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The Game Itself Should Be An Epic Mob

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  • delete5230delete5230 Member EpicPosts: 6,512
    Mounts and economy

    Even Vanilla World of Warcraft was hard to save 90 gold for the first mount at level 40. 
    Still it was not needed but it would be embarrassing if not acquired by level 45.

    Professions such as Engineering or Enchanting were not recommended on first character unless you REALLY were good with the economy or your Guild worked with you as a teem effort.  

    First aid was a great secondary profession, however you forfeit a good profit by not selling cloth on the auction. 


    Unfortunately crafting was somewhat undesirable and was never fixed to be profitable for a noob trying to make early gold.


    important:
    Economy was based off 90 gold by level 40...... Even level one, you had to be thinking 90 gold......... A BASE LINE FOR ANY GAME is important.  Games today their is no baseline. 
    Ancient_Exile
  • xD_GamingxD_Gaming Member EpicPosts: 2,663
    I never understood "corpse runs". it seems a bit redundant do be defeated, but really defeated becaus of respawn. Now if this was perma-death then maybe, but as a single mechanic with 0 pvp, it just seems redundant 
    Gdemami
    There is a multiverse inside our minds which millions live.
    Twitter : @xD_Gaming_Merch
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  • Ancient_ExileAncient_Exile Member RarePosts: 1,303
    xD_Gaming said:
    I never understood "corpse runs". it seems a bit redundant do be defeated, but really defeated becaus of respawn. Now if this was perma-death then maybe, but as a single mechanic with 0 pvp, it just seems redundant 

    What I don't understand is why my corpse would remain in the game world after my character is raised/resurrected.  Or why my ghost is suddenly hurled X amount of distance away from said corpse upon death.
    Gdemami
    "If everything was easy, nothing would be hard."


    "Show me on the doll where PVP touched you."


    (Note:  If I type something in a thread that does not exactly pertain to the stated subject of the thread in every, way, shape, and form, please feel free to send me a response in a Private Message.)

  • WizardryWizardry Member LegendaryPosts: 17,831
    Sadly for Pantheon to achieve the goal of grouping we will have to see no day light,we will be in dank ugly dungeons 24/7.

    I don't mind a dungeon once in a while but i don't like the constant reasoning of fighting through trash mobs to get to some boss at the end of a tunnel.I see the modern gamer as non rpg gamers,they are more interested in loot and fighting anything titled as a BOSS.

    Gear gear gear,that is all these rpg's have become,get that next tier so you can fight that next Boss,then everyone gather together with all your best gear to fight the Raid Boss.

    I want layers of good game design,not this simpleton trash i have been seeing of late.There was also a lot wrong with the EQ design when comes to timers and hotbars and OOC food did not make sense either.So NO i don't want EQ of old ,i want to see MUCH better.
    Ancient_Exile

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • WizardryWizardry Member LegendaryPosts: 17,831
    xD_Gaming said:
    I never understood "corpse runs". it seems a bit redundant do be defeated, but really defeated becaus of respawn. Now if this was perma-death then maybe, but as a single mechanic with 0 pvp, it just seems redundant 

    What I don't understand is why my corpse would remain in the game world after my character is raised/resurrected.  Or why my ghost is suddenly hurled X amount of distance away from said corpse upon death.
    Yep i never understood the reasoning either other than to cause an inconvenience.In FFXi you had a choice of being raised on the spot or you were sent back to your home to recover.Most of these games send you to a spawn point in that map then you run back.It kind of shows us that developers put very little thought into their games,they see an idea and just copy it.


    Again on the same notion of "thinking"which devs seem to lack,we should quit calling these deaths and call them KO's "knocked out".The other problem are all these FAKE looking dungeons with tons of mobs just littered all over the place with no chance to get back up.If this was outdoors and the mobs move around as they should,then you would have a chance  to get back up after a KO.

    So then you get back up in a weakened state for a few minutes while you recover.

    "pvp"as someone mentioned has NOTHING to do with a death mechanic lol,you can be KO'd by any mob in a game,it doesn't have to be another player.
    Ancient_Exile

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • Ancient_ExileAncient_Exile Member RarePosts: 1,303
    Wizardry said:
    Sadly for Pantheon to achieve the goal of grouping we will have to see no day light,we will be in dank ugly dungeons 24/7.

