it doesnt seem that sandboxy. too focused on combat. Crafting seems designed to support combat. The classes arent sandboxy becuase there are only combat classess. Now if there were classes that were based in managing npc workers and those npcs were able to make musical instruments than maybe.
I don't mind ffa full loot pvp on the condition that I have a reasobable chance of avoiding risk if I plan correctly and don't do anything stupid. This seems completely based in pvp. There are fast travel portals with limitations based on territory control. limitations not for trade, but for territory control.
The game is too focused on combat to be a sandbox in my opinion.
This is Darkfall 2 in disguise isn't it? No thanks. Maybe if PVP wasn't the sole focus of these sandboxes and full loot being my main issue, then I might otherwise be on board. But I'm tired of having hard earned items and money pulled from my corpse because I'm not a keyboard jockey.
Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries...
I like MANY aspects of this game and I hope it won't be badly coded or be graced with ghastly graphics, those things have ruined many a promising sandbox mmorpg.
This is Darkfall 2 in disguise isn't it? No thanks. Maybe if PVP wasn't the sole focus of these sandboxes and full loot being my main issue, then I might otherwise be on board. But I'm tired of having hard earned items and money pulled from my corpse because I'm not a keyboard jockey.
when will developers realize full loot FFA PVP does not have to be in the game to make it a sandbox.
So you want restrictions and safe zones in your sandbox.
/rofl?
You need to go look up the definitions of theme park and sandbox.
And when will YOU realize that FFA full loot PVP is kind of hurting that genre. The world is a sandbox but a police station is pretty much a safezone. You can easily put some limits on these things to make the game more enjoyable while keeping true to sandbox roots.
when will developers realize full loot FFA PVP does not have to be in the game to make it a sandbox.
So you want restrictions and safe zones in your sandbox.
/rofl?
You need to go look up the definitions of theme park and sandbox.
And when will YOU realize that FFA full loot PVP is kind of hurting that genre. The world is a sandbox but a police station is pretty much a safezone. You can easily put some limits on these things to make the game more enjoyable while keeping true to sandbox roots.
Pretty much what this guy said.
FFA PVP Games seem to think that players are police. This is not the case.
when will developers realize full loot FFA PVP does not have to be in the game to make it a sandbox.
So you want restrictions and safe zones in your sandbox.
/rofl?
You need to go look up the definitions of theme park and sandbox.
And when will YOU realize that FFA full loot PVP is kind of hurting that genre. The world is a sandbox but a police station is pretty much a safezone. You can easily put some limits on these things to make the game more enjoyable while keeping true to sandbox roots.
Do some research fella's. Read up on their wesite and then come back and discuss. If you would have, you would realize that they have an interesting take on FFA full loot. Everything equipped on your person just takes damage, it does not drop to your corpse. Only items in your inventory at the time may be looted, including gold.
Also, there are safe areas according to their website. A new player island, NPC cities, as well as a semi-safe area outside of those NPC cities. I would also imagine player cities will be semi-safe as well.
And yes, you do need some restrictions. We've seen how well no restrictions at all have faired in recent sandbox MMO's haven't we? Do we really want to revisit those failures? I for one, do not.
when will developers realize full loot FFA PVP does not have to be in the game to make it a sandbox.
So you want restrictions and safe zones in your sandbox.
/rofl?
You need to go look up the definitions of theme park and sandbox.
And when will YOU realize that FFA full loot PVP is kind of hurting that genre. The world is a sandbox but a police station is pretty much a safezone. You can easily put some limits on these things to make the game more enjoyable while keeping true to sandbox roots.
Do some research fella's. Read up on their wesite and then come back and discuss. If you would have, you would realize that they have an interesting take on FFA full loot. Everything equipped on your person just takes damage, it does not drop to your corpse. Only items in your inventory at the time may be looted, including gold.
Also, there are safe areas according to their website. A new player island, NPC cities, as well as a semi-safe area outside of those NPC cities. I would also imagine player cities will be semi-safe as well.
And yes, you do need some restrictions. We've seen how well no restrictions at all have faired in recent sandbox MMO's haven't we? Do we really want to revisit those failures? I for one, do not.
