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We want full open world, not instanced! And first post!

2

Comments

  • JasonJJasonJ New Port Richey, FLPosts: 395Member
    Originally posted by Jean-Luc_Picard
    Originally posted by JasonJ

     1. All FFA is forced...its Free For All.

    You can have a game with FFA PvP servers and non-FFA PvP servers. One doesn't detract from the other, it only gives players the choice. The UO choice of putting both on the same server was the mistake of Trammel, if they had made separate servers with non-forced PvP, it would have worked much better. And fact is that what the FFA PvP lovers are the most angry about is that Trammel stole them most of their "easy prey" and that they had to fight skilled PvPers instead of the poor crafters just wanting to be left alone.

     You have a bad habit of doing nothing but arguing in circles and around what is said.

    1. The topic is OPEN WORLD. NOT FFA.

    2. FFA is FFA, to have options is NOT FFA.

    I am not going to even bother touching on the rest of your post because you seem to be doing nothing but arguing for the sake of arguing and continually changing the talk points just to keep it going. /ending your thread hijacking now.

  • Jean-Luc_PicardJean-Luc_Picard La BarrePosts: 3,548Member Uncommon
    Originally posted by JasonJ

     You have a bad habit of doing nothing but arguing in circles and around what is said.

    1. The topic is OPEN WORLD. NOT FFA.

    2. FFA is FFA, to have options is NOT FFA.

    If a game has both FFA and non-FFA servers, the FFA servers are still FFA, and there's still a choice. As I said in my previous post, it only annoys FFA PvP addicts because they will lose most of the "easy kills" and will have to fight only against willing, skilled players.

    Games like Darkfall would have had a much bigger player base if the developers have had been less arrogant and if they had also catered to the non-PvP crowd with a server with non-forced PvP. You don't achieve huge success by only catering to like 1% of the total potential player base of a game genre.

    I am not going to even bother touching on the rest of your post because you seem to be doing nothing but arguing for the sake of arguing and continually changing the talk points just to keep it going. /ending your thread hijacking now.

    In other words, you have no arguments to oppose my previous post and you retreat. Point taken.

    Playing now: WoW, Landmark, GW2, The Crew, SotA

    Top 3 MMORPGs played: UO, AC1 and WoW

    Honorable mentions: AO, LotRO, SW:TOR and GW2.

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

    "The ability to speak doesn't make you intelligent" - Qui-gon Jinn. After many years of reading Internet forums, there's no doubt that neither does the ability to write.
    So if you notice that I'm no longer answering your nonsense, stop trying... because you just joined my block list.

  • BadSpockBadSpock Somewhere, MIPosts: 7,974Member
    Originally posted by Jean-Luc_Picard
    • Fully Interactive World | Everything is interactive in one way or another.
    • Classless Character System | You won't be limited to any class, but instead will really be able to craft your own class.
    • Extensive Player Housing | There are several types of housing that will serve different purposes all together.
    Sounds a lot like UO to me so far.
     
    I don't expect Richard Garriot to repeat the MISTAKES he made in UO - notably forcing FFA PvP on everybody, something they had to revert with Trammel in order to stop the player bleeding. While this won't be pre-trammel UO made 3D, which would be doomed to failure (we all know how well FFA PvP games fare... very badly), it definitely takes root in the Ultima Games including UO.

    This is an incredibly good post.

    Anyone who doesn't realize that Trammel was the best thing to happen to UO has no idea what good game design is - and further reinforces the point RG made that most designers really just suck.

    The "highpoint" of UO was pre-Age of Shadows with Trammel/Felucca split and Faction Warfare in Felucca (Council of Mages FTW!) Post Renaissance UO was the highest point of player population despite what the trolls will tell you. It's fact. The game only declined after SWG and EQ2/WoW etc. in 2003-2004.

    Healthy PvP population in Felucca, healthy PvE population in Trammel.

    All open world, sandbox adventure.

