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baal46

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#2 baal46
Member since 2004 • 663 Posts

Stay away from WoW if you have any sense what so ever. I finally got out of it because I saw two things happening 1) I was altering my habits AROUND WoW and 2) I was becoming one of those sad a$$ individuals I laughed at when I first started play MMOs.

Do not look directly at the light... avoid the light...

monkeyhore

:roll:

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baal46

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#3 baal46
Member since 2004 • 663 Posts

lol. If you have to ask that question you should probably just avoid it.

Only you can say whether or not you will stop playing a game. If you have so little self control that you worry about not being able to stop you should probably not play games at all.

People blame WoW and say its "addictive" because they need a scapegoat for why they play too much. The truth is the game is FUN and is entertaining to play for long periods of time. In the true sense of the word, a game cannot be addictive, as there is no chemical or physical dependency. People who get "addicted" to games have no time management skills and lose sight of what is important in life. This is no one's fault but their own.

I wish people would stop blaming a piece of software for their own personal problems. :roll:

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#4 baal46
Member since 2004 • 663 Posts

Holy cow, that stuff is astounding!

The mod I am waiting for is Mechwarrior. I really want to bust some stuff up in a madcat :)

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#5 baal46
Member since 2004 • 663 Posts

Honestly, I could write a 10 volume set on what would make up the ideal mmo. There actually are a lot of individual elements and aspects to go through, and it would be impossible to cover them all in a forum post. I will try to summarize a few key points as best I can.

There are a lot of complicated concepts to explain here.I am not a professional writer, nor am I a professional game designer. I am just an enthusiast that enjoys "mmo theory". As a result, I am sure this post will be underdeveloped for its purpose.

I agree with a lot of people in here regarding certain aspects of individual games, and by taking an amalgomation of them all would, I think, come close to ideal.

For me, number 1 is economy. A static economy based on item drop rates and players farming is quite outdated and boring. The economy should fully involve the players in every aspect, from acquisition of resources, production, price competition, and so on. For this one could model from the early build of Star Wars Galaxies or Ultima Online, expanding on those ideas and, of course, making their implementation fun. Every valuable item in the game should essentially go through a crafting player at some stage.

Second is progression. Again, SWG provided an excellent level of customization and a decent difficulty curve. Levels are obviously quite artificial. A realistic MMO should allow the player to progress in the individual skills he is using, and shape his character based on how he plays. Their interests would then become their strengths. The key is variety, as not everyone enjoys doing the same things day in and day out (see: grinding.) This is not to say that long hours and hard work should be left out of an MMO, as I believe they are key. In fact, ideally there should be no limit on how far one could progress their character. The highest ability levels should be either player-detirmined, or they should be so mind-bogglingly high that only the very very fewest players with 0 life whatsoever would be able to get there. This is not to make the game a ridiculously hard time-sink, but to make non-maxxed characters feel worthwhile. In WoW, they say the game doesn't really begin till you hit the level cap. Also, veteran players who obviously enjoy the game should always have the opportunity to advance their character even further. For example, I would want players to feel proud of the work they put in to build their level 30 ranger, rather than feel inferior to all the level 100 rangers running around, giving them the "gee only 70 more levels" syndrome.

Thirdly we have community. The players you meet and interact with are the driving force for putting in the hours to progress your character. Whether you want to help people, meet people, impress people with your gear, or succeed in hawking your wares to players, there needs to be centrally attracting locations to bring people together for various purposes. Again, I would cite pre-CU SWG for their Medical Centers and Cantinas. Having a general chat channel is neither realistic or effective for building a tightly knit community of players who know and rely on one another. As much as casual players hate it, teamwork needs to be mandatory, or at least vastly more rewarding than solo play. This is not only more "realistic" but it also causes players to again rely on each other to play the game. In WoW you would so often see the max-level noob that had soloed to 60 and only started grouping when they had no other means of upgrading their gear. They would have no clue how to operate in a group, and many even seemed socially atrophied from spending 300 hours on the solo grind.