I would also like to mention that there are crafter type professions within the game. It should be quite viable to be a marchant of some sort, while retaining the ability to fight. Or you can use your profession slots to support combat if you'd like. At least, that's what I gathered from what I read.
when will developers realize full loot FFA PVP does not have to be in the game to make it a sandbox.
So you want restrictions and safe zones in your sandbox.
/rofl?
You need to go look up the definitions of theme park and sandbox.
Just to let you know. There is SAND in the BOX. What you're talking about is a reality where there is no sand and no box. A black hole? There has to be some sort of restriction, otherwise, there is only chaos. This is what most developers simply cannot grasp.
Sandbox's always cater to one side or the other and fail to look at the bigger picture. To understand how things must be done. It's why they always fail.
Darkblight touched on a great topic in his previous post; the holy grail of an MMO is balance. Everyone knows an MMO needs 'balance' to be good, and the better the 'balance', the greater the MMO. Balance, unfortunately, is one of those terms that no one ever understands in the same way. Most of the time, whatever benefits the player's interests is considered to them to be balance. For a trammelite, balance is being able to go out into the wilderness to make money without dying every minute. For a crafter, balance is the ability to create an item and have a good economy to make a profit in. And lastly, for most of us here, balance is the opportunity to pwn the previous two people and run off with their stuff.
The balance that darkblight wants to talk about, I believe, is the balance of all these types of players, which is what made Ultima Online the epitome of MMOs to date, but instead of discussing that he does what most of us thieves, murderers, griefers do (and I'm sure I may even in this article about my point), and goes on to discuss the balance which benefits only us, the minority of players who cause grief, chaos, and anger. And this is the major problem of balance in today's MMOs.
Now, I must state I've been a thief in any RPG I've played. I absolutely enjoy stealing, backstabbing, deceiving, and generally being a nuisance to everybody. If I can profit off another person's effort with minimal risk, great. But I'm also aware of the my role's position in the grand scheme of things. In order for me to enjoy this there needs to be another person for me to profit from, and in order for me to profit off of them, he needs to be able to make money with relative freedom, and this relative freedom only comes if there are a very limited amount of people like me, and you, who want screw him over in the lich lord room after he's been there for 2 hours straight. That other player, the trammelites or anyone who loves to roleplay and decorate their virtual homes with sparkles and glitter, are needed in droves in order to run any MMO, and they need to feel as though the entire world isn't out to completely screw them over. They are the sheep to us wolves, and just like in nature, the balance lies in having less, much less predators than there are prey.
When you cater to only one of these types, the trammelite, thief, crafter, et cetera, the MMO will eventually only consist of that type. That's what makes most MMOs to date stale and boring. No one wants to steal from another thief today who's just going to steal it back from them tomorrow. On the other hand, if you put everyone in a bubble, safe from all the evils of the world, even they will find themselves bored from a constant treadmill of levels and achievements. It's important to give everyone enough protection so they don't feel scammed of all their hard work all the time, but it's also important to provide some chaos, some destructive elements, in order to keep the world changing and to stay interesting. The key to balance then is to maintain the proper proportions of these elements.
Balance doesn't lie in PvP or PvE or crafting, it lies in the mixture of all these combined. MMOs are fantasy worlds where people interact with each other, thus it's more of a social balance that needs to take place in order to truly have an outstanding MMO. Given, individual aspects such as PvP, PvE, and crafting need to be balanced themselves, but the bigger picture is a diverse and dynamic world in which politics, drama, and power struggles take place. Ultima Online was laced with bugs, imbalanced mechanics, and always was down when you wanted to play it, but it was absolutely incomparable to anything else when it came to interaction and conflict with another human. It was a melting pot of roleplayers, murderers, griefers, crafters, you name it, even though it had all its flaws and imperfections. No one cared to max their character before heading out into the dungeons because there was an enormous mix of people to run in to, whether it be a newbie who wanted to just kill some mongbats with you, or a PK who was trying to In Por Ylem you to death. Even the huge changes that made a character go from a powerhouse to a gimp overnight didn't really stop us from starting to train a new skill from scratch the next day. Everyone was kept on the same playing field because we never really knew what tomorrow would bring.