    What RG seems to be doing with the whole single/friend/open world choice thing is letting players play their way - which is design 101 people.

    MMOs seem to have forgotten how much better a game does when you offer different server types/shards that are actually different and meaningful.

    RG is also right - vast majority of the time the other "random" players you see in an open world add nothing to your gameplay experience - even ESO is picking up on this with their single-shard world and phasing/instancing based on personal preference.

    It's good design.

    Let the solo artists have their vast country w/o interference, give the groupers shared spaces, give the fighters targets and allies.

    Complete integration and co-existance is impossible. All of human history has proved this time and time again.

  • Jean-Luc_PicardJean-Luc_Picard La BarrePosts: 3,548Member Uncommon

    When TNG meets TOS... ;-)

    I'd add one thing to the great post of BadSpock:

    TRAMMEL KILLED THE GRIEFERS, NOT THE TRUE PVPers.

    And that's fact. A specific category of "players" was angry because they could no longer gank harmless crafters just outside of town. They were angry because now, they had to fight skilled PvP players, those who would fight back and strip them naked, instead of them doing the stripping.

    Everyone else was enjoying the change, and UO had more total players than it ever had.

    Playing now: WoW, Landmark, GW2, The Crew, SotA

    Top 3 MMORPGs played: UO, AC1 and WoW

    Honorable mentions: AO, LotRO, SW:TOR and GW2.

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

    "The ability to speak doesn't make you intelligent" - Qui-gon Jinn. After many years of reading Internet forums, there's no doubt that neither does the ability to write.
    So if you notice that I'm no longer answering your nonsense, stop trying... because you just joined my block list.

  • WizardryWizardry Ontario, CanadaPosts: 8,447Member Uncommon

    There shouldn't be any excuses to former games like Ultima ,the developers SHOULD be trying to create what at least appears to be a WORLD.We know it is just game code,but games shouldn't act like game code.Warping players to instances is ridiculously lame game play,we can however accept the limitations of memory/cache/bandwidth to load zones.There is always the simple FACT the developer can design variations on quality based on players and objects,so instances are not needed.

    If a developer creates a game that is so shallow,where every single player is lead throguh the exact same linear questing path,then it is the game that is at fault,that is extremely lazy,poor game design.There SHOUDL be lots of conten t at al llevels,players should have the feeling of going anywhere to live out the ROLE PLAYINMG experience,it should NEVER feel liek a connect the dots game.

    Instances are not game worlds,they are not realistic in terms of the genre,they really should have no place in a role playing world.They also remove the MMO factor,you can't cal la game a MMO just becuase you can login massive amounts of players,the game has to actually operate as one.This would be like sticking a Corvette decal on a Volvo and selling it as a Corvette.

    The real truth is developers are on a trend to FLOOD the market with incredibly cheap games that are designed to run for pennies a day.They simply toss in terms like MMO or RPG to attract gamers.Most of these games run like browser games or single player console games,they really are very cheap products.

     


    Samoan Diamond

  • Balkin31Balkin31 Citrus Heights, CAPosts: 224Member Uncommon
    Originally posted by evemaster00

    We want full open world, not instanced!

    Why does richard garriot think ex UO players want anything less than an actual WORLD where all players are able to interact with each other? Be it for good, or for bad. It's the ups and downs that makes for the best experience.

    I think it's fine the way it is.... This game is NOT UO/2... but I'm sure you know that!

  • JasonJJasonJ New Port Richey, FLPosts: 395Member
    Originally posted by Wizardry

    The real truth is developers are on a trend to FLOOD the market with incredibly cheap games that are designed to run for pennies a day.They simply toss in terms like MMO or RPG to attract gamers.Most of these games run like browser games or single player console games,they really are very cheap products.

     

     Thankfully that will not remain so with games coming out of South Korea like Archeage, Bless, Ein and Black Desert. Companies make cheap games because they know a portion of the playerbase will eat it up and they abuse labels because they know they not only can get away with it, but players love to do it as well, as can be seen above.