Next I would say "realism". Now, realism is not something you would expect to be concerned about in a fantasy online game that probably involves magic, orcs, and elves. But, I think its important to make game mechanics that support realistic logistics in terms of how it "would be" if it were actually real. The early days of Everquest had things like boats for continental travel, instead of instant teleportation. Despite the complaints, die hard veterans of the game will tell you that waiting for the boat turned out to be one of those small features that they remember and enjoy. There was a social aspect to chatting with other players waiting on the dock, and a real sense of travel and distance when the boat ride took 15-20 minutes to cross the ocean of tears. Even a sense of danger for younger players as one never knew when the boat could be boarded by undead pirates lurking in the water. Similarly, early EQ items had "realistic" stats where in early-mid levels you would be using non-magic weapons and armor that had no HP or stats of any kind other than armor or weapon damage. This made actually finding a magic item exciting and rare, and the player valued that item very much because of the memory of the adventure they had in acquiring it.

It is my opinion that "balance" is vastly over-rated. I prefer "freedom". That would be the freedom to create a character that was lacking in certain aspects, or even many aspects. In EQ certain classes could solo MUCH more easily than most other classes. It was known that players of those classes often preferred to solo rather than group, and it actually was reflected in their personality. In World of Warcraft, Blizzard has gone to great effort to balance each of their classes to the point that (IMO) they all feel quite bland and lacking character. In both SWG and Ultima Online, players could create characters that existed entirely outside the realm of killing and looting. Crafters are the main example, but it doesn't take much creativity to come up with others. Fisherman, architect, animal tamer, treasure hunter, miner, and merchant just to name a few. My favorite MMOs are those that do not confine players to a predefined "class" and instead allow them to develop themselves organically in any way they see fit.

There is a *lot* more that really should be said on this subject. The proposition of creating an entirely virtual world is daunting and extremely complex. I find it fascinating. I will probably reread this later and kick myself for not including a note on a certain subject, so don't be surprised to see it edited.

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#6 baal46
Member since 2004 • 663 Posts

[QUOTE="mrbojangles25"]Its kinda of annoying sometimes because, imo, games are far more mentally stimulating than most of the crap on TV. Yet I get so much crap for spending 3-4 hours a day on the PC stimulating my mind, be it with puzzles or violence (but always with problem solving), yet its OK for my mom to watch 5 hours of TV after she works. Grrrrrrr!fireandcloud

that's cuz she's raking in the dough. when you start working, you can set aside 5 hours everyday as well. ;)

QFT

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#7 baal46
Member since 2004 • 663 Posts

You noobs, you don't need FRAPS to show fps in Crysis.

r_displayinfo=1

in console

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#8 baal46
Member since 2004 • 663 Posts

I didn't think it was possible but my disgust in Blizzard and World of Warcraft has risen to a new level. All we need now is a commercial of Chuck Norris roundhouse kicking an orc.PTMags

We can only hope.

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#9 baal46
Member since 2004 • 663 Posts

Good lord, some of you people are such whiners.

Crysis doesn't run maxxed on your 2-year old machine, so you **** and moan, complain that the game is unoriginal, or not what was promised.

Could it possibly be that some of you had your expectations just a tiny bit higher than what was realistic?

The fact is:

A) Crysis DOES have the most advanced graphics available today

B) it DOES have innovative gameplay elements in the nanosuit and destructible environments

C) it DOES have DX10 features that require Vista to employ

D) it DOES require cutting-edge hardware to max and run smoothly, something which noone should be surprised at

I think that most complainers want to downplay what the game does have in order to make themselves feel better because they can't run it, or are just going to steal it.

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#10 baal46
Member since 2004 • 663 Posts

I bet you'd love a FPS where you get to be Rush Limbaugh and mow down leftys, huh?madman23

I would! "Talent on Loan from God, b*tch."

The OP is just a wingnut who thinks he unlocked some secret conspiracy about HL2. Obviously there is propaganda, it is an element of the storytelling. The player is SUPPOSED to know it is propaganda and be encouraged to resist it. Duh.