Trying to save the game already rofl. This is a pvp only game. It will fail like others before it. Pvp is a cop out for not making content. A cheap buck.....enjoy your DOA title
Wow you dint read the article did yah- step further I presume you can’t read concept paragraphs..
Trying to save the game already rofl. This is a pvp only game. It will fail like others before it. Pvp is a cop out for not making content. A cheap buck.....enjoy your DOA title
I'd rather have a game where there was not a single lame quest (keep in mind I'm ok with quests as long as they are good. Usually they are not.) or the need to raid and just mobs and pvp.
Whether this game becomes anything is a wait and see. But I'm ok with just pvp or "missions."
"We wanted players to have quests as an option to level and explore, but not be required to do them. We are not trying to build a Theme Park MMO."
Sounds good to me.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
"...a world where PvP and PvE players can coexist..."
This should be the goal of all MMO's. It doesn't always have to be hardcore one way or the other.
No no no.
Trying to do both well in the same game space is a recipe for failing in both.
The game design must have a PvE or PvP focus, that way one is done well and the other is just ok (example DAoC pve was just ok, RvR was great)
There is not a single game where PvE and PvP coexisted and both were amazing.
exactly! I have never played a PvE game that had deep meaningful crafting either. i'm curious if there is no full loot to keep a demand for crafted items will there be significant durability loss at least?
I love how these companies talk about how PvP will work in their games. Groups vs groups all battling back and forth with weapons clanging, when the reality is death squads roaming the PvP areas killing all small groups and running away as fast as they can when they see a real challenge.
The more I read about this game, more Anthem vibes I get. These guys have no idea what they want to do with the game outside of get as many people buying it as possible. Especially saying that so many things will come later like dungeons, raids, etc. What exactly are both types of players supposed to do for the first week/month of the game?
As a PvE player, missions are fine as long as there are enough quests sprinkled in to give more meaning to the game. PvP focused games tend to have fluff story and background and any PvE they have has little impact on the game world and tends to be very unrewarding and almost punishing if you don't participate in the PvP.
Trying to save the game already rofl. This is a pvp only game. It will fail like others before it. Pvp is a cop out for not making content. A cheap buck.....enjoy your DOA title
Wow you dint read the article did yah- step further I presume you can’t read concept paragraphs..
Nobody reads anything nowadays lmao. Doesn't surprise me. I'm sure he only read the headline only.
I would give you a guest pass to SWOTR, but then I wouldn't be able to find a way to live with myself afterwards....
“I’ve seen the discussions and want to be transparent and clear that we have no plans to bring back open world full loot PvP. The vision is a world where PvP and PvE players can coexist and complement each other, which could not be achieved with full loot open world PvP. "
Well you could have come to the same conclusion from watching other games with this mechanic.
Trying to save the game already rofl. This is a pvp only game. It will fail like others before it. Pvp is a cop out for not making content. A cheap buck.....enjoy your DOA title
You are 100% correct...MMO publishers have been trying to ram OW PvP down our throats for decades, now. Why? Because it would save them time and billions in development costs.
I love how these companies talk about how PvP will work in their games. Groups vs groups all battling back and forth with weapons clanging, when the reality is death squads roaming the PvP areas killing all small groups and running away as fast as they can when they see a real challenge.
PVPphobe detected lol.
The PvP that can keep me logged in for hours in games that do it right is precisely the high challenge back and forth epic fights involving 100+ players.
I wish people would stop getting their ideas about what PvP is all about from the shittiest implementations of it like in the WOW open world.
When done right large PvP battles in RvR games with territory control absolutely beats the crap out of any other thing you can conceivably do in an MMO any day of the week. It beats PvE for fun, engagement and community building and is the only part of most modern MMOs that actually deserves the MM part since 99% of MMO PvE content is either solo or small group instanced - no "Massively" needed for that at all.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
If there are no NPCs in the game, how did a player do over 700 missions?
Apparently they rushed the NPCs in because trying to sell a PvE game without NPCs is a hard sell.
So dont expect these NPC missions to have much depth as this was all rushed like crazy
Glad to see you've updated your bias and recognized that yes, there are NPCs
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
"...a world where PvP and PvE players can coexist..."
This should be the goal of all MMO's. It doesn't always have to be hardcore one way or the other.
No no no.