  • BadSpockBadSpock Somewhere, MIPosts: 7,974Member
    Originally posted by Jean-Luc_Picard

    When TNG meets TOS... ;-)

    I'd add one thing to the great post of BadSpock:

    TRAMMEL KILLED THE GRIEFERS, NOT THE TRUE PVPers.

    And that's fact. A specific category of "players" was angry because they could no longer gank harmless crafters just outside of town. They were angry because now, they had to fight skilled PvP players, those who would fight back and strip them naked, instead of them doing the stripping.

    Everyone else was enjoying the change, and UO had more total players than it ever had.

    This is very true.

    For that same "dog eat dog" playstyle from pre-Trammel I just played a toon on Siege Perilous - the "hardcore" Felucca only shard with slower skill gains.

    Felucca PvP on "regular" shards was better than ever in the post split world thanks to the Factions PvP - people would "gear up" and skill up etc. in Trammel and go into Felucca and fight for their faction (or gank anyone they thought they could beat) just the same as pre-Trammel, things were just a lot more balanced and fair.

    I still have fond memories of sneaking around Brittania and pick pocketing AFK players at the Bank and trying to outrun the Guards and ganking True Brits at the town portals in Felucca.

    I just also had an "escape" to RP and do PvE and craft / farm and build up my guild's keep in Trammel without being harrassed.

  • LoktofeitLoktofeit Stone Mountain, GAPosts: 13,666Member Uncommon
    Originally posted by Jean-Luc_Picard
    Originally posted by Kyleran

    C'mon, I know you understand the difference between what you wrote and what they say they are delivering.

    Open Play Online (OPO)
    In OPO players will see everyone that the server thinks they should see.  This will not necessarily be all people in the area but should be people you care the most about based on what we believe is their relevance to you.

    They are being clear about what they intend to deliver (not a MMORPG) no reason to muddy the waters.

    When you quote something, be at least honest enough to quote it entirely.

    "This game mode will basically feel like an MMORPG."

    EDIT: the fault isn't yours though, I just noticed previous posts also omitted that important part. Sorry about that.

    Here's the actual statement. If anyone is expecting an MMO, they did not get that expectation from Portalarium.

     

    Open Play Online (OPO)
    In OPO players will see everyone that the server thinks they should see.  This will not necessarily be all people in the area but should be people you care the most about based on what we believe is their relevance to you.

    For the most part, OPO will feel like an MMO.  Lots of social interaction options with friends and other players.  We are trying to distinguish ourselves from traditional MMOs only in that, unlike a normal MMO players are frequently connected directly to each other instead of all data flowing through our servers. We believe this will provide numerous advantages to both players and our service, but does differ from a traditional MMO in that the upper limit of players simultaneously on one map may be restricted.

    Source: https://www.shroudoftheavatar.com/?p=3955 (also on the Kickstarter page)

    There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
    "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre

  • LoktofeitLoktofeit Stone Mountain, GAPosts: 13,666Member Uncommon
    Originally posted by BadSpock

    Anyone who doesn't realize that Trammel was the best thing to happen to UO has no idea what good game design is - and further reinforces the point RG made that most designers really just suck.

    I don't think many game designers have really understood the significance of Trammel. They saw it as a sign that open PVP didn't work, rather than see it was one of sevreal MMOs that have shown that in an open PVP virtual world, about 20% are going to want to participate in that, and that the more there is both division and optional passage to and from the pvp/pve areas, the more successful the game is. There are a lot of similarities between Trammel/Felucca, EVE Online and Puzzle Pirates in game design.

    There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
    "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre

  • Jean-Luc_PicardJean-Luc_Picard La BarrePosts: 3,548Member Uncommon
    Originally posted by Loktofeit
    Originally posted by BadSpock

    Anyone who doesn't realize that Trammel was the best thing to happen to UO has no idea what good game design is - and further reinforces the point RG made that most designers really just suck.

