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django

Testers
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Everything posted by django

  1. What's the first major feature/content you were excited to add to a game? How did it go?
  2. This is very important. Too many interactions and too much required action makes long play sessions tiring. Wildstar combat was both too active and the telegraphs didn't feel much like the attacks. I think taking the movement from Wildstar and the combat from Terra might be a good call.
  3. I assumed there would be Minotaurs due to Shadowbane and the fact that we already have Centaurs. More -aurs!
  4. Niche isn't so much about how many people play a game but instead how it's made. A niche game has specific target goals that are known to focus the audience the game will appeal to. Games that aren't built as niche games try to add features to appeal to as many groups as possible. Non-niche games lack focus and this often leads to features that aren't well resolved. Eve is a niche game and it has one of the larger MMO playerbases.
  5. Stealth should primarily remove you from tracking/scouting features as well as possibly removing any UI that might appear near unstealthed characters. A normal character may have a name floating over their head, a stealth character won't. A normal character will show up when a player uses track and display how far/which direction they are from the tracker. A stealth player won't. Invisibility and Stealth are not the same thing.
  6. This is a lot like Travian. Travian is a browser based city building and warfare game. At the end of a server a powerful NPC faction appears. In order to win your server you need to capture a wonder from the NPC faction, hold it, and level it up. The NPC faction and other players will constantly attack the wonder while the holding guild and its allies keep sending supplies in. Possibly getting too many guild to kneel too early would leave you unable to defend against the NPC swarm and reduce your income. Or possibly getting kneels will give you the assistance you need to keep holdings against NPC factions. Either way it introduces an element that helps break stalemates and also gives guilds assistance in working against larger more dominant forces. I'm not 100% on if I like too much NPC interference, but if it's only against resource holdings and avoids most PvP siege gameplay it might work out.
  7. I think this seems like a pretty reasonable assessment. The question is what the result of kneeling would be and how long that window will exist for. I like the idea of having a point in time to make a decision to leave the conflict through kneeling or to go all in and work for victory while risking loss. Getting a decent export from a kneel could be pretty valuable for future conflicts letting one guild stair step another that just got defeated.
  8. Was just feeling the desire to make that point again, Funpire.
  9. This game's looking great. In my experience MMOs are either innovative or good looking, not both. Also, that's how I like to see a broadsword wielded. Hopefully she uses a lot of momentum to switch between sword stances and attacks.
  10. They indicated that characters are persistent while worlds and campaigns are not. I would suspect you start without any gear but with any character driven perks, attributes, etc. you've built up. Vets will get a leg up on total noobs but I'm sure gear's going to be important. Attacking a noob in full plate using only your fists is likely a bad deal for anyone.
  11. This sounds great and really lines up with some ideas I've wanted to see in MMOs for a while.
  12. Then why did you say that city building wasn't considering implications? I didn't say that players needed complete freeform control just that city building and defensive design is important to a game about sieges. And yes, I see that you did suggest a compromise, somehow that was washed over by my desire to respond to the first statement. However, I was never thinking complete freeform city building so it's an odd conversation to be having.
  13. I don't think you're considering the possibilities. City building pieces can be designed to connect in certain ways and have certain restrictions that prevent cities from being non-sensicle piles of imperivious junk. There can also be limitations on building that make it more difficult and expensive to build structures that are more difficult to attack. Things aren't black and white, it's not either fully freeform minecraft or fully prefab. There are a variety of PvP games in a variety of genres that allow players to build bases that other players can attack. It's been done well before, I don't see why it can't work here.
  14. Good games are about more than just one thing. If this game is about sieges it should also allow for gameplay that relates to sieges between them. This is both smaller skirmish battles and building up your town defenses to better weather the next siege. Having a good defensive designer is useful in the same way as having players who are better organizers and tacticians for large battles. All of this comes together and makes a dynamic battle experience instead of repeated stale sieges on totall prefab structures.
  15. Text only. I'd prefer that they spend money on more useful features than paying people for VO. VO also slows down content creation pretty significantly. Imagine if every time you finished a piece of work you had to contact someone outside your office to read it a few times into a microphone to get it recorded then have someone else process that recording and then finally have that recording come back to you so you could attach it to your initial work.
  16. Dungeons & Dragons handles reagent use for spells fairly well. Only certain spells require certain reagents. Many reagents are used in a great variety of spells. A few very powerful spells have more unique reagents. Casters can obtain feats in some systems like Eschew Materials which makes casting the spell more difficult but ignores its reagent cost. I'm pro-ammo systems because I like how it interacts with encouraging players to return to town at fixed points and with risk vs. rewards. Taking more reagents risks a larger loss but could allow you to stay out away from towns for longer and get more rewards. I do think any ammo system needs to be balanced well across combat types, there needs to be some perk for needing to deal with ammo while some other guy just needs to pick up a sword. A simple example that's a decent correlary is that melee weapons take damage quicker than bows and ammo for bows works more like their item decay feature.
  17. If the game includes tools for trading, contracts, and communication then players should be able to do this. I'd rather not see a system that directly handholds an interaction like this but a series of tools with a variety of uses that make it possible. Eve online is an excellent example of a series of tools that encourage and create a variety of player interactions both financial and otherwise.
  18. It comes down to what race they are and what they look like. I generally play whichever I think looks best. In most cases that ends up being a female due to ugly boxy males in most MMOs.
  19. Fist weapons are some of my favorite weapons. I'm all for this.
  20. I can agree with this. In SWG even you couldn't build a character that filled all roles well. You could build a character that filled a specific role, or was decent at several. If you wanted to try a new role you'd need to respec which consisted of dropping skills and having to re-earn xp towards your new skill, basically de-leveling.
  21. I used to also. I was quite offended when I started playing SWG and discovered I could only have 1 character per server. However I quickly learned to appreciate the ability to experience a variety of gameplay mechanics on a single character more than having a reason and/or ability to create alts. This is also what I've really enjoyed about FFXIV. Having one character that I can interact with other players on no matter what role I'm filling currently fits a lot better than having to re-identify with each time I change.
  22. Licensing an engine lets a game loot further along than it is. Creating your first environment and your first character are really tests of the process and the tools but in a fairly short amount of time you can have an character running around in a world. However all the systems that actually make the game what it is aren't developed and the kinks haven't been worked out of the engine. I'd say that Crowfall likely looks far along from the shots we're seeing but in the background they're still making decisions and building the framework of the game.
  23. I imagine this is a possible example of travel between the various server worlds.
  24. How I remember Darkfall doing this worked pretty well. SWG also handled things in a similar way. If a player reaches 0 in a require stat (health generally) they become incapacitated. Another player can then decide to kill them, leave them, or rez them. This works really well in large battles because finishing opponents becomes something that's difficult to get done but necessary for victory and it can spawn tactics (like a stealth character going around finishing off the almost dead without getting spotted, finishing the almost dead could possibly not break stealth). If a player is left incapacitated long enough they can eventually recover enough to get back up and going. This functions really well for the type of player who fights to defend themselves. Defeating your opponent and leaving them down gives you time to get away without requiring you to stay in the area for too long. It also has basic moral implications where the player can feel moral/honorable while still engaging in PvP. This could also offer the opportunity for friendly play where a character could pull a incapped ally off a battlefield or hide/stealth them to help them avoid getting killed. Using normal tracking skills or stealth spotting skills could still find the incapped player (of course).
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