Mag7spy wrote: » Only good news with that mmorpg with the lack of information around it, is that they decided to not do a mobile release for that mmorpg.
NiKr wrote: » Mag7spy wrote: » Only good news with that mmorpg with the lack of information around it, is that they decided to not do a mobile release for that mmorpg. Talking about a mobile release would've been too big of a scam alert off the bat, considering how they present the game in that trailer.
NiKr wrote: » Azherae wrote: » The world is full of promises. Ah, it's that one game that I immediately considered a scam vaporware Azherae wrote: » Did y'all's old RPGs seriously NEVER change the dungeon enemies or distributions, though? I know it's not common to do it, but I'm a bit surprised at the 'doesn't really have any dynamism at all'. Not even when the weather changed? I've been telling you, you're in a pretty small minority of people who played a well-designed game I think oldtimers from UO would also fall into that group, but they're not only super old but they themselves ruined the very design we wish for now (which potentially influenced everyone else to not even attempt it) But to answer, no, if I went to a location in L2, I was going there for very precise loot and I knew I could get it there 24/7.
Azherae wrote: » The world is full of promises.
Azherae wrote: » Did y'all's old RPGs seriously NEVER change the dungeon enemies or distributions, though? I know it's not common to do it, but I'm a bit surprised at the 'doesn't really have any dynamism at all'. Not even when the weather changed?
Azherae wrote: » Didn't L2 have a day-night cycle at least, that affected spawns?
Azherae wrote: » What about sleeping, differences in aggression, or patrol routes? Stuff like that? I have some reasons to believe that this might be part of the Lineage of those games, y'know? Maybe something added later?
NiKr wrote: » Azherae wrote: » What about sleeping, differences in aggression, or patrol routes? Stuff like that? I have some reasons to believe that this might be part of the Lineage of those games, y'know? Maybe something added later? This might be the case of my "dumbass player type" cause I got no damn clue if any of that was in the game throughout my gameplay. I saw mobs - I killed them. I didn't pay attention if their behavior changed throughout the day, mainly because I only paid attention to myself not dying and them dying
NiKr wrote: » Azherae wrote: » Didn't L2 have a day-night cycle at least, that affected spawns? It did have d/n cycle and a race passive worked with it, but I do not remember any mobs changing their spawns. Maybe I just didn't farm in places where they did or completely forgot, but I feel like if valuable locations had 2 different mob compositions I would've remembered that.@Depraved @JamesSunderland did L2 have different mob spawns depending on different in-game situations? I know there was a lvl-based change on the player's side, but that's a separate thing and was a one-time change (well, unless you went down in lvls). edit: ah, one of the epic bosses had a change depending on day/night, right
JamesSunderland wrote: » Monsters in Devil's Pass only spawned at Night, and Forest of the Death had weaker Undead monsters spawn during the day and stronger(and more aggressive) Vampire monsters spawn during the night(Forest of the Death Raid Boss Eilhalder von Hellmann only spawned at midnight).
NiKr wrote: » But I think that I simply considered FotD's changes "a rare spawn" Maybe I knew that it changed mobs at night, but I do not remember at this point. I definitely didn't pay enough attention to that particular location though, which is why my memory of it is way weaker.
Enigmatic Sage wrote: » I'm in favour of environmental conditions affecting mobs. Biome, weather, time of day, lunar cycles, eclipses, astrological alignments etc. There's lot's of fun options for status conditions and effects such as metamorphic, frenzied, adjustable aggro range, special abilities etc
Neurath wrote: » Enigmatic Sage wrote: » I'm in favour of environmental conditions affecting mobs. Biome, weather, time of day, lunar cycles, eclipses, astrological alignments etc. There's lot's of fun options for status conditions and effects such as metamorphic, frenzied, adjustable aggro range, special abilities etc Sounds like WoW creep from mythic plus. Changing mobs, layout and bosses is preferred to the same mobs getting different buffs in my opinion.
Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » I'm in favour of environmental conditions affecting mobs. Biome, weather, time of day, lunar cycles, eclipses, astrological alignments etc. There's lot's of fun options for status conditions and effects such as metamorphic, frenzied, adjustable aggro range, special abilities etc Sounds like WoW creep from mythic plus. Changing mobs, layout and bosses is preferred to the same mobs getting different buffs in my opinion. I guess?.. lol. Sure many games have done different methods to apply status effects to mobs/npcs under specific conditions. I was referring to more things such as: if it's a full moon maybe there would be random werewolf spawns at night or a lunar eclipse there could be frenzied undead. Biome and Node level could affect these as well. lots of options.
Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » I'm in favour of environmental conditions affecting mobs. Biome, weather, time of day, lunar cycles, eclipses, astrological alignments etc. There's lot's of fun options for status conditions and effects such as metamorphic, frenzied, adjustable aggro range, special abilities etc Sounds like WoW creep from mythic plus. Changing mobs, layout and bosses is preferred to the same mobs getting different buffs in my opinion. I guess?.. lol. Sure many games have done different methods to apply status effects to mobs/npcs under specific conditions. I was referring to more things such as: if it's a full moon maybe there would be random werewolf spawns at night or a lunar eclipse there could be frenzied undead. Biome and Node level could affect these as well. lots of options. Yeah, thanks for the clarification. I can get behind such notions. I just don't like the way WoW does stuff in Mythic Plus. You can make difficulties increase without having the health, attack, defence stats increase on the same mobs over and over again. I'd rather have different animations, different ability sets and different pathing/groupings. Basically, the need to work on the fly and not just healing checks, dps checks and tanking checks (which are good but not when that's the whole shebang).
Azherae wrote: » NiKr wrote: » Azherae wrote: » The world is full of promises. Ah, it's that one game that I immediately considered a scam vaporware Azherae wrote: » Did y'all's old RPGs seriously NEVER change the dungeon enemies or distributions, though? I know it's not common to do it, but I'm a bit surprised at the 'doesn't really have any dynamism at all'. Not even when the weather changed? I've been telling you, you're in a pretty small minority of people who played a well-designed game I think oldtimers from UO would also fall into that group, but they're not only super old but they themselves ruined the very design we wish for now (which potentially influenced everyone else to not even attempt it) But to answer, no, if I went to a location in L2, I was going there for very precise loot and I knew I could get it there 24/7. Wait... that can't be right, not entirely... Didn't L2 have a day-night cycle at least, that affected spawns?
Mag7spy wrote: » Is there a game you reference in what would be a good example for what you want? I understand what you are saying questing in mmorpgs have always been bad but there are reasons for that as well. You aren't going to get a god of war experience in a mmorpg.