The "art" in WOW was fucking awful. Its pretty immersion breaking to be playing cartoon characters. I fucking HATE the art in WOW.the art style, the animations, and the UI design.
The "art" in WOW was fucking awful. Its pretty immersion breaking to be playing cartoon characters. I fucking HATE the art in WOW.the art style, the animations, and the UI design.
You may not be a fan of it, but it was far from awful. I grew very, very tired of it myself, but awful? Not by a longshot.The "art" in WOW was fucking awful. Its pretty immersion breaking to be playing cartoon characters. I fucking HATE the art in WOW.
Yea, he was pretty clear.. I don't know how much clarification we will get at KS but hopefully some.Hopefully the Kickstarter pops up soon so people can stop going in circles on what niche means when it's very fucking obvious what Brad takes it to mean. A couple more weeks and we should have a lot more to go on.
Simply incentivizing grouping with bonus xp and creating a dangerous world would go a long way. Wildstar actually gives a grouping bonus if I'm not mistaken. Read that from the "dev play" weekend.2. i think popsicle mentioned something about how to create another feeling of friendship like that which existed in EQ. it's very simple: long leveling curve and class interdependency. if it takes a long time to level, and you need others in order to help you level up and get the items you covet, friendships will occur. yes, there are drawbacks to this, but nothing is perfect. give people the option to solo, but grouping up should lead to much faster and safer leveling, which in turn will be a great incentive to group up.
Again, I think it's less about punishing a player and more about incentivizing grouping. I already mentioned making the world dangerous, so maybe if you're grouping there are ways to minimize the penalty. Maybe create items like WoW's [Jumper Cables] and such.3. death penalty. yes, there has to be a fucking death penalty, and it should sting like a mother fucker. why? because if death leads to exp loss or some other type of tangible loss, then you are more inclined to group with others (safety in numbers). the world outside of major cities should feel truly dangerous, and depending on others to help you CR or to travel to far off places forges friendships. if there is no death penalty, and you can just summon your corpse to a GY, then there is no fear of playing the game solo, because dying doesn't mean anything and therefore others are not needed as well. people should be dependent on others, it forces people to interact in the game, and it cuts down on the number of players who play like assholes.
I don't know. There have been a lot of MMO's developed in the last decade, considering the size of the market. So, I don't think the problem is money.Unless you are independant financially that seems to be a difficult goal in this business, moreso then for a restaurant or the like. Nobody is going to tell a specialty restaurant that McD makes alot more money (no shit sherlock), but for video games the suits dont think that way, here everything is compared to the very top of the genre. The problem I see is getting enough money to actually set up an independant operation, and if has to go in bed with a publisher I would worry that what I consider my game for the next decade turns into a mass-market product within 3 years.
We added those features in a D&D campaign, there were 2 books devoted to just those aspects: survival guide and dungeoneering guide if I recall correctly. Final response was: more hassle than they were worth, with a few ideas worth keeping.Question: What do you guys think of Survival Mechanics (like hunger, temperature, thirst, tiredness...etc)?
Each one has its own drawbacks if not maintained.
We know EQ had hunger/thirst which affects your HP/Mana regeneration.
What about Tiredness; Say your character needs to sleep in an Inn (for a fee) or Personal House to restore tiredness. Say three hours per real-day (you may go offline when you rest). Not mandatory but if you fail to fulfill your tiredness gauge your character becomes less efficient?
Temperature or Weather affects your character in any way? Maybe you need to set a camp-fire for five minutes if you're in a cold wilderness.
With things like some game design ideas (like Inns, Houses, campfires, fishing, cooking) might get some meanings to them besides just being fluff.
The inability to take something for what it is speaks pretty loudly.The "art" in WOW was fucking awful. Its pretty immersion breaking to be playing cartoon characters. I fucking HATE the art in WOW.
Having a vision and implementing good mechanics to match that and be a fun game at the same time is a hurdle you can take when you have secured financing. My concerns come into play much earlier, when the visionary designer? tries to get the money to even start the project.I don't know. There have been a lot of MMO's developed in the last decade, considering the size of the market. So, I don't think the problem is money.
