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Profile: MCEscher
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UsernameMCEscher
Rank: 32/100Rank: 32/100Rank: 32/100Rank: 32/100Rank: 32/100
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RankApprentice Member
JoinedOctober 23, 2007
GenderMale
Age28
LocationHouston, TX, United States
Last VisitJune 10, 2008
Post Count58
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    • Champions Online: Words on Going Solo
    • Originally posted by mrprogguy

       

      Originally posted by tkobo

      Its not hard to see what bad design choice they are going to follow (at this point),in a failed attempt to fix another they now finally see as wrong.

      -------------

      [quote]The Champions Online end game isn't just about large teams, raids and guilds. If you don't want to do that, there's still content for you. I'll admit that we haven't put the finishing touches on the Omega System, but I can tell you that we are designing and developing with the solo player in mind.[/quote].

      ---------------

      Its the standard bandaid approach.They keep the insanely wrong terms and philosphies of raid and content access limited by participant size,and throw in some "busy work" to hopefully keep the "soloers" pacified.

      ....

      Well, I got as much as I could out of your text there, after I stumbled over, around, and through the various spelling, grammar, and punctuation issues in your breathless prose, and I think I have another hypothesis:

       The developers have to be able to finish programming the thing in finite time.  What you're suggesting veers in the direction of NP-complete.    I'm sure that the customer-monkeys have spent nigh-infinite hours telling the developers this and that and the other thing--and none of what they are saying can be programmed into any sort of game that will be remotely playable from a technical standpoint.  Translating one's whims and whimsy into manageable and performant computer code isn't as easy as the customer-monkeys believe it is.  (I've been writing software for over 27 years now, man and boy, and I currently manage a team of developers at a rather large corporation you might have heard of--but I'm not going to drag their name into this.)

      Your palpable arrogance (if I may be so bold) doesn't really help matters any, because at the end of the day, you have no idea what you're talking about.  You just want what you want because you want it, and everybody else is wrong.  (When everybody else is wrong, that's a sure sign you're wrong.)  Let's face it, if you had the chops, you'd be producing your "perfect game" right now.

      Instead, you're sniping way on a forum somewhere, in barely-readable fashion.

      Dude, dig yourself.  Get real.  Please--if only to save yourself further embarrassment.

       

       

      Well said.  Furthermore, simply scaling the difficulty of an encounter to allow more players to join in would severely reduce the amount of creativity that can be put into raids.  In CoX, for example, many group encounters involved different roles for different players, different tasks, etc.  If it was as simple as multiplying the "boss" enemy's health by how many players were in the instance at the time, that'd make for some incredibly dull raids and the no one would want a large number of players to be involved.

    • Posted: 6/10/08 11:17 AM
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