I'd like to say Ultima Online had no 'end-game'; the way I played Ultima the first day, up until the very last, was to just get out of town and see what would happen. Every time I logged in I never had a goal other than to have fun. If I ran into some of my thief buddies, we'd go stealing; if I found myself needing money badly, I'd go kill monsters. There was always something to do, always somebody new to run in to, and it never was the same thing twice, and that only works when there is a diverse balance of every type of player imaginable. MMOs today always seems to have a focus on only one certain aspect of a world, whether it be PvP, PvE, or being a furry. The next MMO that realizes the balance between having free-for-all PvP, fully-lootable corpses, and a safe enough stable for my neon horses, I'm in.
when will developers realize full loot FFA PVP does not have to be in the game to make it a sandbox.
So you want restrictions and safe zones in your sandbox.
/rofl?
You need to go look up the definitions of theme park and sandbox.
And when will YOU realize that FFA full loot PVP is kind of hurting that genre. The world is a sandbox but a police station is pretty much a safezone. You can easily put some limits on these things to make the game more enjoyable while keeping true to sandbox roots.
Do some research fella's. Read up on their wesite and then come back and discuss. If you would have, you would realize that they have an interesting take on FFA full loot. Everything equipped on your person just takes damage, it does not drop to your corpse. Only items in your inventory at the time may be looted, including gold.
Also, there are safe areas according to their website. A new player island, NPC cities, as well as a semi-safe area outside of those NPC cities. I would also imagine player cities will be semi-safe as well.
And yes, you do need some restrictions. We've seen how well no restrictions at all have faired in recent sandbox MMO's haven't we? Do we really want to revisit those failures? I for one, do not.
"The world itself is your playground, and there are numerous methods of finding players to battle if you so choose. Our first step in accomplishing this goal was to reduce areas of Player vs Environment (PvE) into "Mob Zones". These mob zones are portions of the world where dense populations of mobs exist, and this is where much of the leveling and grouping is done by players. Mob Zones are clearly defined on the world map, alongside some information about them, such as their difficulty. While there are many mob encampments in these zones, only a handful could be considered very efficient ones, especially for gaining larges amounts of experience and resources. It will be common for groups of players to battle and struggle amongst each other to gain control over the best spawns."
You may be technically right but do you really want to play a game where the pve design philosophy is to act like an ass?
I was interested until I read that quote about how they placed pve mobs. How boring and non-sandbox. I want my sandbox to try and get the feel of a living fantasy world. Just bunching mobs together in small dense areas to make pvp hotspots out of them sounds like the opposite and much more themepark in design philosophy.
I'll keep playing Swtor until a good sandbox pops up, please please Darkfall 2.0 materialize soon!
Thank you for ignoring the sentence that comes just before the highlighted text. You know.. the one that clearly states a handful will be efficient mob spawns and those will be up for grabs for the strongest groups.. i do assume that the majority of mob spawns will be easy spawns.. and some may be left alone entirely for the solo player. A game lke this should have a large amount of spawns... enough for you to be able to go to a dozen or so other of your preferred locations. Not every single spawn will be contested.
Also.. theres are many theme park games that have a variation of contested spawn.. i routinely protected my mob spawn from enemies in wow.. aoc had a lot of it as well. It was in eq and daoc. Any game where you have an enemy of any kind.. there is contested spawns. Ever fight over a world boss spawn? Yeah? Ever hang by the entrance of a dungeon and gank people coming in and out? Yeah? That isnt a good reason to skip a game.. when it undoubtedly happens in swtor as well. Maybe you just havent been paying attention.
Comments
Ok. I'll book-mark it. Will probably sit in my book marks for the next 2-years as I occasionally follow the progress.
Classes, very pvp oriented and full loot. Pass. Best of luck though.
I recently stumbled upon this one as well... Looks promising.