    I don't mind a dungeon once in a while but i don't like the constant reasoning of fighting through trash mobs to get to some boss at the end of a tunnel.I see the modern gamer as non rpg gamers,they are more interested in loot and fighting anything titled as a BOSS.

    Gear gear gear,that is all these rpg's have become,get that next tier so you can fight that next Boss,then everyone gather together with all your best gear to fight the Raid Boss.

    I want layers of good game design,not this simpleton trash i have been seeing of late.There was also a lot wrong with the EQ design when comes to timers and hotbars and OOC food did not make sense either.So NO i don't want EQ of old ,i want to see MUCH better.

    One man's (or woman's) trash mob is another man's (or woman's) treasure mob.  Or so I've heard.
    "If everything was easy, nothing would be hard."


    "Show me on the doll where PVP touched you."


    (Note:  If I type something in a thread that does not exactly pertain to the stated subject of the thread in every, way, shape, and form, please feel free to send me a response in a Private Message.)

  • Ancient_ExileAncient_Exile Member RarePosts: 1,303
    edited May 6
    Wizardry said:
    xD_Gaming said:
    I never understood "corpse runs". it seems a bit redundant do be defeated, but really defeated becaus of respawn. Now if this was perma-death then maybe, but as a single mechanic with 0 pvp, it just seems redundant 

    What I don't understand is why my corpse would remain in the game world after my character is raised/resurrected.  Or why my ghost is suddenly hurled X amount of distance away from said corpse upon death.
    Yep i never understood the reasoning either other than to cause an inconvenience.In FFXi you had a choice of being raised on the spot or you were sent back to your home to recover.Most of these games send you to a spawn point in that map then you run back.It kind of shows us that developers put very little thought into their games,they see an idea and just copy it.


    Again on the same notion of "thinking"which devs seem to lack,we should quit calling these deaths and call them KO's "knocked out".The other problem are all these FAKE looking dungeons with tons of mobs just littered all over the place with no chance to get back up.If this was outdoors and the mobs move around as they should,then you would have a chance  to get back up after a KO.

    So then you get back up in a weakened state for a few minutes while you recover.

    "pvp"as someone mentioned has NOTHING to do with a death mechanic lol,you can be KO'd by any mob in a game,it doesn't have to be another player.

    Well, if we aren't being informed that some deity or deities (or other such supernatural force/entity/being) really, and I mean really likes us, and finds our continued existence in a world or plane of existence to be of utmost significance and importance (no matter how many times we must be raised from the dead), then maybe you're right.  Maybe our characters should simply be knocked out or incapacitated upon defeat by mob(s), non-player character(s), and/or other player character(s).  Though I'm not sure I can reasonably explain only getting knocked out by falling off a cliff, drowning, being poisoned, having an axe strike my character repeatedly, or getting the hot idea to wade through burning lava, etc.



    Post edited by Ancient_Exile on
    "If everything was easy, nothing would be hard."


    "Show me on the doll where PVP touched you."


    (Note:  If I type something in a thread that does not exactly pertain to the stated subject of the thread in every, way, shape, and form, please feel free to send me a response in a Private Message.)

  • Mylan12Mylan12 Member UncommonPosts: 281
    Wizardry said:
    Sadly for Pantheon to achieve the goal of grouping we will have to see no day light,we will be in dank ugly dungeons 24/7.

    I don't mind a dungeon once in a while but i don't like the constant reasoning of fighting through trash mobs to get to some boss at the end of a tunnel.I see the modern gamer as non rpg gamers,they are more interested in loot and fighting anything titled as a BOSS.

    Gear gear gear,that is all these rpg's have become,get that next tier so you can fight that next Boss,then everyone gather together with all your best gear to fight the Raid Boss.

    I want layers of good game design,not this simpleton trash i have been seeing of late.There was also a lot wrong with the EQ design when comes to timers and hotbars and OOC food did not make sense either.So NO i don't want EQ of old ,i want to see MUCH better.

