Not sarcastic, and I've been in several raiding guilds across several games. The good players always carry the retards. And there are different levels of guilds too. There are the ones where everyone is a decent standard. And there are the ones where everyone is pretty much hopeless and just a few half decent leaders somehow manage to drag them to victory.He either was being sarcastic or was one of those whose skin was far too thin to be in a raiding guild.
I guess. I am sure a lot of raids require good players these days, but I have seen some where it's more about running around and spamming your routine than it is actually playing smart.Maybe that's how it works in everquest but the only thing hardcore about guilds in that game was the hours, there's no such thing as floating through real raid content these days.
Basically he is talking about the game Chivalry in MMO format. That game would be absolutely incredible. Though if we are trying to stay on topic then I'd agree that SoE has no business making such a game. Unlike some of you guys I have pretty much no faith in their ability to make a decent MMO again.So you want an MMO with non-consensual PvP and FPS combat in a fantasy setting? And SoE should release this because of all the uber successful similiar MMOs?
Game. Set. Match.Whatever it is, it won't be anything like Dungeon Maker.
RPS:Would you ever like to see players creating their own missions and gametypes, though?
John Smedley:Stay tuned. The answer is yes, wholeheartedly. We have plans for that that go out a long way, and a game [EQN] that is going to dominate because of that kind of stuff.
It?s not just players making quests. Don?t think of it just as Dungeons & Dragons. What we?re actually building is the ability for players to put in systems. System-level stuff. We give them some rules, some basic simple rules, and they can make things out of whole cloth. They could build their own battlegrounds style of gameplay. That?s what we want. What we have is an amazing infrastructure and ability to let players do new and emerging things.
That sounds truly horrible. I hate that idea.It's not just players making quests. Don't think of it just as Dungeons & Dragons. What we're actually building is the ability for players to put in systems. System-level stuff. We give them some rules, some basic simple rules, and they can make things out of whole cloth. They could build their own battlegrounds style of gameplay. That's what we want. What we have is an amazing infrastructure and ability to let players do new and emerging things.
conceptually, i think that's the only way to have a sandbox.That sounds truly horrible. I hate that idea.
As do I, but I'm thinking it's where they are heading. Your character isn't going to be tied to a server; you can choose a different server every time that you log in. The server list is going to look like the list of WCIII games on B.net (EQ DOTA!!1 JOIN NOW!!!111231). Rather than be its own world, every server will only be as big as the player who designed it wants it to be.That sounds truly horrible. I hate that idea.
Still probably doesn't matter, unless it's tuned perfectly, people will find ways to exploit the system to make the easiest yet most rewarding dungeon type and farm that non stop. It'll probably involve pathing exploits, spawning only specific mob types that might be weaker to something making it easier to farm(like if there's a mob weak to fire, or mobs that have low health but high damage which would be optimal for classes with good CC/gap closing abilities). I mean if they can't prevent exploits in normal restricted games(they being anyone, not just SOE), how do you expect giving players content creation tools to avoid being exploitable as shit.what if one of the "rules" is the amount/quality of drops?
/wristAs do I, but I'm thinking it's where they are heading. Your character isn't going to be tied to a server; you can choose a different server every time that you log in. The server list is going to look like the list of WCIII games on B.net (EQ DOTA!!1 JOIN NOW!!!111231). Rather than be its own world, every server will only be as big as the player who designed it wants it to be.
There will still be a "main" server that has a few of the old cities in it, but that will just be for trading/selling and giving the impression that there is actually developer-made content--a glorified 3D chat room to show off SoEmote 2.0. Basically, instead of having a bunch of instances inside the world, there will be a bunch of player-made instances outside the world that you select at the server select screen.
This is the future.
I don't think it's going to roll like this but we'll see. You don't need an instance to make a battle ground if you can alter the main world.As do I, but I'm thinking it's where they are heading. Your character isn't going to be tied to a server; you can choose a different server every time that you log in. The server list is going to look like the list of WCIII games on B.net (EQ DOTA!!1 JOIN NOW!!!111231). Rather than be its own world, every server will only be as big as the player who designed it wants it to be.
There will still be a "main" server that has a few of the old cities in it, but that will just be for trading/selling and giving the impression that there is actually developer-made content--a glorified 3D chat room to show off SoEmote 2.0. Basically, instead of having a bunch of instances inside the world, there will be a bunch of player-made instances outside the world that you select at the server select screen.
This is the future.