    I don't think many game designers have really understood the significance of Trammel. They saw it as a sign that open PVP didn't work, rather than see it was one of sevreal MMOs that have shown that in an open PVP virtual world, about 20% are going to want to participate in that, and that the more there is both division and optional passage to and from the pvp/pve areas, the more successful the game is. There are a lot of similarities between Trammel/Felucca, EVE Online and Puzzle Pirates in game design.

    And even the "World of Warcraft" model, I'd daresay - feel free to disagree.

    Playing now: WoW, Landmark, GW2, The Crew, SotA

    Top 3 MMORPGs played: UO, AC1 and WoW

    Honorable mentions: AO, LotRO, SW:TOR and GW2.

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

    "The ability to speak doesn't make you intelligent" - Qui-gon Jinn. After many years of reading Internet forums, there's no doubt that neither does the ability to write.
    So if you notice that I'm no longer answering your nonsense, stop trying... because you just joined my block list.

  • TorvalTorval Oregon CountryPosts: 7,209Member Uncommon
    Originally posted by Loktofeit
    Originally posted by Jean-Luc_Picard
    Originally posted by Kyleran

    C'mon, I know you understand the difference between what you wrote and what they say they are delivering.

    Open Play Online (OPO)
    In OPO players will see everyone that the server thinks they should see.  This will not necessarily be all people in the area but should be people you care the most about based on what we believe is their relevance to you.

    They are being clear about what they intend to deliver (not a MMORPG) no reason to muddy the waters.

    When you quote something, be at least honest enough to quote it entirely.

    "This game mode will basically feel like an MMORPG."

    EDIT: the fault isn't yours though, I just noticed previous posts also omitted that important part. Sorry about that.

    Here's the actual statement. If anyone is expecting an MMO, they did not get that expectation from Portalarium.

    Open Play Online (OPO)
    In OPO players will see everyone that the server thinks they should see.  This will not necessarily be all people in the area but should be people you care the most about based on what we believe is their relevance to you.

    For the most part, OPO will feel like an MMO.  Lots of social interaction options with friends and other players.  We are trying to distinguish ourselves from traditional MMOs only in that, unlike a normal MMO players are frequently connected directly to each other instead of all data flowing through our servers. We believe this will provide numerous advantages to both players and our service, but does differ from a traditional MMO in that the upper limit of players simultaneously on one map may be restricted.

    Source: https://www.shroudoftheavatar.com/?p=3955 (also on the Kickstarter page)

    The definition of MMO is sort of changing.  There is some short, but interesting comments with regards to this in the recent MMOFTW with Scott Hartsman as the guest.  Basically he says that what we always expect are MMORPGs and what we're seeing is games that bring more multi-player online features together in a persistant world in a way that we haven't traditionally thought of as "mmo".  He was referring to Sim City (which was playing in the background on Bill's computer) among other games.

    I think the need for mmo gamers to shoehorn a traditional definition of "mmo" onto every game is one thing that is holding progress back.  Hopefully we'll see more developers and studios that are willing to shed the mmo label and just make a good game.

  • BrownAleBrownAle fantasyland, MEPosts: 399Member

    You know im getting fairly tired of this litmus test on games.  By that i mean "i can only enjoy a game if it has features X, Y,Z and cannot possibly like a game that has features A,B,C"

    I mean really?  Are people these days so incapable of enjoying a game?  Not just with this game, but i see people who are not interested in games that DONT have player housing, or if it does it needs to be open world player housing (which has major issues with the game world and home avalibility btw)...

    Seriously?  We cant possibly enjoy a game if it has instances?  We cant possibly enjoy a game if it has a certain feature or lacks another:?

     

    People wonder why they cant find a game they like...its because the one specific game that you will like will never get made.  Play games for fun, stop with the 30 point checklist where one missing feature or one feature you dont like means your going to hate the game.  And yes, when you walk into a game expecting to hate it, chances are your not going to enjoy it.