Trying to do both well in the same game space is a recipe for failing in both.
The game design must have a PvE or PvP focus, that way one is done well and the other is just ok (example DAoC pve was just ok, RvR was great)
There is not a single game where PvE and PvP coexisted and both were amazing.
Absolutely agree.
I'm amazed that developers are still trying the 'jack of all trades, master of none approach'. It's wonderful to have that goal, and it's a lofty one at that. But history has shown us for the most part that, it simply can't be achieved to a level to satisfy the consumer these days.
Those nincompoops should just make a PvE and a PvP separate servers and let people join whichever one they want.
The PvE servers can have a designated area like the Battlegrounds and Arenas in WoW and they can also experience PvP without living in a world of fear where they don't know when they will get ganked.
This is one of the reason I don't play Albion and BDO since PvP is not optional.
"...a world where PvP and PvE players can coexist..."
This should be the goal of all MMO's. It doesn't always have to be hardcore one way or the other.
No no no.
Trying to do both well in the same game space is a recipe for failing in both.
The game design must have a PvE or PvP focus, that way one is done well and the other is just ok (example DAoC pve was just ok, RvR was great)
There is not a single game where PvE and PvP coexisted and both were amazing.
exactly! I have never played a PvE game that had deep meaningful crafting either. i'm curious if there is no full loot to keep a demand for crafted items will there be significant durability loss at least?
When it was live and working you should have tried Firefall the game. It had such a huge crafting section to the game it was mind blowingly fun. You could farm and refine and craft raw materials to sub components to fully made items. The rarity of the materials used to craft components affected the stats and performance of the finished item.
There was a decay components to everything you used so there was a constant demand for new materials or resources to repair the aforementioned items.
The higher your skill the better the items you made and similarly less resources would get used up. I almost forgot crafting took time and in game currency. So higher your skill in a specific profession would reduce the crafting time. Coins could be spent to speed up or finish crafting instantly.
If you wanted to farm you could just do that. If crafting was your thing, you would have to buy from an Auction House and then sell your wares to other players. If you wanted to just pve for quests, exploration and or quests that was available.
It was quite a well thought out and cleverly designed system a shame it never went fully live, but it was a truly brilliant game.
They could easy make a world when both pvp and pve players can co-exist by making zones. Pvp zones ,no pvp zones(safe zones), pve zones, full loot pvp zones etc.
All this does is further confirm this game is absolutely doomed as a directionless, soulless, flip-flop miss-designed game with no dedicated audience.
Such a shame too, I was looking forward to the 2019 iteration, before they kicked out the previous lead designer and decided to change the core pillars of the game in the span of 6 months.
You could interact with mission terminals like the ones in Anarchy Online. So shortage of NPCs would not be so bad but it would be boring for sure. Apparently they have introduced NPCs. However if they don't have interesting personalities might as well be a terminal in the wall.
I was in early Alpha testing and really loved this game when it was full PvP, and I'm not really a big time PvP fan. I can't even imagine a PvE aspect. Really, really leery.
I love how these companies talk about how PvP will work in their games. Groups vs groups all battling back and forth with weapons clanging, when the reality is death squads roaming the PvP areas killing all small groups and running away as fast as they can when they see a real challenge.
PVPphobe detected lol.
The PvP that can keep me logged in for hours in games that do it right is precisely the high challenge back and forth epic fights involving 100+ players.
I believe by your own admission, this has not happened in the last decade.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
I love how these companies talk about how PvP will work in their games. Groups vs groups all battling back and forth with weapons clanging, when the reality is death squads roaming the PvP areas killing all small groups and running away as fast as they can when they see a real challenge.
PVPphobe detected lol.
The PvP that can keep me logged in for hours in games that do it right is precisely the high challenge back and forth epic fights involving 100+ players.
I believe by your own admission, this has not happened in the last decade.
As a matter of fact it did indeed happen frequently in ESO as a recently as a couple of years ago when I spent a lot of time PvPing in the 24/7 PvP zone, Cyrodiil.
For all I know it's happening right now still. I'm just not playing it any more.
People bitch about the technical performance in Cyrodiil all the the time but the core RvR with the taking of strategic keeps in order to open the gates to scroll temples where you can then go steal one of the other 2 side's Elder Scrolls and run them back to one of your own home keeps is good RvR design.
