|
|
3/29/08 1:46 AM
|
|
Viewed 623, Replies 8
|
|
Originally posted by Sevenwind
|
|
|
|
3/29/08 1:11 AM
|
|
Viewed 904, Replies 27
|
|
Originally posted by Munki
|
|
|
|
3/28/08 4:44 PM
|
|
Viewed 507, Replies 7
|
|
|
I'm confused in the direction that the dev team has taken recently; they increased the 40+ experience multiplier to 6x and added a 50% experience booster that stacks; (presumably increasing the multiplier to 9x) as well as a 50% bonus inside operations (increasing the multiplier to 12x?) I imagine that'll do a reasonable amount to reduce the post 40 "experience dry spots" caused by the shortage of missions but I still can't see that they've done anything to add level 50 content. Has any information been released on what they're planning for max-level content and/or a timeframe when it could be expected? |
|
|
|
3/28/08 4:23 PM
|
|
Viewed 645, Replies 17
|
|
|
Interesting point; in most MMO's you rarely get more than 50 people in the same vicinity yet most FPS' have online multiplayer servers that can hold about the same amount. That does pose the question of whether many of our top titles deserve to be labelled "massively multiplayer". |
|
|
|
3/28/08 1:17 PM
|
|
Viewed 904, Replies 27
|
|
Originally posted by wjrasmussen
|
|
|
|
3/28/08 1:03 PM
|
|
Viewed 904, Replies 27
|
|
|
A 3 day headstart doesn't cause an imbalance; bonus low-level items that you outgrow in a few weeks do cause an imbalance (albeit a temporary one). Goldfarming and RMT destroy player-run economies but MMO companies are somewhat to blame for not acting to resolve it and putting in content such as "pay 5800 gold for an epic mount". |
|
|
|
3/28/08 11:15 AM
|
|
Viewed 344, Replies 7
|
|
Originally posted by krikeel
|
|
|
|
3/28/08 10:37 AM
|
|
Viewed 904, Replies 27
|
|
|
I'm against anything that gives players an artificial boost. Limited edition items/collectors edition stuff should only ever be convenient/fun; it should never affect game balance. For example, I'm fine with a collectors edition giving away an in-game statless item aimed at RPers, a non-combat pet or a differently textured mount; etc.. but an item that gave +20 strength or something, I'd be vehemently against. |
|
|
|
3/28/08 9:27 AM
|
|
Viewed 1963, Replies 41
|
|
Originally posted by Hairysun
|
|
|
|
3/28/08 9:15 AM
|
|
Viewed 267, Replies 6
|
|
Originally posted by joey613
|
|
|
|
3/28/08 6:05 AM
|
|
Viewed 3097, Replies 62
|
|
Originally posted by DeadJester
|
|
|
|
3/28/08 1:39 AM
|
|
Viewed 3097, Replies 62
|
|
|
I like player owned houses/cities but they are of somewhat limited appeal; not everyone likes/bothers with them and they do take time/effort to put into games. One of the great things in SWG was plonking down a remote house surrounded with harvesters and with a vendor terminal inside it; people would travel a long way just to come and buy things from it because I was a dedicated crafter and always had great stock and competitive prices. Unfortunately, modern MMO's tend to look at houses like (as someone mentioned above) fancy bank vaults; that's ok to an extent but purely instanced housing really kills the "feel" of having a house in the first place. I think the best approach to housing that I've encountered recently is LOTRO; they have instanced neighbourhoods with 20 or so houses of varying size/price and you have to continue manually paying rent every few weeks or you lose yours; so there are no "long dead" houses like there were in SWG/UO. AoC's housing model looks interesting though I haven't been able to check it out as thoroughly as I'd like; but the shallower games such as WoW/WAR don't seem to value the concept of player-housing in the slightest. My opinions may be biased as, being a roleplayer, the ability to own a house is a very valuable RP tool and adds a lot of options. |
|
|
|
3/28/08 1:27 AM
|
|
Viewed 782, Replies 9
|
|
Originally posted by Trimethicon
|
|
|
|
3/28/08 1:15 AM
|
|
Viewed 407, Replies 6
|
|
|
I'm not a big fan of MMO's based on heavy IP; they always leave me somewhat disappointed because I already know how the "story" ends, and you always wind up just being everyone's bitch delivering letters and chopping off wolf heads while the "real" heroes get on with the heroing. |
|
|
|
3/27/08 5:51 PM
|
|
Viewed 938, Replies 17
|
|
Originally posted by nomadian
|
|
|
|
3/27/08 5:31 PM
|
|
Viewed 2365, Replies 38
|
|
Originally posted by darkraptor
|
|
|
|
3/27/08 5:03 PM
|
|
Viewed 696, Replies 9
|
|
Originally posted by aseryen
|
|
|
|
3/27/08 4:55 PM
|
|
Viewed 696, Replies 9
|
|
Originally posted by SilenzHuntez
|
|
|
|
3/26/08 3:20 PM
|
|
Viewed 1940, Replies 26
|
|
|
I'm a casual gamer and I love to craft; is it possible to rise to the pinnacle of crafting without having to raid (which I hate) or does AoC approach it in the same method as WoW and treat craft skills as a tacked on "extra" with character-bound recipes/components dropping only in raid dungeons?
|
|
|
|
3/26/08 2:34 PM
|
|
Viewed 3296, Replies 104
|
|
Originally posted by vesaviusWhen you consider the number of different spells/abilities that games such as WoW has; combo button presses would be very unwieldy. Can you imagine a raid-healer who has to heal constantly through a 10 minute fight tapping out the same sequence of moves repeatedly? The big advantage of a keyboard is the controlled complexity. You can have about 30 available skills on the UI at the same time, and can move them around to make them as accessible as possible to your playstyle. Combo button presses work great for beat-em-ups, and could be decent for melee classes but I can't see them being ideal for MMO's and casters in particular. That said, I do like reactive combat such as "you parry, and can counterattack if you hit the button quick enough". |
|