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Wurm Online
  • WoW clones, are we done with that?

    It's more cowardous than ignorance. For instance I have some serious concerns about Star Citizen. If you've played Arena Commander it isn't an easy game to just pick up and play. I've played a lot of space fighter sims and it's by far the most difficult one I've ever played. That seems like a risky move as it alienates them from a lot of more casual players that might have bought into some of the other bold concepts they were pushing.

    Any number of missteps like that can sink a game. Simply making a game that offers freedom and immersion isn't a recipe for success. It's about the whole package and all the elements coming together to make a game that will truly speak to people.

    It's easier to sit back and watch which kickstarter projects appeal to people and which don't and then sweep in and be the WoW to their EverQuest once someone hits upon a truly great model. And I think that's what a lot of AAA developers may be doing. Why take risks themselves when consumers will fund your research for you?
  • Why do people get in a big hurry to play a game on release ...

    ... when it doesn't even start to function good until it's been out about a year or more?  And along those lines was there ever an mmorpg that released with it's full potential realized post-beta, no serious fixing needed?
    As other people have said level/gear disparity. It should be expected that coming into a game late to the party means you won't have the same social connections, player skill, knowledge of the world, and in games with territorial control the prime territory will be controlled by someone else.

    But when you add stat-gap into this equation competition moves from difficult to all-but-impossible. You'll spend your first few months to first couple years grinding before you focus on the previously mentioned problems. Stunting your growth in those areas and making the barrier to entry so long and difficult you're likely to never overcome it before you give up on the game.

    But if you get in at day one with a good plan of progression and no life, you might just be able to stay on top and never have to deal with the newb vs. vet dilemma. 
  • FCC killed net neutrality. What does it mean for gamers?

    To be fair that's because the American voter is grossly uninformed about everything including net neutrality.

    Half the time I hear people talk about net neutrality they are talking about "More government regulation" and "The FCC putting their greasy fingers on our internet."

    They don't realize that "Net Neutrality" is a series of regulations enforced by the FCC, and the repeal of it means less government regulation, and less FCC involvement in our internet.

    Of course many get this and it's the corporations they demonize, but many seem to feed into this ignorance with intentionally deceitful wording intended to use anti-FCC sentiment to get people to support NN.

    I think the numbers would be very different if the American voter knew what they were talking about for once.

    This is the reason we have a republic and not a democracy. It really is best we have people actually researched on these issues representing our interests rather than the common man voting on every single issue. Our founding fathers shunned direct democracy because of issues like this. It's the system that put Socrates to death after all.
  • Poll: Hunger and Thirst Bars in an MMORPG?

    So I love food in-games. It's part of the in-game economy and farmers/cooks are based around it.

    "I hate growing my own food, cooking my own food, etc." Then don't. How many of you grow your own food IRL? Half of you probably don't even cook it beyond tossing it in a microwave or toaster over. Same idea in-game. If you hate a particular aspect of the economy then you give someone else gold to do it for you.

    The issue I have is most food in-game is tedious.

    A. You have short duration buffs you constantly have to remember to refresh.
    B. You have some food bar that you forget about and all of sudden your character is dying or suffering greatly. You don't just forget to eat to the point you end up starving IRL. 

    That is why I would implement food in the following manner:

    Food isn't just a bar, it's a slot. You put food and drink into the food and drink slot. Doing so means your character will automatically start eating and drinking whenever they are hungry or thirsty. Food quality still matters, you still have to restock on food occasionally. But we are talking more every 6 hours and less every 30 minutes.

    If you do forget about food, your character will start reminding you of it fairly loudly and obviously about 20 minutes before things get dire. Rumbling stomach at first, moans as they get more hungry etc. This is if they eat all the food in their food slot and their hunger levels dip below about 60%.

  • So you are happy with the direction It's going?

    The only difference in Total War that disqualifies it under your description is that units are recruited directly through the general/commander as opposed to through a building.  Still requires buildings to recruit units, including advanced units.

    That doesn't seem like a huge difference to me.  The way battles play out seems to be a much larger difference between Total War and other RTSs.
    Not really the point I was going for. The point I was going for is with any Age of Empires / Starcraft clone style RTS I can describe a general process they all follow from the start to the end of a match and be fairly specific about it at points, and you won't know if I'm describing an Age of Empires Game, StarCraft, Command and Conquer, Empire Earth etc. because they all play out the same general way from start to finish. They are clone titles.

    Sure there are some differences. For instance in Age of Empires you advance through ages while in StarCraft upgrades to your command center / hive / nexus are the closest things and aren't nearly as big of a deal. In Age of Empires you have a large amount of civilizations with only a few key differences while in Starcraft you have 3 very unique races that all play very differently.

    But the features which unite these titles are greater than the ones that divide them.

    WoW, ESO, SWTOR etc. all play out the same way. They are games built on the same basic framework that follow the same basic model from start to finish with a few key differences.

    I simply used that example because is the first feature in a long list of processes that are different for Total War games and Age of Empires, and the same for Age of Empires and other titles that are clones. (Reluctant to say Age of Empires Clone because I'm not sure if Warcraft or AoE came first or if they ripped the model off something else entirely, and unlike with WoW no single title has really made itself the single undisputable king of that series of clones.)