     

    Secondly, who cares what this guy wants to make?  Let him make the game as he sees fit and see if you like it, however i relaize most wont bother due to it failing the 30 point checklist.

     

    Will i play it?  Well if it launches and looks decent i probably will. 

  • cybersrscybersrs New York, NYPosts: 153Member Uncommon
    Why is it so hard to build it like EVE Online?
  • SalengerSalenger Pottageville, ONPosts: 521Member
    Game looks interesting, and will probably be a good RPG.

    But its not an MMORPG by any means and should not be on this site at all. I agree with everyone else, UO fans have waited and waited for its successor for years, this is not that.

  • Jean-Luc_PicardJean-Luc_Picard La BarrePosts: 3,548Member Uncommon
    Originally posted by Salenger
    Game looks interesting, and will probably be a good RPG. But its not an MMORPG by any means and should not be on this site at all. I agree with everyone else, UO fans have waited and waited for its successor for years, this is not that.

    Well, since they have games like Diablo or Guild Wars 1 here, I don't see why this game should be here either.

    Playing now: WoW, Landmark, GW2, The Crew, SotA

    Top 3 MMORPGs played: UO, AC1 and WoW

    Honorable mentions: AO, LotRO, SW:TOR and GW2.

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

    "The ability to speak doesn't make you intelligent" - Qui-gon Jinn. After many years of reading Internet forums, there's no doubt that neither does the ability to write.
    So if you notice that I'm no longer answering your nonsense, stop trying... because you just joined my block list.

  • ApraxisApraxis RegensburgPosts: 1,515Member Uncommon
    Originally posted by Yamota
    Originally posted by Jean-Luc_Picard
    Originally posted by Yamota

    Well imitator is maybe not the correct word but he does seem to have given up on MMOs and not trying to create a sucessor of UO but rather a single/lmited multiplayer game. And that is going backwards, from UO, not forwards.

    Many out there may think that not catering to people like you may be a step forward. Your argument works two ways. Don't pretend you hold the ultimate truth - apparently most of the MMOs you disliked in the past are still doing just fine without you.

    What you want is not the only possible way to do things - and definitely not the best success wise. But I wonder why I'm trying to explain that, considering your post history of intolerance towards any game that doesn't fit your precise rules of what a MMORPG should be.

    You are making arguments which are not part of the discussion here. I am talking about working on UO and creating a successor for it. Obviously a non MMO would not be that and I dont see how my post history has anything to do with the fact that this guy did create the grandfathers of sandbox MMOs and it would make sense to build on that.

    And that is a mistake. Raph Koster was the lead designer for UO, he basicly created UO. Back in that time Richard Garriott got a lot else to do. He was involved in the vision of a multiplayer kind of UO, but how it was actually handled was the part of Raph Koster.

    And on the other side.. everything what we know up to now enables everything. It could be a Open World. Because as much as i read into it. It is more about the player in the client version. You will get a offline version. Ok. I got a offline version for Old UO, it doesnt change the gameplay on UO servers. You got a version where you can play just with your friends. Ok, i know one million freeshard UO servers, where basicly exactly that happens. It doesnt change how it plays on the usual OSI servers.

    So.. i dont see anywhere that it is not open world. I will say that much, i liked almost all Ultima games, and i liked Ultima Online. I will wait and see what he is really cooking there, and will play test it. And after that i will judge it is a worthy game or not. But in all honestly, i believe Garriot is a quality game designer, and i am interested in what he is doing. But i am not that sure if he really is the MMO guru a lot of ppl made him, because actually he did not made that much when it comes to MMOs.

  • ApraxisApraxis RegensburgPosts: 1,515Member Uncommon
    Originally posted by Jean-Luc_Picard
    • Fully Interactive World | Everything is interactive in one way or another.
    • Classless Character System | You won't be limited to any class, but instead will really be able to craft your own class.
    • Extensive Player Housing | There are several types of housing that will serve different purposes all together.
    Sounds a lot like UO to me so far.
     
