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Profile: Nerf09
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UsernameNerf09
Rank: 57/100Rank: 57/100Rank: 57/100Rank: 57/100Rank: 57/100
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RankAdvanced Member
JoinedMarch 14, 2004
GenderMale
Age28
LocationPhoenix, AZ, United States
Last VisitJuly 5, 2008
Post Count1389
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    • I hope this game doesnt turn out to be another level based game!
    • Originally posted by GoBBels

      Ehh, to the definitive end...?   In JGC you only got "better" equipment till level 20 or so, there on it was just more options regarding equipment and ships... And it'l be somewhat the same in JGE.

      And even though it is "better" equipment/ships above level ~20, some sometimes still choose to use the early ships, because they perhaps have an edge in mass that the later ships lack...

       

      Enough with the B.S. we all know that isn't true, it isn't "more options" it is "uber gear".  You grind for your "uber gear" like in every other game, why deny reality?

      So like in every other game where there is PvP, you grind for your "uber gear" so you can "gank the lowbies."   That is the endgame.

    • Posted: 7/05/08 11:41 AM
      Jumpgate Evolution
    • I hope this game doesnt turn out to be another level based game!
    • Originally posted by GoBBels

      I don't really get what you're all arguing about. JG and JGE will both be skill based -you get better by actually being better at controling your ship, outmaneuvering your opponent, aiming etc..

       

      To what end?

      There are however levels in the game, but they serve more for there to be some kind progress in what you're doing.The levels don't actually grant you any extra powers, only, in the start, access to better equipment, after that it's mostly just different styles of battle e.g. medium -heavy fighters, but not exactly better -you get better by training.

       

    • Posted: 7/04/08 5:20 PM
      Jumpgate Evolution
    • SWG economy
    • Originally posted by Rabiator
      Originally posted by Nerf09 

      Instanced housing is useless, breaks continuity, creates invulnerability issues where everything has to be reballanced.

      The low level stuff would be useful if everything were destructable in a vibrant PvP war with no carebear rules.  Carebear rules are put in place because of the grinding.

      I think the apartments in Neocron (postapocalyptic/SciFi MMORPG) were meant as a safe zone for the owners. So they worked as intended.

      In general, it turned out that Neocron needed some safe zones, otherwise the crafters would be griefed to death as you had to specialize: Someone who put lots of skill points into science and production did not have much for weaponry skills left.

      About the low level stuff: Sure it is useless for a halfway advanced player who has access to advanced stuff. But as a fallback after bad luck (lost your high end gun in combat?) and to ensure newbies can get something to start with I think it is a must have.

      Edit: Sorry for getting somewhat OT but the principles apply to any MMO. I think JGE will need to have some (halfway) safe zones and fallbacks as well.

       

      Never seen neocron before, and instancing breaks continuity.  Instancing is what a 1st person player game is, not a MMO you pay a monthly fee for.

    • Posted: 7/04/08 5:19 PM
      Jumpgate Evolution
    • SWG economy
    • Originally posted by SioBabble
      Originally posted by Nerf09
      Originally posted by SioBabble
      Originally posted by Nerf09

      AI mining too.  SWG had thumpers you stuck in the ground which mined for you so you didn't have to  manually mine.  While I do admit that mining in Jumpgate IS fun and challenging. 

      BUT I would still like to see non-player mining equipment, like in SWG.  If only SWG would let you destroy player owned structures, and those structures were cheap to build, then a thriving civil war would have taken place.  Unfortunately developers can't think out of the box, so they made housing expensive and invulnerable.


      Think out of the box.  *folds hands and prays*  Just try it.

      Yeah, think "out of the box", but also THINK THINGS THROUGH.

      The SWG harvesters, if you were paying close attention, can have factional allignments.

      I believe the original design was for factionally alligned harvesters to be attackable by the other faction.

      The problem is, however, that due to the nature of SWG's Galactic Civil War, in which it was impossible to secure an area, unlike IRL, and furthermore next to impossible to defend a fixed installation on 24/7 basis (which is why bases had vulnerability windows), also unlike IRL, you can't have vulnerable harvesters.  The griefing issues would drive customers away.  Frankly, it's not fun standing around guarding something for hours or days on end.  I've actually been in uniform and done this.  It's not fun.  At all.

      Which is what would happen if you had attackable harvesters.  Might as well just eliminate the harvesters and have only hand sampling.

      Then of course there's the obvious tactic/dodge of only placing your harvesters when you're on leave, so that they have no factional vulnerablity.

      But of course, you haven't bothered to think any of this through.

       

      If your faction is in control of an area, then faction mutual defense would make it easier to defend your assets, even while offline.  I have thought it through.


       


       

      Define "control of an area".

      Would you have a means of controlling all access to that area, so that your attackable harvesing equipment could not be destroyed?  Would this control be so absolute that it could be maintained on a 24/7 basis?

      I really don't  think you've actually sat down and seriously thought through all the possibilites.  If your resource extraction area can be defended 24/7 reasonably, then I can see this working.  The catch is, in space you're dealing with three dimensions.  Furthermore, sitting around waiting for an attack that may or may not come is tedious.  VERY tedious.  IRL people do this because it's their job, but they're not happy about it.  Remember, this is a game.  It's supposed to be fun!

      Guard duty may seem semi-funlike for a short period, but it gets boring fast.

      As I noted above, SWG realized this by giving fixed bases destruction vulnerablity times.  Once every 24 hours the base could be blown up.  That's when your aliance would rally the forces to defend the base.  We had some epic PvP battles on Ahazi attacking and defending bases.  But there were very specific things that had to happen to destroy a base.  If one PA/Alliance/Guild had to guard their harvesters, which were far flung and tended to move every couple of weeks as the resource spawns moved, on a 24/7 basis, or even a daily window...

      Which is why they'd plant "neutral" harvesters.  They'd be off duty and the harvesters would be not factionally aligned, therefore unattackable.  Therefore you didn't have to spend time guarding them.  Because guarding things is not fun, and the whole idea behind the game is to have fun.

      People complained enough already that SWG preCU was "like having a second job" just running a crafting business.  A hitch in the military doing all the unglamorous things that take up most of a soldier's day could hardly be considered anything but that.

       

      Assets are there to be defended, otherwise it's another pointless grinding game.  Spend your time defending and expanding, or spend your time grinding and expanding your character at a narrow set-defined rate.

    • Posted: 7/04/08 5:17 PM
      Jumpgate Evolution
    • DIABL0 3 OFFICIAL
    • Regimenting the game to where powerleveling your buddies up is impossible, forcing you to group with exactly 5 other players because that is what the map is rated at, and making magic finding not profitable will destroy core gameplay.

      Making spell sprites and special sprites heavy on the eye candy would limit spamming spell sprites and special sprites cause it "lags the computer out", would destroy core gameplay.

      Making a level 99 character twice as effective as a level 98 character would destroy core gameplay.

       

      There are so many things that can go wrong.

    • Posted: 6/30/08 9:47 PM
      General Discussion

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