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| | #1081 (permalink) | |
| Registered User Join Date: Oct 2002 Location: Arkham Asylum
Posts: 148
| Quote:
Testers are already the best players in the world due to the fact that they test (read: play games) for a living. Testers are the worst focus group you can ever get for your game's demographic. Obviously there is a huge disconnect between Blizzard's design dept and their testing dept. Harvesting and tradeskills should always be optional. In fact all activities in a MMO should be optional. Players should do things because they *want* to do things and because they are inherently fun.
__________________ Old Man Potter | |
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| | #1083 (permalink) |
| Registered User Join Date: Sep 2006
Posts: 853
| Harvesting would be cool if your guild could own a plot of land for herbs, or a mine for miners. You could do upgrades, beat back little invasions...there are always people that love the houses and stuff that would fuss around places like these. |
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| | #1084 (permalink) |
| Registered User Join Date: Oct 2003 Location: Hampton Roads, VA
Posts: 168
| That thought had crossed my mind, but I have never tried Eve, Will have to look into it. Sooo, since that issue seems to have been, at least partly, taken care of then I will have to go with Pointless tradeskills. Harvesting goes in here somewhere, but others have already covered that, so I am not going to. The tradeskills in WoW are laughable. They are a component of the game that is basically open to everyone. This in and of itself is not bad, but it really lessens the value of even having tradeskills. 99% of the WoW population is a 300+ crafter of something. Working up tradeskills in that game is ridiculously easy, and it makes them virtually worthless. Though, there are the few skills that are needed for raids and such - alchemy and enchanting, and now jewelcrafting. I would like to see tradeskills that you have to actually work for. And by work, I mean - you aren't going to be a top-level guild tank who also crafts armor. EQ2 and Vanguard I think tried to sort of go this direction, by attempting to make tradeskills a long grind and almost an alternative to leveling traditionally. But damnit, if I am going to be a blacksmith, or tailor or whatever - the stuff I make should be very comparable to the best stuff people are getting out there adventuring. As well, being that I think that should be the case - tradeskills should NOT be something every player can pick up and max out. Becoming a level 10 smith/tailor/whatever should actually mean something. People should be banging down my door for my weapons and armor or whatever it is I make. If I am a blacksmith, I shouldn't have to compete with 100 other blacksmiths on my server. There should be a handful - at least only a handful who are "master" smiths. I should be able to craft uber_sword_of_dragon_slaying01. It should also take time to make. It should require hard to obtain, or pricey materials Maybe make tiered crafting, where you have the people who like to dabble in it some - they make some normal run of the mill stuff. Then you have the people who play the game to craft. People like Rijacki from EQ2 who virtually lived and breathed crafting. She is an alchemist on AB. She is the type of crafter who, should be spoken of like "if you want the basic stuff, ask in /trade. if you want the hot shit, talk to 'jacki". I guess WoW really jaded me to tradeskilling. It was pretty ridiculous, when you needed a enchant, or a stack of pots, or some armor made - there wasn't one or two people you went to. You asked in guild, and then five people responded with "yeah, I have like three alts that all can do that". All that said, tradeskilling shouldn't become a second job - but it should be a way to establish one's self in the game, the same way we currently do with adventuring. Most servers have a couple fucking awesome tanks, some decent tanks, then a bunch of mediocre or just down right horrible tanks. Likewise, there should be a few elite smiths, some decent smiths, than a decent amount of so-so/bad smiths. The bad smiths make your horseshoes and your decoration/rp armor. The master smiths make the armor you are going to pwn some raidbosses in. Edit: Also, kind of going with some of the above comments - tradeskilling should *not* be required for raiding or progressing in adventuring content. In WoW, I dumped LWing so I could go herbalism so I could go pick flowers for all the mana potions, 20 elixirs, flasks, etc that I needed for raiding. It's one of the reasons I cancelled my accounts - I spent a shitton of time not playing, but farming. Fuck that. Tradeskill items should give you *significant* advantages in adventuring. It should not be required though. This is why I think the kick ass items should be expensive, and hard to acquire - or at least consume a lot of time to make. You want that elite potion that makes you heal like a god? Fine, it's going to take a long fucking time to get it. And you only get to use it once or twice. Maybe a little excessive - but tradeskills need a purpose. Currently, aside from a few in WoW, they really don't serve any. Last edited by Alarion; 05-31-2007 at 11:46 AM.. |
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| | #1085 (permalink) | |
| Registered User Join Date: Jan 2007 Location: Houston, Texas
Posts: 276
| Quote:
To me that's just freaking lame and goes against everything a MMO should be. But the fact is WoW could be played that way and would actually probably make a lot of people happier about the game. Last edited by Campa; 05-31-2007 at 11:56 AM.. | |
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| | #1086 (permalink) | |
| Registered User Join Date: Jan 2005 Location: Boston, MA
Posts: 1,923
+3 Internets | Quote:
Some MMOs have done better than others, but I've yet to see one that didn't have some gaping holes in the combat systems. It's a really hard problem, but bad mechanics can kill a game stone-dead.
