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#81
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eq1 is not an rpg neither =)
compare it to real rpg games like Baldurs Gates - there is not a glimpse of that in eq, neither in any other MMO | ||
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#82
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Its' like how game makers are trying to make PC/Ps3/Xbox360 all-in-one games now. They tell us that it won't impact the effectiveness of hte game, but I really have to question that assertion. Company exists to save money. If they can make the 3 versions as similar as possible to shave away extra expenses and playres don't notice then they will. Inevitably it will lead to games that play similarly and look similarly across platforms. Make things the same and you don't have to pay for separate development. Saves money. If more console gamers bought keyboards/mouse and more developers for the consoles coded for these things it wouldn't be so bad. But we're a ways off from that happening commonly.
__________________
Full-Time noob. Wipes your windows, joins your groups.
Raiding: http://www.project1999.com/forums/sh...&postcount=109 P1999 Class Popularity Chart: http://www.project1999.com/forums/sh...7&postcount=48 P1999 PvP Statistics: http://www.project1999.com/forums/sh...9&postcount=59 "Global chat is to conversation what pok books are to travel, but without sufficient population it doesn't matter." | |||
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Last edited by stormlord; 05-12-2011 at 10:10 PM..
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#83
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Mostly PoK books, flagging and boxing - I remember this crazy mofo Sam Deathwalker who was 18boxing on Zek - I kid you not! I once met his 3 groups and killed 4 of his stupid characters before he could flee.
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#84
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Quote:
Once upon a time, RPG's were nearly extinct, because of the horrid gameplay so many developers regurgitated over and over again. After RPG's died (apart from a few companies like Bethesda etc.), they turned their attention to the new cash cow, mmo's, but with the same cyclical games (flavor of the month) they rehashed RPG's to death with. Their not even built in mind to last, but to farm cash (marketing PHD's on the job) and then milk it until the servers are turned off. Technically, newer mmo's out now are far more designed with RPG mechanics, yet not even as good as some of the classic RPG's. Fail at making an RPG and your company tanks, but make an awful mmo-rpg and you can milk it with a cash shop to get your money back and crank out another, with hopes of creating that killer app/game next time. Safe looking for publishers/investors. Lastly, too many "mmorpg" players just do not like mmo's, flat out. They were lured in from PHD marketing research, promised "casual gameplay" which was injected with bright shiny graphics to compensate for the lack of content and empty rewards. Then lured from one game to the next, with the often resonating phrase "I'm boooored". But there are so many people in this world that DON'T like mmo's so that these developers/publishers target them. Then the bored players demand every mmo be like they got used to, more of the stuff that they THINK they like, or what publishers/marketeers tell them is for the cool kids like the prom queens and what the dead actors play. It's about image. So why did EQ really die (or close to dead)? because there are not really that many real mmo players. I think it's a big chunk of the reason at least. Not that there are not enough to turn a profit for a new mmo, in time, but we are spread out more now compared to a decade ago, and often staying with a single game or two for years. The new mmorpg's (or morpg's) offer a quick fix, then their players go someplace else, but the publishers make back their money off of them. For the most part, anything that may ever be more like EQ, UO, DAoC etc. will probably be made by indie companies in the future, for the sake of the art of game making.
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#85
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The reason is simple -- there was no plan for the game. They were winging everything. Advancement progression should be planned and the game should be built around it. That is the only way to limit or avoid trivialized content.
EQ did a much better job than WoW. At least there was still incentive to do old world raids. I think planning on how you would have progression go a few expansions ahead of time is key. Old encounters will always get easier, but you can inverse their difficulty. The launch of a raid encounter should be very difficult. Every expansion should make it a little less so. Maybe 3 expansions out it's single group-able by well geared groups. I'd like to see encounters require skill as opposed to just needing to know how the encounter works. Short of a FPS type set-up, I'm not sure how that's accomplished. Still, you shouldn't be able to copy/paste a macro from the forums and just hit that one button constantly (like wow).
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Rephaite - Green99
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#86
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You obviously don't know anything about WoW if you think you can copy one macro and mash it and still be even adequate, nevermind downright terrible lol
That is besides the point, though. | ||
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#87
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__________________
Rephaite - Green99
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#88
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#89
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__________________
[50 Magician] Ennoia (Dark Elf)
TEAM UTHGAARD | |||
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