Kind of in the same way that Shadowbane, Darkfall, and Mortal Online looked promising. Hence I am reluctant to get my hopes up.
when will developers realize full loot FFA PVP does not have to be in the game to make it a sandbox.
At least the had the good will to mention classes this early on so I can ignore this one completely.
it doesnt seem that sandboxy. too focused on combat. Crafting seems designed to support combat. The classes arent sandboxy becuase there are only combat classess. Now if there were classes that were based in managing npc workers and those npcs were able to make musical instruments than maybe.
I don't mind ffa full loot pvp on the condition that I have a reasobable chance of avoiding risk if I plan correctly and don't do anything stupid. This seems completely based in pvp. There are fast travel portals with limitations based on territory control. limitations not for trade, but for territory control.
The game is too focused on combat to be a sandbox in my opinion.
Very early development, not even screenshots available to see. Interesting ideas though and seems interesting, worth following.
There's a new sandbox mmo announced every week around here. Hopefully in 5 years even one of them will be playable.
This is Darkfall 2 in disguise isn't it? No thanks. Maybe if PVP wasn't the sole focus of these sandboxes and full loot being my main issue, then I might otherwise be on board. But I'm tired of having hard earned items and money pulled from my corpse because I'm not a keyboard jockey.
This thread is like 4 years too early.
~wtb time machine
Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries...
no videos and no screenies, a tad early?
Thanks for sharing!
I like MANY aspects of this game and I hope it won't be badly coded or be graced with ghastly graphics, those things have ruined many a promising sandbox mmorpg.
NEW IDEAS that can refresh the STALE state of MMORPGs
Not even close.
Its shadowbane 2 in disguise.
So you want restrictions and safe zones in your sandbox.
/rofl?
You need to go look up the definitions of theme park and sandbox.
And when will YOU realize that FFA full loot PVP is kind of hurting that genre. The world is a sandbox but a police station is pretty much a safezone. You can easily put some limits on these things to make the game more enjoyable while keeping true to sandbox roots.
If it's Darkfall 2 like it's tyring to be, it's about 10yrs too early.
Pretty much what this guy said.
FFA PVP Games seem to think that players are police. This is not the case.
Do some research fella's. Read up on their wesite and then come back and discuss. If you would have, you would realize that they have an interesting take on FFA full loot. Everything equipped on your person just takes damage, it does not drop to your corpse. Only items in your inventory at the time may be looted, including gold.
Also, there are safe areas according to their website. A new player island, NPC cities, as well as a semi-safe area outside of those NPC cities. I would also imagine player cities will be semi-safe as well.
And yes, you do need some restrictions. We've seen how well no restrictions at all have faired in recent sandbox MMO's haven't we? Do we really want to revisit those failures? I for one, do not.
Just to let you know. There is SAND in the BOX. What you're talking about is a reality where there is no sand and no box. A black hole? There has to be some sort of restriction, otherwise, there is only chaos. This is what most developers simply cannot grasp.
Sandbox's always cater to one side or the other and fail to look at the bigger picture. To understand how things must be done. It's why they always fail.
Darkblight touched on a great topic in his previous post; the holy grail of an MMO is balance. Everyone knows an MMO needs 'balance' to be good, and the better the 'balance', the greater the MMO. Balance, unfortunately, is one of those terms that no one ever understands in the same way. Most of the time, whatever benefits the player's interests is considered to them to be balance. For a trammelite, balance is being able to go out into the wilderness to make money without dying every minute. For a crafter, balance is the ability to create an item and have a good economy to make a profit in. And lastly, for most of us here, balance is the opportunity to pwn the previous two people and run off with their stuff.
The balance that darkblight wants to talk about, I believe, is the balance of all these types of players, which is what made Ultima Online the epitome of MMOs to date, but instead of discussing that he does what most of us thieves, murderers, griefers do (and I'm sure I may even in this article about my point), and goes on to discuss the balance which benefits only us, the minority of players who cause grief, chaos, and anger. And this is the major problem of balance in today's MMOs.