__________________ Wodin - Troll Rogue - Elitist Jerks - Mal'Ganis | |
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| | #1087 (permalink) |
| Banned Join Date: Nov 2003 Location: n/a
Posts: 1,607
+1 Internets | This may sound silly, but I always loved mining. I don't know why. I just get excited seeing that sucker on my track and swinging that pick. Liked it in WOW. Liked it in LOTRO. What I think the real issue is with harvesting is that it becomes a total necessity for raiding when you throw in the need for consumables. Tradeskills should be supplemental not absolutley required. WOW I think blew it by starting to make potions too powerful and hence designing raid content around them. Nerf the suckers. Potions should just be something that is "nice" but not uber. Do that and the need for endless harvesting goes out the window. Either that or just have vendors sell endless supplies. |
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| | #1088 (permalink) |
| Defenately Rediculus Join Date: Aug 2005
Posts: 597
+1 Internets | I love harvesting! I'll spend hours "picking flowers", chopping logs, etc.. My biggest gripe is when that stuff isn't worth anything. Like in EQ2 atm... pretty much all T1-T3 materials are useless. I hope in the future in EQ2 they add something like boats, or player built structures which require massive amounts of materials so that my harvesting obsession will serve a purpose, other than clogging my inventory. |
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| | #1089 (permalink) | |
| Registered User Join Date: Jan 2007 Location: Houston, Texas
Posts: 276
| Quote:
The amassing of materials should NOT be the timesink for crafting IMO. I want MMOs to make crafting matter and let players create items that aren't completely dwarfed by dropped or quested loot. But the question is how do design a system where anyone can do it easily but at the same time offer an advantage to a dedicated crafter?? I think LOTRO's mastering system is a step in the right direction. Perhaps they could expand on it with an experimentation system where a master crafter could take a combination of mob drop resources & crafter resources to experiment at making new items. The more times you succeed at creating something new you would advance your experimentation skill. The higher you got the better the new items you could discover/create. I would probably even extend it to be race/faction/region based so that you have to "grind" on different experiment techniques. So once you've mastered the Bree-land Humans experimentation techniques you could go work on another "Factions" techniques. | |
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| | #1090 (permalink) |
| Bored Gameless Join Date: Oct 2003 Location: Massachusetts
Posts: 2,189
+3 Internets | I concur with the "Harvesting ftl" sentiment. Also, I really hate population imbalances. Not just with servers and factions, but while leveling up as well. There are some areas that are overcrowded with players, ending up in quarrels over spawns, then other areas where there aren't enough folks and trying to do any group quests or dungeons is impossible. It seems like there should be a better way to equally spread out players among an area, perhaps having NPCs offer quests in specific areas depending upon the population density of said regions. For example, Carl the Farmer has 3 different quests to offer players, each with the same reward, but he can send players to different areas of the "zone" to complete them: the forest, the plains, and the hillside. The first 5 players are sent to the forest, the second 5 to the plains, and the third 5 to the hillside. How many quests for each area have been given out is tracked, and as people turn in quests from a specific area more "slots" open up for that region. I'd go further, but this really isn't the thread for it. Just spread people out comfortably instead of cramming them all on the same path. Last edited by Cadrid; 05-31-2007 at 03:38 PM.. |
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| | #1091 (permalink) | |
| Registered User Join Date: Jul 2002 Location: Detroit
Posts: 6,249
| Quote:
This is definitely sig worthy and all developers need to read this 100 times, repeating it out loud. And then when done, write it on the chalk board 100 more times untill this simple idea sinks in.
