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SavageHorizon said:Housing and crafting does not satisfy PVE'rs Lol they have built there whole game around PVP and it's to little to late. There are mmos coming that are PVE games so why would they want to play CrowFall.
Oh yeah it's got crafting and housing lmfao, really!
CIB3 said:Great... only one image and that image is with a woman beating a man. Perfect actual agenda. What image is that devs? Hillary beating Trump? Good women beating toxic masculinity? Lol
I don't really see the point in having literally useless skills when there's an entire dev team that's supposed to be dedicated to balance, so I guess we'll just have to agree to disagree.TheDarkrayne said:I really don't see the point in having the ability to create builds if you're unable to make a bad one. If you can't make a bad one then you can't make a good one. Like seriously, what is the point? We might as well just pick from a list of what we want to do and be done with it.Kajidourden said:Thupli said:It is an oversimplification to say that player mentality limits diversity.
The reality is that there are countless utilities, weapons, and traits that are literally of no use, regardless of game mode, that eat dust.
No, when you have 30% and greater damage differentials, you are neither balancing the game, nor diverse.
That said, I gave up on Anet balancing or making skills playable long ago. Pvp and wvw are simply not given the attention needed to be diverse or balanced. Now I play open world pve where it doesn't matter.
Anet has successfully made their own game modes irrelevant by lack of attention. Raiding is soon to follow pvp and wve as their trends on not addressing things timely or adequately continue.
Well said, and dually applicable to ESO which is why I don't play it anymore.
I don't understand the idea that the players should just accept massively ineffective builds instead of the devs fixing their imbalance. That is literally what they get paid to do.
winghaven1 said:It's sad that you either go full stamina or full magicka. There are no creative functional hybrid builds.
The attempt was apparently made by Daybreak with EQN's concepts. Of course nobody knows how functional they really were but I like to think that someone somewhere will be inspired by this concept and eventually bring it to life.Mendel said:DMKano said:Maurgrim said:This are a question for those who started the MMOs back in late 90s and early 00s.
What did you think back then how the future of MMOs would evolve and how much right and wrong are you today?
I started with UO in 1998 and EQ1 in march 1999.
Other than improving graphics I didnt have a clue how the gameplay would improve, but I thought that mmorpgs would move away from simple and antiquated "hitpool" and "damage" die roll mechanics to something that resembles real life simulation (when you punch someone or shoot somone in real life, there are no hitpoint bars or damage numbers)
I always thought that real life physics, ecosystems and organism simulations would be what mmorpgs would be like - not anytime soon due to massive compute power that would require.
So completely wrong.
But I also had no idea how my lifestyle would change and how much family life with work and kiddo schedules would change how I play games.
Never thought about that either back in 98/99 - I always assumed that I would have most of my day to devote to gaming.
Was completely wrong too.
I also never considered how I would change as a person and that I would lose desire to spend 10 hours raiding which at one point back in early 2000s I thought was amazing.
Zero desire to ever do that again today.
So again very wrong.
Am I happy with the direction that its going?
Well gaming is going on all directions, so yes I am very happy. There is a larger variety of games being made by more people today than at any other point in history.
I am having more fun gaming today than back in 98/99 due to so many different games.
Never been a better time
than right now.
There's a lot that's gone off-track, in my opinion. It's disappointing, actually. The scope of the earlier games like UO and EQ1 were far greater in the things the developers attempted to put into the games. Subsequent games have been steadily removing systems and functions, making the world less and less interactive. Games have consistently adapted the same abstractions that were present in D&D in 1972, without attempting to use the computer to explore new ways to represent people in hazardous situations.
It appears that instead of using the computer as a tool to bring new concepts to the RPG environment, it was only seen as a cash cow, a platform for more of the same. It could be argued that there have been more advancements in how a business can make money from an MMORPG than actually how to make an MMORPG better.MadFrenchie said:I expected more progress in the form of AI to populate these world's with more life-like NLC inhabitants. Factions warring independent of player input, dynamically attacking, defending, and counterattacking one another. A world alive that the player is dropped into to play a role in.
AI is another primary area where games have failed to deliver. Gamers seem to want games to emulate real-world eco-systems. Why haven't we seen packs of wolves adapt to players attempts to hunt them? Machine learning and neural networks have been important areas in computer science since the 1980s, but we've yet to see these types of technologies improving how the computerized opponents act, react, and behave.
Players are still stuck dealing with static content, which makes for lackluster worlds. Mrs. Johnsten always needs you to make a new scarf for her, which requires somehow getting wool. Captain Anders will always direct a player to visit the outlands to battle the bandits disrupting trade. Farmer Mycroft always needs someone (everyone) to kill 10 rats for him. Events and actions within the world are scripted (occasionally badly), with predictable results. New content is dependent on developers creating it. Too often, this requires yet another bit of writing, once again focused on an individual, and plopped into the world via an expansion or (more infrequently) a major patch. Dynamic generation of content is still a distant pipe-dream, while manual content creation is a restraint to the genre.
Where are encounters that don't require dialog? A pack of wolves roam into the woods near Farmer Mycroft and discover snacking on his hogs, then roam off once repelled? Living things aren't always predictable and aren't slaves to a respawn timer. There are no coincidental events in MMORPGs. Or non-repeatable events. Life is full of them.
So, I was extremely wrong on where I thought MMORPGs would go. Problem is, I still believe that it's a reasonable path to follow in the future. Enough of rebuilding the basics, let's see new ideas and elements take advantage of the computing power in the servers and desktops to really move the genre forward.