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Everything posted by uw81

  1. tl;dr all the posts: My thought would to have some sort of balance between pve and pvp, with more of the focus being on pvp however: Safe zones? Yes to some extent. An example here would be <insert goal> takes 10 actions to complete. You can complete 3 of the 10 in a safe zone, then 7 of 10 in a pvp zone. Or you can achieve 10 of 10 in a pvp zone. Thus, pve zones can be minimally useful, but require you to venture into pvp areas. No pvp/pve toggling flags. It's a cheap mechanic. Same faction killing with increasing penalties. As example, 1st SFK (same faction kill) target-able in safe zones by faction members for 5 min. Second, go to 30m. 3rd SFK, your faction can kill you with no penalty anywhere. Have the advancement mechanics (gear, xp, whatever) be 95% obtainable in pvp zones only. Best in Slot anything through pvp zones only (either pvp or pve type encounters).
  2. Currently WoW, (Again). Here's the list of MMO's I've played. Some casual, some hardcore. Some pvp focused, some pve. The best games were the ones with the best community. Trade Wars (Played on a local BBS) Oh 1994. Things were so much simpler. Ultima Online AC EQ DAoC FF11 AC2 EQ2 WoW FF 14 ( First version ) FF 14 (Current Version) AOC Aion Rift Atlantica Online CoH Dragon Nest DDO EVE TESO GW2 PSO2 SWG SWTOR Warhammer
  3. Servers without lag issues is important than mega server or shards. If you could do a mega server that's lag friendly, awesome! If you can't, don't.
  4. uw81


    No leveling and here's my 2 cents why: A lot of time needs to be invested into creating leveling content. Quests, NPC(s), Hubs, dealing with bugs,etc. It goes on and on. I'd rather that development time spent on the end game content right out of the gate. Even if creating leveling content takes 1 minute away from end game sustainability and design, it's 1 minute that can make the difference between an good event and a great event. Also leveling content is a finite commodity. Once you do it once, you're done. The value it adds for replay-ability only caters to alt-aholics at that point unless you start crafting even more leveling content than is needed. As example, let's say I need 3 quests to level up, but in order to increase replay-ability of the leveling portion of the game, I have 5 quests I can pick up. The efficient player will do 3 and skip 2. The completionist will do all 5. The alt-ahoic will make a second character and mix in the other 2 quests. In the end, all 3 groups of players will complain about something because that's what we do as a player base: complain. At this point even more development time wil need to be spent fine tuning leveling content pull away from other projects. TL;DR: Leveling in MMO's is nothing more to a grind in my personal opinion (can't speak for anyone else but myself here). Skip it and focus efforts in content that matters.
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