Now, I must state I've been a thief in any RPG I've played. I absolutely enjoy stealing, backstabbing, deceiving, and generally being a nuisance to everybody. If I can profit off another person's effort with minimal risk, great. But I'm also aware of the my role's position in the grand scheme of things. In order for me to enjoy this there needs to be another person for me to profit from, and in order for me to profit off of them, he needs to be able to make money with relative freedom, and this relative freedom only comes if there are a very limited amount of people like me, and you, who want screw him over in the lich lord room after he's been there for 2 hours straight. That other player, the trammelites or anyone who loves to roleplay and decorate their virtual homes with sparkles and glitter, are needed in droves in order to run any MMO, and they need to feel as though the entire world isn't out to completely screw them over. They are the sheep to us wolves, and just like in nature, the balance lies in having less, much less predators than there are prey.
When you cater to only one of these types, the trammelite, thief, crafter, et cetera, the MMO will eventually only consist of that type. That's what makes most MMOs to date stale and boring. No one wants to steal from another thief today who's just going to steal it back from them tomorrow. On the other hand, if you put everyone in a bubble, safe from all the evils of the world, even they will find themselves bored from a constant treadmill of levels and achievements. It's important to give everyone enough protection so they don't feel scammed of all their hard work all the time, but it's also important to provide some chaos, some destructive elements, in order to keep the world changing and to stay interesting. The key to balance then is to maintain the proper proportions of these elements.
Balance doesn't lie in PvP or PvE or crafting, it lies in the mixture of all these combined. MMOs are fantasy worlds where people interact with each other, thus it's more of a social balance that needs to take place in order to truly have an outstanding MMO. Given, individual aspects such as PvP, PvE, and crafting need to be balanced themselves, but the bigger picture is a diverse and dynamic world in which politics, drama, and power struggles take place. Ultima Online was laced with bugs, imbalanced mechanics, and always was down when you wanted to play it, but it was absolutely incomparable to anything else when it came to interaction and conflict with another human. It was a melting pot of roleplayers, murderers, griefers, crafters, you name it, even though it had all its flaws and imperfections. No one cared to max their character before heading out into the dungeons because there was an enormous mix of people to run in to, whether it be a newbie who wanted to just kill some mongbats with you, or a PK who was trying to In Por Ylem you to death. Even the huge changes that made a character go from a powerhouse to a gimp overnight didn't really stop us from starting to train a new skill from scratch the next day. Everyone was kept on the same playing field because we never really knew what tomorrow would bring.
I'd like to say Ultima Online had no 'end-game'; the way I played Ultima the first day, up until the very last, was to just get out of town and see what would happen. Every time I logged in I never had a goal other than to have fun. If I ran into some of my thief buddies, we'd go stealing; if I found myself needing money badly, I'd go kill monsters. There was always something to do, always somebody new to run in to, and it never was the same thing twice, and that only works when there is a diverse balance of every type of player imaginable. MMOs today always seems to have a focus on only one certain aspect of a world, whether it be PvP, PvE, or being a furry. The next MMO that realizes the balance between having free-for-all PvP, fully-lootable corpses, and a safe enough stable for my neon horses, I'm in.
"The world itself is your playground, and there are numerous methods of finding players to battle if you so choose. Our first step in accomplishing this goal was to reduce areas of Player vs Environment (PvE) into "Mob Zones". These mob zones are portions of the world where dense populations of mobs exist, and this is where much of the leveling and grouping is done by players. Mob Zones are clearly defined on the world map, alongside some information about them, such as their difficulty. While there are many mob encampments in these zones, only a handful could be considered very efficient ones, especially for gaining larges amounts of experience and resources. It will be common for groups of players to battle and struggle amongst each other to gain control over the best spawns."
You may be technically right but do you really want to play a game where the pve design philosophy is to act like an ass?
I was interested until I read that quote about how they placed pve mobs. How boring and non-sandbox. I want my sandbox to try and get the feel of a living fantasy world. Just bunching mobs together in small dense areas to make pvp hotspots out of them sounds like the opposite and much more themepark in design philosophy.
I'll keep playing Swtor until a good sandbox pops up, please please Darkfall 2.0 materialize soon!