I think the problem is the relationship of vision and focus.
Art is subjective but what WoW did was synchronize the experience... The music, animations, art design, world design, NPC design from asthetic perspective were all synchronized... and the result is simple ... Immersion. NO game has replicated that so well IMO.The "art" in WOW was fucking awful. Its pretty immersion breaking to be playing cartoon characters. I fucking HATE the art in WOW.
Haters gonna hate.Vaporware gonna vape.
I think they started their company before the gaming landscape was changed by browsergames/WoW/tablets+smartphones/F2P and had a loyal base of whoknowshowmany subs throughout their run so far. They released the game in 2003, that's a decade ago and an entirely different premise for starting up such a project.As only a dabbler in EVE occasionally over the years , I don't know much about their actual financing/business side.
How have they managed to essentially remain a somewhat hardcore PVP sandbox with a sub without giving in to demands of "make is safer and easier so more casuals will play it" ?
(I know it's been tweaked over the years , but nothing as dramatic as other games )
Hrm, yes, this really is how it works in the military. You have a 4 person company and when one person dies you can't just go on because that person was so irreplaceable that the entire army crumbles! Modern MMO's need to work more like made up analogies or they'll just be WoW clones!It pisses me off in Vanguard when you go to a dungeon and someone leaves like that, and the group just carry on going with 5 people. Nobody can be bothered looking for a 6th, and it's not even necessary anyway because the combat is so easy. People should be forced together more, that's what happens if you join the military or a company or something, you are forced to work with people and you develop real friends that way or real enemies. Modern MMO's don't work like that anymore because people are so anonymous and disposable and replaceable.
GUILD WARS 2?!??! SCREW YOU, YOU CASUAL WoW-CLONE LOVING EQ HATER!!! OBVIOUSLY BRAD'S NEW GAME JUST ISN'T FOR YOU!!!GW2 works sort of like that
You mean, LIKE Vanguard where the command is literally /torch, you fucking moron?Make it so that real life weather and stuff matters again. Make it so that when its dark you cant see shit, just like in real life. Someone will have to eithercarry a torchor use a spell to light the way, and make it so that their light source is visible to others -unlike Vanguardwhere everyone just has their own independent light source.
Stop trying to replicate real life because you don't have one. I want to play a game. Challenging and frustrating and punishing, sure, but still a game. That means I want to PLAYING it and not huddled in a cave with a bunch of other players waiting out a fucking severe weather warning. I'd love a game that pushing group content and the interaction that brings, but I really don't think most people want a game that forces you into a cave with idiots and assholes like you just because sitting in a cave waiting out a storm in a fucking video game is the only way you can imagine anyone would ever want to talk to you or be your friend.Maybe your clothes get heavy from the wetness, maybe you lose some agility and dexterity like when your fingers get really cold, maybe there are times when you will just end up going in to a cave somewhere to get out of the storm, or you and your group decide to travel somewhere more hospitable. But these stormy areas maybe have some of the best loot and xp if you can man up and survive there with a good enough group.
I would love them, but understand that some people wouldn't enjoy them. I think you can get away with hunger/thirst/temperature (one thing i loved most about Vanguard was the different armor sets for diplo, crafting and combat) but im sure some people will feel having to sleep is a "denial of service". I would love for Brad to create a world not a game. Give the people the right tools and world and they will make the game.Question: What do you guys think of Survival Mechanics (like hunger, temperature, thirst, tiredness...etc)?
Each one has its own drawbacks if not maintained.
We know EQ had hunger/thirst which affects your HP/Mana regeneration.
What about Tiredness; Say your character needs to sleep in an Inn (for a fee) or Personal House to restore tiredness. Say three hours per real-day (you may go offline when you rest). Not mandatory but if you fail to fulfill your tiredness gauge your character becomes less efficient?
Temperature or Weather affects your character in any way? Maybe you need to set a camp-fire for five minutes if you're in a cold wilderness.
With things like some game design ideas (like Inns, Houses, campfires, fishing, cooking) might get some meanings to them besides just being fluff.