| Username | grimfall |
| Real Name | |
| Rank | Elite Member |
| Joined | April 25, 2007 |
| Gender | Male |
| Age | 36 |
| Location | Copenhagen, Denmark |
| Last Visit | September 7, 2008 |
| Post Count | 221 |
| Biography | |
| Quote |
Typically a table-top RPG is a cooperative player versus environment experience. Many of the first MUD's embraced this, but also many introduced the concept of player-killing. Ultima Online encouraged player killing, and almost every game since has included some element of it. I often wonder why.
Is player killing inherent in RPG's? A lot of people who come to this site won't play a game unless it has player killing. Very rarely when I played Dungeons and Dragon or Gamma World with my friends would we get so mad at each other that we had our characters fight it out, and it never seemed to be a very satisfying experience, so how did it get into MMORPG's? And perhaps more importantly, why is it so important to many players? Is it the satisfaction of defeating a 'real' opponent? Is it the need for a greater challenge when it comes to opponent's AI?
What about griefing? It's really amazing that in every game where griefing is enabled, and even some where it's not (how many times have you had some level 70 PVP flagged genius jumping up and down on your 20 hunter trying to get you to accidentally attack him?) there are plenty of griefers trying to ruin the game play experience of some other human being. Yet, of the 200K people who frequent MMORPG none of them ever were griefers and they say they don't like them...
Now I like head-to-head contests just as much as the next person. I've played my fair share of Tribes, Half-Life (no good at those) and hundreds of hours playing Myth and it's sequel... but I don't really want to fight other people in a RPG. I want to cooperate. Being ganked and griefed while trying to chop down a tree to make a humble bow for my friend, well, it's just not fun.
Are there really non-griefing PVP players? If so, why don't the police the griefers themselves? It seems almost contradictory to me. If the game enables griefing, and there are all these great responsible non-griefing PVP players, where are you when the noobs need you? It comes down to you being part of the problem, if you're not part of the solution. The real world has 'Open World PVP' but society, for the most part, has a control over wanton murderers and people who do whatever they want. Why isn't this carried forward to MMORPGs? Who's responsible for it? It seems to me like it's the community at large's responsibility and PVP enthusiasts, this means you.
The one thing on this list of reasons I think is odd is the 'to help me pick out my go live class'. To me that implies that you're going to be in a deathrace to level 40 when the game comes out. I humbly suggest that you enjoy the ride a bit more. Roll up some alts, check out the scenery. Zerging to the end game content is probably going to wind up giving you burnout in the long run. Need evidence for that? You're salvating at playing yet another MMORPG, you're probably already burned out on the existing games.
I want more votes, the numbers bother me. Maybe someone can nag to have this poll put on the front page.
When you're designing a MMORPG you start with some basic character questions:
Are the characters going to become more powerful, depending on how long they play?
If so, how will that be done? Shall they have more durability or more ability to deal damage?
If you decide on both, how will that be acheived, through perodicly updating their durability and damage (levels), through updating only those things which are used (skills), through giving them more powerful equipment (gear) or some combination of the above?
If you don't want to make the characters more powerful, how do you extend the 'play element' ie the mechanics of combat? What will be the hook, if you take away character development, will it be more and more content (which is extremely costly to create), will it be dependent on FPS style PVP (which is done in other genres quite well, no subscription required)? What will be the carrot to keep the player coming back for more?
I don't have a problem with levels in games. They force the player to take their time through the content that is in place. I like playing lots of content and I like being able to say 'someday I am going to kick that dragon's ass' and coming back and doing it. Last time I tried to play WoW I found the levelling too fast. If you do the quests for all that experience, you find that you level so fast that the PVE content becomes trivial.
I have to agree that I didn't understand the article. I understood all the sentences, but I didn't quite get the point other than this guy liked his DAoC guild.
Questions that should have been answered:
1. If it takes an alliance of guilds to RVR - why not just make one big guild? It seems like organizing a bunch of smaller guilds to set up a RVR event is just an extra waste of time.
2. Did DAoC have guild levels? If not, why do you think that having them will be good for WAR?
3. What the hell are guild levels in WAR? What do they do for you?
4. Will you be forced to join a 50 person guild in WAR if you want to partake in RVR? If so, is that a good thing?
without the need to spend hours on end to enjoy the game.
If you're not enjoying the game, don't play it. Grind problem solved.
If you don't want to have to invest a lot of time to develop your character and play 'end game content' play TF2 or GW. Problem solved.
I played Everquest and enjoyed the PVE content. I never got mad at Sony because my levelling was going too slowly. If a new game launches and it takes 50 days of play time to get to max level, that's fine with me, as long as it's enjoyable. The whole concept that the game companies have some responsibility to remove slow levelling from their games is simply ridiculous. They need to make games that people enjoy, that's it.
What is your favourite race to play in Lord of the Rings Online?