    I don't expect Richard Garriot to repeat the MISTAKES he made in UO - notably forcing FFA PvP on everybody, something they had to revert with Trammel in order to stop the player bleeding. While this won't be pre-trammel UO made 3D, which would be doomed to failure (we all know how well FFA PvP games fare... very badly), it definitely takes root in the Ultima Games including UO.

    Another mistake. Garriot left 2000 EA. And Trammel was introduced in 2000. So how much involvement of Garriot was in that one? Not a lot, if at all.

  • ApraxisApraxis RegensburgPosts: 1,515Member Uncommon
    Originally posted by Jean-Luc_Picard

    When TNG meets TOS... ;-)

    I'd add one thing to the great post of BadSpock:

    TRAMMEL KILLED THE GRIEFERS, NOT THE TRUE PVPers.

    And that's fact. A specific category of "players" was angry because they could no longer gank harmless crafters just outside of town. They were angry because now, they had to fight skilled PvP players, those who would fight back and strip them naked, instead of them doing the stripping.

    Everyone else was enjoying the change, and UO had more total players than it ever had.

    Well.. as i see it as old time UO player and miner/crafter and pvper. Trammel killed the economy, because every single ore could be easily farmed to hell and the prices dropped down, and we got a hyper inflation.

    That you have to do something against useless ganking or griefing is one thing, but to destroy pvp and the economy alltogether is the wrong one. Eve solved this problem a lot better. Another solution is serious consequences for some kind of pking. But to split the world is a bad idea and a bad solution, and bad game design. Imho, of course.

  • VorthanionVorthanion Laguna Vista, TXPosts: 2,119Member Uncommon
    Originally posted by BrownAle

    You know im getting fairly tired of this litmus test on games.  By that i mean "i can only enjoy a game if it has features X, Y,Z and cannot possibly like a game that has features A,B,C"

    I mean really?  Are people these days so incapable of enjoying a game?  Not just with this game, but i see people who are not interested in games that DONT have player housing, or if it does it needs to be open world player housing (which has major issues with the game world and home avalibility btw)...

    Seriously?  We cant possibly enjoy a game if it has instances?  We cant possibly enjoy a game if it has a certain feature or lacks another:?

     

    People wonder why they cant find a game they like...its because the one specific game that you will like will never get made.  Play games for fun, stop with the 30 point checklist where one missing feature or one feature you dont like means your going to hate the game.  And yes, when you walk into a game expecting to hate it, chances are your not going to enjoy it.

     

    Secondly, who cares what this guy wants to make?  Let him make the game as he sees fit and see if you like it, however i relaize most wont bother due to it failing the 30 point checklist.

     

    Will i play it?  Well if it launches and looks decent i probably will. 

    X, Y, Z are fun and A, B, C are not.  This is why people are picky about game features.  They can literally make a game worth playing or not.  I love chess, can't stand checkers.  They both use the same board, but have different features.  I love MMORPGs without raiding and PvP and any MMO that forces either on me, then it's dead in the water as far as I'm concerned.  I hate instancing as it removes the virtual world aspect when I'm looking for a more robust social experience.  Frankly, I shouldn't need to explain this to you.  People have every right to dislike a game for any reason what so ever.  It doesn't need to be valid in your eyes in order to be valid in theirs.

     

    P.S. "....and looks decent...."  sounds like a qualifier to me and the very essensce of your argument against picky people.

    image
  • Jean-Luc_PicardJean-Luc_Picard La BarrePosts: 3,548Member Uncommon
    Originally posted by Apraxis

    Well.. as i see it as old time UO player and miner/crafter and pvper. Trammel killed the economy, because every single ore could be easily farmed to hell and the prices dropped down, and we got a hyper inflation.

    That you have to do something against useless ganking or griefing is one thing, but to destroy pvp and the economy alltogether is the wrong one. Eve solved this problem a lot better. Another solution is serious consequences for some kind of pking. But to split the world is a bad idea and a bad solution, and bad game design. Imho, of course.

