NishUK wrote: » I am not suggesting that systems mold with very popular genres, only steal ideas that lead to elevating it.
NishUK wrote: » BDO made 20+ skills incredibly accessible by utilizing direction input like the fighting game Tekken (that has 50+ moves on average for every character), it's user convience bliss in comparison to holding shift/alt whatever and working mouse button 1-12 etc.
NishUK wrote: » If a Healer class in an mmo has a lantern and chain (let's just say Thresh), and strengthen's and heals allies via souls and there's a more "ruthless" gameplay style, along with lore and conflict from the holy side of life, adding character to the more traditional type of healing we see in typical mmos and thereby making being a healer/support more desirable, that is infact an evolution, nothing short of it.
NishUK wrote: » Also, gear that someone wears, doesn't change their gameplay (or if it does it's on the very low spectrum), it only changes their avatar/appearence, which is a great thing.
NishUK wrote: » Feel free to make a thread explaining why a polished tab and Everquest focus is king, please explain how it would geinunely excite people, people who have played other mmo's alternative to yours, newcomes to the genre, please.
Dygz wrote: » I just now took a look at Skyrim combat. Seems close to what I'd want for action combat. It's not Hack & Slash. .
Selo wrote: » Dygz wrote: » I just now took a look at Skyrim combat. Seems close to what I'd want for action combat. It's not Hack & Slash. . People say that in every forum for new mmorpgs in development. Every mmorpg that have tried it have failed..HARD Its very niche and doesnt work well in mmorpgs Unfortunally the players that thinks they want it are very vocal and ruins alot of potentially good mmorpgs.
Noaani wrote: » Gear does change the way you play. I'll give you two games as examples. The first is Path of Exile (an online ARPG). Your gear literally dictates what builds are available to you. Almost all build guides for that game list the specific items of gear you absolutely need to make the build even function, and then also give a list of some good to have items. Then there is EQ2 (didn't want to disappoint). In most content cycles, there were two or three points where the gear you have acquired would see you able to take a different spec. Changing spec in EQ2 was quite the change to your character, since EQ2 had 6 or 7 different "talent trees" (note, trees, not branches, these were all individual, and all had their own branches you could pick) per class. In some of these cases it was a matter of getting enough of a stat to be able to remove points from that to place elsewhere, (which also means removing the points you needed to place in the tree in order to get to that stat). In other cases it is literally getting a single item alters the viability of specific builds. When you have a build that gives you an ability that does absolutely massive damage, but leaves you with absolutely zero mana, you have to kind of build things around that ability. If you can't build things around that ability, you can't take that ability. If you can build things around that ability, your gameplay now becomes focused around maximizing your use of that ability. Or it could be that you managed to pick up an item that - when used - lowers your position on the targets hate list by 24 players (in a game with a raid size of 24). If you are a DPS character, having this item changes how you play your character. In fact, me having this item, and having the setup to use the spell I described above as well, altered the gameplay of the tank in my raid - not just my own gameplay. He would pull a mob, and combat would start, then when we knew nothing was about to go off, I would cast that massive damage dealing ability (that would deal perhaps a full percent of a bosses HP in damage). This would send the boss right after me, the tank would have perhaps 50,000 hate generated against the mob, and I just generated 500,000 in a single cast. The tank would then use a taunt that would increase his position on the targets hate list by 1, meaning he would now be at exactly 1 threat point above me. I would then use the item that decreases my position on the hate list by 24, meaning the tank is now at over 500,000 hate, the next highest DPS is at about 45,000, and I am sitting at 0 hate. This meant that the tank no longer needed to spec in to things that would allow him to generate hate quickly, and could instead spec in to other things. All only possible due to me having a specific combination of items. Point being, gear ABSOLUTELY does alter how you play your class - and your gear can alter how others play their class.
NiKr wrote: » That whole explanation makes me wish mmos split into "pvp and pve"
NishUK wrote: » Hey there's nothing to stop a PvE experience from being more interactive inside of a game where PvP exists. The whole premise of gear being the be all and end all of everything in development is weak to hang onto or at least letting the 2 co-incide, it's a mighty balancing chore, that also involves the horrible practice of usually making classes weak/strong for PvE/PvP. You're familiar with my long friend L2, PvE combat devolves a hell of a lot into piggybacking off of the Destroyer. Strong PvE doesn't need to be involving gear, it can always be a true group effort like doing a Kraken at sea in Archeage for instance, utilizing tools like cannons, obv needs to add a bit more involvement than ship repairs as a side chore and then you focus on that sweet PvP competitive scenerio or don't at times or depending, for casual sake. My example would be, have gear that covers trash/open world mobs and PvP that both gel and balance together with all those nice attack/casting speed and damage bonuses you all gasm over (stats+++ won't nearly need to be as extreme though in a Hyrbid/action game as it's already fun and "reactive mechnical" to play) and let top end PvE/raid just always be reliant on the utilization of tools or subset skills + base skills such as agro'ing/healing.
NiKr wrote: » And I feel like if at least a few companies risked a good pvp game back in the WoW days, where the world would stay persistent, while player power would be semi-equalized with longtime hardcore players being a few steps above newbies but w/o utterly destroying them - the genre would've been better off because of that. But I guess that risk came in the form of mobas and fps games instead of big worlds that progress through time. The cheaper choice always wins
Dygz wrote: » Shadowbane doesn't count?
NiKr wrote: » Have never even heard of it in my corner of the internet. Did it flop so hard that no one else even attempted to make another mmo in the same "genre"?
Dygz wrote: » PvP-centric MMORPGs rarely have enough players to last long.
NiKr wrote: » Dygz wrote: » PvP-centric MMORPGs rarely have enough players to last long. I dunno how DAOC was, but from all the other pvp mmorpgs I've seen they usually suffer from bots/p2w/exploits/etc on release and then rarely fix it. And even if they do fix it, it's usually too late. I'm not saying that they'll ever have more players than smth like wow or ff14, but as you said yourself, there's at least a million people ready to try out a mmorpg (even if they didn't call it that) with pvp in it. And even NW got killed by the same issues as all those other older pvp mmos. 20 fucking years, yet nothing has changed. Big sad.
Azherae wrote: » Not exactly... Remember that New World had to take out the no-flag PvP because of seal-clubbers.
NiKr wrote: » Azherae wrote: » Not exactly... Remember that New World had to take out the no-flag PvP because of seal-clubbers. Yeah, I know it's not as pvp as Ashes or older mmos, but it was still advertised as "mmo with pvp" iirc. And even with a $40 price it got 1 mil on release. And I'm sure if Amazon had not fucked up pretty much every single fucking thing they could've possibly fucked up - the game would've lasted way longer and would've had at least a few hundred thousand active players. Which is why Intrepid gotta iron out as many kinks as they can before release, considering that their pvp is harsher so it's gonna be a tougher sell.
Azherae wrote: » I'm not saying MMOs shouldn't have PvP, I'm saying that if that PvP happens outside of arenas or has real consequences, in the game paradigms we have available NOW, they suffer the same problem every time.
NiKr wrote: » Azherae wrote: » I'm not saying MMOs shouldn't have PvP, I'm saying that if that PvP happens outside of arenas or has real consequences, in the game paradigms we have available NOW, they suffer the same problem every time. Which is why we're long overdue a paradigm shift. But it's so risky to do, moneywise, that no one even attempts it. And the ones who even try going for smth pvp-centric, usually go for nostalgia-inspired games, instead of trying to come up with a new system where owpvp might work in everyone's favor (if that is even possible obviously).