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#71
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#72
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Atomos Human Ranger <Divinity>
Atomos Human Bard | |||
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#73
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#74
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Tired as shit of gimmicks. Just give me a good fucking game to play and cut the "look at this cool feature, were so fucking hip" You know what WoW's gimmick was? Polish. Why is it so hard for companies to see what their doing wrong? Do they honestly think people play WoW because its easy or they have some magic powder they sprinkled on the code? Make a game, fill it with shit to do and make the shit work. Dont start your game with some ground breaking awesomely new piece of shit feature that nobody but some hipster with a 3d art degree can get some use out of. 99% of the people who are going to use that feature are going to make vagina shields and dick swords. God sometimes I wish I could make my own MMO so I can make something that isnt buggy as shit filled with retarded gimmicks that has the things players want to play. | |||
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Last edited by Rhuma7; 06-13-2013 at 07:04 PM..
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#75
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1. I LOVE seeing other people in the game... it's an MMO... "Fuck me, right?" I don't like going into a dungeon and suddenly I'm in my own world, this is also precisely why I can't play single player RPG's anymore. 2. Instance crowding can be solved in some ways that games have come out with recently. I think the best trade off between instance and non instance that I've seen thus far is games that incorporate limited number of instances. For example say Lower guk has a capacity of 45 with an over fill of about 15. You could start splitting it up into a separate instance once you get to around 45 and the overfill can choose a new instance or the main instance. You lose some of the non-instance feel, but you can still get into a dungeon with other people. 3. Dungeons are more fun to me with a lot of people/groups doing their own thing at different parts of the dungeon. I like encountering other people and seeing what they are up to or just having some fun chats with random people. 4. Loot - With instanced dungeons you generally get an overflow of loot since all players can do their own instance as many times as they want to get an item. Loot becomes less rare, and plus its not even that valuable at that point. If the game is created with TRADEABLE loot (I LOVE when all/most loot is tradeable) then you can BUY stuff from others, so its not so bad when you can't "get your camp" 5. non-instanced dungeons kind of create a system where you know which camps are better and they feel more dynamic as suddenly it's not a "queue for instance, plow to end with the best/fastest route, rinse, repeat" you get dynamism in the dungeons, where people are excited when they get better/more fun/camps. And if not they go to a sub par camp and wait. | |||
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#76
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#77
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#78
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The quests in WoTLK were using phasing, not instancing. It's sort of the same, in that people in different phases often had different content in front of them in the quest area, but the players were still fundamentally in the same place and had the same content everywhere else in the zone. I think phasing was a nice addition to WoW because the content is quest driven. Phasing in a game that's less quest driven would seemingly only serve the purpose of making it easier for people to farm or acquire gear, and that's what I'd advocate trying to avoid. Need that competition. | |||
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Last edited by Kiwaukee; 06-13-2013 at 07:37 PM..
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#79
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Mind you, once gamers accepted bright yellow question marks and exclamation marks hovering over NPC heads, it was all downhill in that sense. As I know I keep saying, we are talking about fundamentally different types of games. This is why many of us are back in EQ - the "modern" mindset of game design has lost its way. This isn't just rhetoric, at least for me. I spent 3 years on a next-gen MMO arguing continually these points, and from this perspective. During one heated discussion on a design point, I had the epiphany that we were all talking about different types of games. Developers now look at game design as a "craft". You have a bunch of mechanics and tools, like little blocks, and your job is to fit them together to suit the project. There are accepted structures and mechanics. If you dare to question the "industry practice", and point out that maybe some of those blocks are questionable, you are a pariah. I'm not kidding, it's really that way. It's now a bunch of pompous nerds enforcing intellectual and creative reductionism. There are exceptions, but they are viewed as mavericks. Unfortunately, the only MMO that plays by the rules that I want (or close to it), is classic EQ. And there are a lot of people who feel the same way.
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Last edited by t0lkien; 06-13-2013 at 11:52 PM..
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#80
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I don't even like the "make 2nd instance of overpopulated zone" thing. Why can't people just deal with it, lol.
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Atomos Human Ranger <Divinity>
Atomos Human Bard | ||
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