    Splitting was a mistake indeed. It should have been separate servers instead. On that, and only on that, I agree with you.

    As for you other posts, no, I'm not wrong, no, there's no mistake. Garriott was definitely involved in the whole UO development. UO is the vision of Garriott of a large fantasy game with a huge number people playing together in the same world. The initial UO team was Garriott, Starr Long and a third guy I don't remember the name right now, Koster arrived later during the development. Koster became lead developer, but Garriott was still producer. And yeah, he left in 2000, and Renaissance was released in 2000 too... that means he was in Origin all the time Renaissance was developped. He definitely knew about the issues created by uncontrolled FFA PvP.

    But yeah, Trammel was a mistake in design (quite surprising coming from Koster, too), it should have been separated PvE servers with PvP as an option instead. No doubt about that.

    Playing now: WoW, Landmark, GW2, The Crew, SotA

    Top 3 MMORPGs played: UO, AC1 and WoW

    Honorable mentions: AO, LotRO, SW:TOR and GW2.

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

    "The ability to speak doesn't make you intelligent" - Qui-gon Jinn. After many years of reading Internet forums, there's no doubt that neither does the ability to write.
    So if you notice that I'm no longer answering your nonsense, stop trying... because you just joined my block list.

  • drbaltazardrbaltazar drummondville, QCPosts: 7,987Member
    Gw1 was too instanced.gw2 is just perfect.me as long as i ain't in dungeon style world and ain't meeting loading screen every inch(staring at ff14 that was free for a long while)I can compromise
  • ShadowsladyShadowslady Tempe, AZPosts: 149Member

    Shadowlord Sage
    CmdrAkbar

    Napa Valley, UO, 1997.

  • Jean-Luc_PicardJean-Luc_Picard La BarrePosts: 3,548Member Uncommon

    After reading the forums and what kind of community this "kickstarter - pay $500 or more if you want a house in game" model is going to breed, I decided to cancel my funding. This game is going to be a mess, and also a paradise for gold farmers. No way a normal person is ever going to get housing in there unless he pays a LOT of real life money for the plot.

    Some on these forums have been pointing fingers at various games shouting "pay to win! pay to win!". Well, this game takes it to a whole new level. Even before it's released, the best housing locations will be owned by people who pledged $500 to $10000 to the game on kickstarter.

    No way I'm going to be part of that. I'm gonna invest my money in games and to developers who are actually deserving it.

    Playing now: WoW, Landmark, GW2, The Crew, SotA

    Top 3 MMORPGs played: UO, AC1 and WoW

    Honorable mentions: AO, LotRO, SW:TOR and GW2.

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

    "The ability to speak doesn't make you intelligent" - Qui-gon Jinn. After many years of reading Internet forums, there's no doubt that neither does the ability to write.
    So if you notice that I'm no longer answering your nonsense, stop trying... because you just joined my block list.

  • Cube34Cube34 Spicewood, TXPosts: 1Member
     I was subscribed and looked forward to what he was offering up. Seeing kickstarter completely turned me off. I'll still feel obligated to check it out. But I have less faith than I would expect for Garriott. Trammel was good and bad, but more good than bad the longer I thought about it. With regards to PvP, I was a hardcore faction player, occasionally Red vs Blue stuff. I came to really appreciate the split environment. When I stepped into Fel which was roughly 85% of the time, I knew everyone I saw was looking for a fight or was preppared to run for it. When I step into Tram, I knew everyone either wanted to be left alone, chat, or do business. With the economy, don't forget how helpful trammel was for the housing of the large player base. The PvP environment (base)home was more affordable. Trammel homes plus the subsequent expansion zones made for a great profitable realestate market which I participated in for the other 15% of the time. For me, it funded my successful faction efforts and the efforts of my partners. While during those times I thought I disliked Trammel. I came to realize it was the best thing that happened to the pvp AND pve community.  Atleast the pvp community that likes to be challenged.
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