It often took several 24-man groups coordinating with feints and delaying actions while others opened the gates to the scrolls and then more strategic fights to make sure the scroll group got it back to a home keep safely.
Those fights quite often lasted for 4 hours or more
That's emergent, thinking man's PvP at its best. Not the lowbee ganking horseshit people who have never experienced good PvP always think of when they think of PvP.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
Comments
This should be the goal of all MMO's. It doesn't always have to be hardcore one way or the other.
Wow you dint read the article did yah- step further I presume you can’t read concept paragraphs..
I'd rather have a game where there was not a single lame quest (keep in mind I'm ok with quests as long as they are good. Usually they are not.) or the need to raid and just mobs and pvp.
Whether this game becomes anything is a wait and see. But I'm ok with just pvp or "missions." "We wanted players to have quests as an option to level and explore, but not be required to do them. We are not trying to build a Theme Park MMO." Sounds good to me.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
exactly! I have never played a PvE game that had deep meaningful crafting either. i'm curious if there is no full loot to keep a demand for crafted items will there be significant durability loss at least?
Proud MMORPG.com member since March 2004! Make PvE GREAT Again!
"...there are now NPCs giving you quests..."
Nobody reads anything nowadays lmao. Doesn't surprise me. I'm sure he only read the headline only.
I would give you a guest pass to SWOTR, but then I wouldn't be able to find a way to live with myself afterwards....
Well you could have come to the same conclusion from watching other games with this mechanic.
You are 100% correct...MMO publishers have been trying to ram OW PvP down our throats for decades, now. Why? Because it would save them time and billions in development costs.
The PvP that can keep me logged in for hours in games that do it right is precisely the high challenge back and forth epic fights involving 100+ players.
I wish people would stop getting their ideas about what PvP is all about from the shittiest implementations of it like in the WOW open world.
When done right large PvP battles in RvR games with territory control absolutely beats the crap out of any other thing you can conceivably do in an MMO any day of the week. It beats PvE for fun, engagement and community building and is the only part of most modern MMOs that actually deserves the MM part since 99% of MMO PvE content is either solo or small group instanced - no "Massively" needed for that at all.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Absolutely agree.
I'm amazed that developers are still trying the 'jack of all trades, master of none approach'. It's wonderful to have that goal, and it's a lofty one at that. But history has shown us for the most part that, it simply can't be achieved to a level to satisfy the consumer these days.
The PvE servers can have a designated area like the Battlegrounds and Arenas in WoW and they can also experience PvP without living in a world of fear where they don't know when they will get ganked.
This is one of the reason I don't play Albion and BDO since PvP is not optional.
When it was live and working you should have tried Firefall the game. It had such a huge crafting section to the game it was mind blowingly fun. You could farm and refine and craft raw materials to sub components to fully made items. The rarity of the materials used to craft components affected the stats and performance of the finished item.
There was a decay components to everything you used so there was a constant demand for new materials or resources to repair the aforementioned items.
The higher your skill the better the items you made and similarly less resources would get used up. I almost forgot crafting took time and in game currency. So higher your skill in a specific profession would reduce the crafting time. Coins could be spent to speed up or finish crafting instantly.
If you wanted to farm you could just do that. If crafting was your thing, you would have to buy from an Auction House and then sell your wares to other players. If you wanted to just pve for quests, exploration and or quests that was available.
It was quite a well thought out and cleverly designed system a shame it never went fully live, but it was a truly brilliant game.
Don't listen to anything one particular poster here says. Free tip for you.
Such a shame too, I was looking forward to the 2019 iteration, before they kicked out the previous lead designer and decided to change the core pillars of the game in the span of 6 months.
For all I know it's happening right now still. I'm just not playing it any more.
People bitch about the technical performance in Cyrodiil all the the time but the core RvR with the taking of strategic keeps in order to open the gates to scroll temples where you can then go steal one of the other 2 side's Elder Scrolls and run them back to one of your own home keeps is good RvR design.
It often took several 24-man groups coordinating with feints and delaying actions while others opened the gates to the scrolls and then more strategic fights to make sure the scroll group got it back to a home keep safely.
Those fights quite often lasted for 4 hours or more
That's emergent, thinking man's PvP at its best. Not the lowbee ganking horseshit people who have never experienced good PvP always think of when they think of PvP.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED