To work a game needs to be more than Just a Sandbox. For success we need a box which defines the sand and we need toys in the sand to play with. In a MMORPG the box is the genre Sci-FI, fantasy, horror etc. The sand is the world itself and having it…
Its not the group/solo content thats killing the genre. Its the lack of society and communication back in the "ole" days things took time so inbetween activities you talked. While the mages were reading their spellbooks and mana was regening people …
Make shrines a sanctory any and all people who reach a shrine are given a x amount of time PVE flag which means the cannot be attacked nor can they attack. Make the time so its long enough for them to at least make an attempt to get clear or prepare…
My main problem with F2P games with their cash shop is down to whats the point. If all the cool looking stuff has to be bought whats the point in playing.
In the golden days you went questing you did a long chain took time and patience but at the e…
Originally posted by Nitth Let me propose this question to you:
Does 10k gold that was "worked for" hold more value than 10k gold that was bought from rmt?
The answer is No.
Its just some value in a database somewhere.
Does that gold meda…
Losers, A Gold Buyer is to a video game what a steroid taking athlete is to sports. In both cases they are trying to "buy" an advantage that is outside the rules.
In both cases I believe all rewards and merits accumulated should be stripped from th…
Originally posted by Jacxolope Originally posted by MikeB Originally posted by Jacxolope Originally posted by MikeB Originally posted by Jacxolope Originally posted by AwDiddums Originally posted by Jacxolope Origi…
ESO was fun but I found that I nothing to work for. With the way crafting is dungeons and the like are pointless as the only "rewards" are a skill point and components.
Good game but nothing to aim for.
Originally posted by mrputts Originally posted by Gadareth To put it simple is a PvP flagged player attacks and kills a non PvP flagged player the PvP player should be flagged as a legitimate bounty kill at the same time he will also have a intern…
To put it simple is a PvP flagged player attacks and kills a non PvP flagged player the PvP player should be flagged as a legitimate bounty kill at the same time he will also have a internal flag set for Permadeath.
The amount on the bounty offered…
Sorry guys I am fairly certain guns are to blame.
The WOW angle was just mentioned in the article as something he played and an emphasis that he wasn't playing a "shooter" game.
I choose option C. Long and deep game with both long and short term goals. Some goals will take months to reach (example being the old epics in EQ1) and others being short term goals examples being the fbss or Heroic bracer. With other missions bein…
One bit of advice for people who suddenly get a connection issues. Try powercycling (turn it off wait 5 minutes then power it back up) your modem/router this will reset your routing tables and can help your connection at least if the issue is a rout…
Because if they did the next post someone will post is why not a hourly based sub ... then it will be minutes .... then seconds and I wouldnt put it past someone asking for micro seconds...
Basically monthly is a good standard for a subscription.
You needed another option "neither" sandbox has nothing to do with PvP or PvE its a equal component in the design decsion.
PvP
and or
PvE
Sandbox
and or
ThemePark
When making the design decsion Sandbox is not a sub section of either PvP or Pv…
Originally posted by aattss Originally posted by Gadareth Atcually been thinking about this what we need is a new Genre descriptor :-
MMORPG : The classic mmo with role playing elements questing steep leveling cure the game is about the journey…
Atcually been thinking about this what we need is a new Genre descriptor :-
MMORPG : The classic mmo with role playing elements questing steep leveling cure the game is about the journey
FPS : state of the art bang bang
MMO-E-Sport : Kill or be k…
To be honest it would make more sense to return to the old format of the leveling curve being designed to take a long time. Do away with the END GAME concept altogether. The so called END GAME should just be a placeholder in place to keep people ent…
Problem isnt so much the grind the problem is ultimately the reward for the grind if at the end of a long drawn our process you got something that you felt was worth the time commitment then the grind part is acceptable.
Classic examples of this…