     First couple of years that I played EQ, I was grouped at least 98% of the time and I certainly didn't spend all that time in dank ugly dungeons. Yeah we did raid some, had two dragons and later fear, hate and sky. Yeah some loot did drop but at the time most of us were focused on the adventure.  WoW was designed as a more raid and loot focus  game and EQ moved that way in later expansions.
     EQ of old or Pre SoV would be great but not later EQ and no P1999 is not the same as early EQ. I have yet to see anything better than early EQ, its sad that that period lasted for such a short time.

    ChildoftheShadowsAncient_Exile
  • Raidan_EQRaidan_EQ Member UncommonPosts: 247
    Raidan_EQ said:
    I’m not a huge fan of mounts either - especially flying mounts as they allow for content bypass.  Even regular mounts effectively decrease the scope of the world and interdependence between classes (Shaman/Druid SoW).  “If” mounts were released they should have max run speed below player casted run speed effects and you should have X% chance to be knocked off by a mob when being hit.

    And why can't mounts be killed (they can be 'killed' in BDO, but not permanently IIRC)?  Why can't mounts be stolen?  (Some horse thieves/rustlers in the past made a pretty decent living.  Though they usually got hanged if caught.)  And why can't I move someone else's mount out of the way or kill it (if collision detection is enabled/implemented in the case of mounts.)

    And you know what?  I don't see why collision detection between player characters, non-player characters, and mobs and other player characters, non-player characters, and mobs would really be a problem.  Sure, there's some juicy opportunities for griefing other players, but these can be thwarted in many, most, if not all cases.  For example, let's say some ingenious griefer decides to use his/her character to block  the entrance to a building.  So then, just give the player the option to move the offending character out of the way with his/her character.  However, if the player character is too weak (doesn't have a high enough STR attribute), then he or she can alert a guard (stationed or patrolling) somewhere in the town or city and ask that guard (or guards) to move the laughing griefer.

    Or the player could ask another player (with higher STR) to move the devious prankster.

    Just my 2 cents on the matter(s).
    In an MMO with unlimited resources, I wouldn't mind a developer trying to implement all the design features you suggest to try to avoid content trivialization and/or diminishing class interdependence.  But, Pantheon being on a shoestring budget or at best limited resources, I'd rather the focus be narrowed.
    Ancient_Exile
  • Ancient_ExileAncient_Exile Member RarePosts: 1,303
    Raidan_EQ said:
    Raidan_EQ said:
    I’m not a huge fan of mounts either - especially flying mounts as they allow for content bypass.  Even regular mounts effectively decrease the scope of the world and interdependence between classes (Shaman/Druid SoW).  “If” mounts were released they should have max run speed below player casted run speed effects and you should have X% chance to be knocked off by a mob when being hit.

    And why can't mounts be killed (they can be 'killed' in BDO, but not permanently IIRC)?  Why can't mounts be stolen?  (Some horse thieves/rustlers in the past made a pretty decent living.  Though they usually got hanged if caught.)  And why can't I move someone else's mount out of the way or kill it (if collision detection is enabled/implemented in the case of mounts.)

    And you know what?  I don't see why collision detection between player characters, non-player characters, and mobs and other player characters, non-player characters, and mobs would really be a problem.  Sure, there's some juicy opportunities for griefing other players, but these can be thwarted in many, most, if not all cases.  For example, let's say some ingenious griefer decides to use his/her character to block  the entrance to a building.  So then, just give the player the option to move the offending character out of the way with his/her character.  However, if the player character is too weak (doesn't have a high enough STR attribute), then he or she can alert a guard (stationed or patrolling) somewhere in the town or city and ask that guard (or guards) to move the laughing griefer.

    Or the player could ask another player (with higher STR) to move the devious prankster.

    Just my 2 cents on the matter(s).
    In an MMO with unlimited resources, I wouldn't mind a developer trying to implement all the design features you suggest to try to avoid content trivialization and/or diminishing class interdependence.  But, Pantheon being on a shoestring budget or at best limited resources, I'd rather the focus be narrowed.

    I wasn't necessarily suggesting this for Pantheon.  Just speaking generally about the sorts of features next generation MMORPGs could implement. 
    Raidan_EQ
    "If everything was easy, nothing would be hard."


    "Show me on the doll where PVP touched you."


    (Note:  If I type something in a thread that does not exactly pertain to the stated subject of the thread in every, way, shape, and form, please feel free to send me a response in a Private Message.)

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