________________ Casual progression is my obsession. If I'm a pussy for not showing my internets, you're a bigger pussy for not signing them Last edited by UnchainedAcolyte; 05-15-2009 at 02:22 PM.. | |
| |
| | #6215 (permalink) | ||
| You just keep thinkin' Butch. That's what you're good at. Join Date: Mar 2006
Posts: 761
+7 Internets | Quote:
Quote:
Last edited by Greyform; 05-15-2009 at 02:23 PM.. | ||
| |
| | #6216 (permalink) |
| The Next Orange Join Date: Sep 2006
Posts: 1,321
+11 Internets | Sure, but by making it take crafting you reward a player for working on crafting. One of the things that was nice about EQ/EQ2 was that we had a person who was amazing at the market and tradeskilling and house building and they really helped out the guild, both in terms of progression with the tradeskills/money and with morale with the house shit. Fast forward to WoW and there's no real equivalent role for her, so she quit pretty quickly. If you suck at raiding/pvp there's no real way for you to contribute to your character or your guild. Part of this is a lack of slack within raids (taking an extra body to EQ raids was rarely an issue, regardless of how bad they are), but I like the idea of having real alternatives to slaying teh dragon (or column hugging!) when playing the game.
__________________ < HOOAC > - Gamehopping collective of ADD gamers. |
| |
| | #6217 (permalink) |
| Registered User Join Date: Nov 2002
Posts: 561
| As much as we all have become spreadsheet jockeys, most of us still have the little nuggets of stereotypical fantasy RPG mentality in us somewhere. Hell, this is the whole reason everyone wants to be The Hero, not just a hero. Crafting (or having crafted for us) a dagger from a dragons tooth, or armor/shield from hide or frost protection cloak from the fur of the giant burrowing ice blah blah blah is still very much a box many of us like to check off on our way through the game. Sure, it could just be a token system by another name. Nothing wrong with that. Nothing wrong with letting crafters feel mighty too. Some of this is just polish issues. Dragon dropping dagger vs dragon dropping tooth that turns into dagger. Random_boar_04 having a chance to drop an axe vs Uncommon Named Wounded_Boar_02 having a chance to drop an axe. Predatory_Raptor_05 dropping plate chest piece vs Predatory_Raptor_05's death triggering an emote and a visible trail back to its nest which has a plate chest piece in the detritus. I'd rather play the game with the 2nd option of the above.
__________________ Macrabra of Dragonblight |
| |
| | #6218 (permalink) | |
| A Bearded Gnome | Quote:
I can't wait to see what he's come up with for Copernicus. I'm not even a lore nerd, but I'm extremely interested in the world he's building because I know it'll be excellent. Makes me wonder if the game will be taking more of a EQ route(ie. slower leveling) than the WOW route by his comments in that interview. 10,000 years of Lore...the lore nerds are going to be having multiple orgasms over that.
__________________ PSN: Araxen http://www.last.fm/user/araxen The Best FAQ on the Internet: The Official God FAQ Last edited by Araxen; 05-15-2009 at 04:54 PM.. | |
| |
| | #6219 (permalink) |
| OMG, it's Alpha!!!11!one! Join Date: May 2006 Location: West Coast
Posts: 1,032
| Same here regarding the Salvatore interview. You need good lore to give a game world meaning and direction. Yes, you need good in-game systems and class design, but quests, races, classes, and so forth need to have meaning and purpose within the perspective of the game world, and it needs to be well-developed. I've beaten this horse to death, but I would have stayed in Vanguard far longer had there been good lore, especially surrounding the races, locations (Vault of Heroes, etc.) and notable NPCs. Here's another vote for slower leveling, or even the option to suspend experience a la EQ2 for the option of exploring more of the game world before growing out of it. That and mentoring (EQ2). Allowing interaction between new and established community members is important, and should be fun for both.
__________________ Casual progression is my obsession. If I'm a pussy for not showing my internets, you're a bigger pussy for not signing them Last edited by UnchainedAcolyte; 05-15-2009 at 05:37 PM.. |
| |
| | #6220 (permalink) | |
| Registered User Join Date: Nov 2004 Location: Portsmouth, Virginia
Posts: 292
+2 Internets | Quote:
) from doing old content.
__________________ Currently Playing: WoW - Arygos - Parry (DK) EQ2 - Antonia Bayle - Leothanas (Monk) EQ2 - Antonia Bayle - Lenathas (Conjurer) | |
| |
| | #6221 (permalink) |
| Registered User Join Date: Nov 2003
Posts: 1,450
| This isn't a response to anyone in particular, just an idea. I personally think that the best items in the game should utilize both crafting and raiding, as per Grave's idea. Hell, I remember reading a post by Furor before WoW's launch outlining a quest where you absolutely had to forge a certain item in the spine of a slain dragon. I'd really like to see more stuff like that. |
| |
| | #6222 (permalink) | |
| OMG, it's Alpha!!!11!one! Join Date: May 2006 Location: West Coast
Posts: 1,032
| Quote:
Two things that come to mind, though, are helping a friend or guildmate through content but keeping it enjoyably challenging through mentoring down instead of PL'ing, and for the higher-level player going through content you didn't get a chance to experience the first time (likely due to leveling out of it). Leveling needs to be a bit slower than the current trend imo. Yes, I'm not a believer in instant gratification for the average player, and for those that couldn't play online as often, a mentoring system would serve a purpose.
__________________ Casual progression is my obsession. If I'm a pussy for not showing my internets, you're a bigger pussy for not signing them | |
| |
| | #6223 (permalink) |
| Lord of the Dance Join Date: Apr 2002
Posts: 8,794
+166 Internets | Leveling speed is irrelevant. What's important is the amount of unique content for it to not feel stale. If you really want your players to do all your content, then just get rid of experience entirely and reward advancement based on completion of story events. That's ultimately what I'd do anyways. Most of your character upgrades would come from completing each zones main storyline(s) whith various sidequests that reward you with reptuation/items/money/whatever. That way you get your new spells as a factor of slaying an evil (or good if that's your thing) wizard and stealing his spellbooks as opposed to the more classic 'kill 300 boars, buy new spell, repeat.' |
| |
| | #6224 (permalink) | |
| You just keep thinkin' Butch. That's what you're good at. Join Date: Mar 2006
Posts: 761
+7 Internets | Quote:
LOTRO sort of had the idea where you needed certain drops off of specific mobs to complete some recipes. I think they reversed this later to make them more generic. I believe they also added (I'm not sure I quit the game awhile ago) where you could only make some items from certain forges found in dungeons. | |
| |
| | #6225 (permalink) | |
| Spawn more Overlords Join Date: May 2003 Location: Southern California
Posts: 2,300
| From that Salvatore interview: Quote:
I gotta say, I hope that we can have a new game some day with that sense of awe in wondering wtf was going on in the world | |
| |
|
| Thread Tools | |
| Display Modes | Rate This Thread |
| |
LinkBacks (?)
LinkBack to this Thread: http://www.fohguild.org/forums/retard-rickshaw-hall-shame/24711-green-monster-games-curt-schilling.html | |||
| Posted By | For | Type | Date |
| f13.net forums - Schilling's Green Monster Games | This thread | Refback | 11-22-2006 07:59 AM |
| MMORPG's - Page 2 - General [M]ayhem | This thread | Refback | 11-22-2006 07:29 AM |