__________________ When I am working on a problem I never think about beauty. I only think about how to solve the problem. But when I have finished, if the solution is not beautiful, I know it is wrong. | |
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| | #1092 (permalink) | |
| Registered User Join Date: Feb 2006
Posts: 17
| Quote:
We could for instance imagine an MMO which has several permanent factions/countries which each has one or more permanent larger cities.(Player build cities could be limited to smaller settlements or villages.) At set intervals each factions population would get to vote for a ruler, king or whatever. The titles could differ from faction to faction. After the election the ruler could then delegate different ministries and departments to other players he choses. Every player appointed to the government would have different areas to mange, be it trade, treasury, foreign affairs, defense ect. Now, for this to work and not just be token e-peen titles to the elite of the server, the developers have to give the players large freedoms and responsibilities in running the city, much like how EVE corps are run. The difference, that there shouldn't be any NPC run areas you could run off to if things got messy. Things that could be controlled by the player government are: Taxes, how to fund the city, making sure your NPC run shops and industries are running smoothly and contracting player crafters ect. Foreign affairs; your run of the mill diplomacy and relations with other factions/player build settlements. Defense; managing, training and equipping your factions NPC staffed army (Yes, I think players should be the elite in this MMOs society, not actually being soldiers, but commanders and leaders or just villians) I believe this kind of system could be embedded with a regular MMO leveling/adventuring/raiding concept to great effect. Giving players ways to influence the game in other ways than just to kill shit, be it spying, trading, crafting, the political arena ect. This concept is nothing new in online games, it is actually a blatant rip-off from a MUD I used to play. You might say that implementing things like this in a high fantasy MMO with thousands of players online would be impossible, compared to the relatively small text based MUDs. But I believe it is possible to achieve if the framework of the game is set right. Issues that comes to mind are: What if one faction completly conquers another, what if a group of players in the government of a faction does everything they can to screw a large partion of the servers player base ect. Basically when does the developers step in to keep the game world healthy and evolving. (EvE and the BoB situation comes to mind) By the way, the MUD which I played with this system is called Avalon, I haven't been active for quite some years now, but I believe they're still going strong. There are literally hundreds of unique systems - not just in this MUD but probably in others as well - which I think would be awesome in an modern day graphical MMO. Every MMO Dev should at least familiarize themselves with MUDs like this. I believe this truly is the way to go if you want to be "third genereation" and not just use the term as some marketing fluff. | |
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| | #1094 (permalink) |
| Fires of Heaven Combine Server Member Join Date: Dec 2003 Location: TN
Posts: 386
+5 Internets | They just think they want that. I'm not saying some kind of politcal system couldn't be cool and all, but the reason most people play these games is to kill badass monsters, pimp out their characters, advance their level and damage and abilities and generally upgrade their paper dolls and get to do so in a persistent world full of other people. It's fun. It's proven. PVP centered games like EVE are another beast really, while still falling under the umbrella of MMOGs. If you can manage to mesh the two together somehow in a really great, easy to play game, then you'll have true innovation. Personally, I'd rather just see something done really well rather than trying to re-invent the wheel. |
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| | #1095 (permalink) | |
| Slide Rule Hipster Join Date: Dec 2003 Location: Delaware State Hospital for the Criminally Insane
Posts: 5,650
| Quote:
He should just have done a poll. So far the winners are: 1. Harvesting 2. Durability 3. Tiered quests all the steps of which must be performed sequentially. 4. BOE 5. Lots of other things. Did I miss anything?
__________________ "All animals are equal, but some animals are more equal than others" - g. orwell Last edited by tad10; 05-31-2007 at 03:35 PM.. | |
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