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Just so retort on what you just said...Gaereth said:You asked me why I wasn"t a fan. You didn"t ask me to provide supporting evidence at trial Ngruk.
You are expecting not to give out facts to back up your statements?
Just so retort on what you just said...Gaereth said:You asked me why I wasn"t a fan. You didn"t ask me to provide supporting evidence at trial Ngruk.
Hehe. Ok ease back a bitDuppin said:God damn.
Some of you people with all of this built up angst over things that happened in EQ"s time need to LET IT THE FUCK GO ALREADY.
Something else many people aren"t aware of is just how complex andtotallyundocumented EQ1"s combat system (and pretty much everything else about EQ content design) was.Ngruk said:Hehe. Ok ease back a bit
I was explaining in a confusing way that if we were going to debate who said what, when, why, where and how, that it"s a lot easier said and done with facts. "Nooz came on and said he was supportive of the change, but the more important point, and my real argument against the initial opinion was that Steve was a PLAYER at that time, not a community guy or dev, but a player.
That to me changes the dynamics of it all. Sure he was a monk, sure he had some influence on whether or not it happened, but he did not work internally so he didn"t have the whole picture in front of him, nor was he a member of the design team with intimate knowledge of the change and it"s ramifications world wide.
The two positions, player/designer, are in such complete and totally different worlds, regardless of how "informed" or up to date that "player" is.
After getting to know this system and process over the years the more amazing thing to me is that a studio lead actually allowed a player to weigh in that heavily on a game change. Speaks to very different things about both people involved and the main one is one of the reasons I wanted Steve to be part of GMG from the start.
A quick look at this post and a quick response.Pasteton said:I quit eq2 and have recently been playing a lot of nwn/nwn2, and it occurred to me how amazing the effect a community of modders can have on a game. Now I know there"s a lot of practical limitations to implementing this into an mmo, but why has no one attempted this yet, and is this something anyone will consider?
Assuming what kendrick says is true, then why hire the die-hards? A good 50% or more will be willing to contribute for free and put in just as much effort as if you had hired them. It seems like an mmo company might benefit from starting a new division dedicated to "screening" or filtering for content coming right out of the community, be it lore/quests/dungeons/items/models etc. Hell I personally could have come up with and submitted better dialogue/lore for eq2 inbetween work shifts than the shit they flung at us half the time.
I know this would involve some kind of copyright issues and code leak worries (although theres already independent servers for games like l2 etc anyhow), and I know developing a really good toolset like they did for nwn2 will be hard from the ground-up, exponentially so with the complications of an mmo added in, but it seems community modding would be a natural solution to what is ultimately the biggest problem for any mmo, lack of content.
And I, and others hanging out in Maynard, would agree with you.Pasteton said:I agree its certainly not something that can be implemented on the fly in an mmo that is already out, but if it"s tooled in from the ground up at the very roots of game creation it might be more feasible, which is why i broughtit up in this thread
Ya, I"ll shoot a call to Req sometime later and get that setup for you.J Capozzi said:(btw, if a moderator has made it this far, what are the chances of getting my old "Kendrick" forum handle back? I forgot the password and the email address that I signed up with back in 2001/2002 is long dead.)