tad10
Elisha Dushku
- 5,531
- 594
what else could he say?So Brad just told me after seeing the EQN demo he thinks VG players are going to love it.
Guess we will know soon!!
what else could he say?So Brad just told me after seeing the EQN demo he thinks VG players are going to love it.
Guess we will know soon!!
Well sort of...Vanguard did it.
He could say nothing.. He didn't have to put that out there.what else could he say?
I think tad was genuinely asking, not being sarcastic.He could say nothing.. He didn't have to put that out there.
But goes to show.. a game can release with a bunch of dungeons. You just need the right people. Btw.. Thanks for always posting Dev perspective. I'm guilty of tossing out ideas with no regard to how hard they are to actually make a reality.Well sort of...
I would never denigrate the people that worked very hard on that game, but most of those 100 dungeons were slapped together in a couple of days tops. That was done to save time to to make the ones you do remember, well, memorable.
Yea, i'm not being smart.. I think Tad and I have that understanding by now.. I'm just saying.. It was in context to him making VG 2 btw lol which he said he would like to and just added the EQN part.I think tad was genuinely asking, not being sarcastic.
But even the less epic ones I still liked. I've seen them all, I found a list of them all and I made a point of visiting them all and fighting through them. Some are just big caves, but still fairly fun, and still comparable in size to Crushbone or Befallen or maybe Unrest. But the big ones were gigantic, like Sebilis size or maybe bigger.Well sort of...
I would never denigrate the people that worked very hard on that game, but most of those 100 dungeons were slapped together in a couple of days tops. That was done to save time to to make the ones you do remember, well, memorable.
Yeah. But still, EQ was pretty small and very bottleneck-y. It wasn't too bad while levelling up, Befallen was always empty whenever I went there, usually places like Highpass had one group doing either gnolls or orcs, but not both. It was only really at the top levels when everyone started hitting them together and had nowhere to progress to, it was like a pileup.Yeah, EQ peak population was in late Luclin/early PoP, I think?
Back in WoW Vanilla days I was in full time college, worked full time, had a fianc?e, and still had time to raid with Afterlife 3/4 nights a week. Mind you, I had no friends, but what woman lets you have friends anyway?If the game is good enough, those of us 30+ years old will make time to play it, and play it a lot. Its easy to talk about not having time for gaming when mmo's for the past 5+ years have been derivative crap.
Wasn't EQ billed as one of the first games to "require" a 3d card ? The days of those voodoo2 12mb sli'd together and glide days..........the novelty of unfamiliarness: i'm hoping that eqn rekindles the novelty of eq in that you we were so naive as to not know what to expect: mmo were relatively new; 3d adoption was relatively new.
here's hoping that storybricks etc will bring something new. (and ffs try to enjoy it without expecting too much.) i find people thinking what they want is familiarity (the safety in it).
(note: quakecon 2013 shows carmack presenting at 5 friday for those interested ... or something to watching inbetween f5'ing)
GW2 had a system like that for exp. The mobs that hadn't been killed in a while gave bonuses to exp when someone finally got around to killing them. So you could go off to the edges of the maps and find packs of mobs that gave nice exp bonuses. I don't know of any games that have that feature for loot, but it sounds like an interesting approach.I'm a sys engineer and know jack about the coding side of things , but would it be nightmarish to code a sort of "less killed mobs=higher and higher drop %" ?
Be it dungeon or open area world drops , the longer time/less mobs are killed , they ever so slightly creep up % on drop table for better loot ? For all I know some game has it , I could just see that encouraging some folks to go off into the lesser used places far off looking for those places no one has been hunting lately. Would seem to make every dungeon more "viable" too.
~550k in mid 2004. Dropped hard when WoW launched in November.Yeah, EQ peak population was in late Luclin/early PoP, I think?
Tricks like that are what gaming should be all about, but modern designers are dumb, apparently.I'm a sys engineer and know jack about the coding side of things , but would it be nightmarish to code a sort of "less killed mobs=higher and higher drop %" ?
Be it dungeon or open area world drops , the longer time/less mobs are killed , they ever so slightly creep up % on drop table for better loot ? For all I know some game has it , I could just see that encouraging some folks to go off into the lesser used places far off looking for those places no one has been hunting lately. Would seem to make every dungeon more "viable" too.