Followed the early announcements and was hyped when they used Raph Koster as a consultant but then I heard: PVE & PVP focused (with pvp being used AGAIN to introduce more risk)... so nope!
Followed the early announcements and was hyped when they used Raph Koster as a consultant but then I heard: PVE & PVP focused (with pvp being used AGAIN to introduce more risk)... so nope!
What else would you want in an MMORPG being focused on?
Pvp is the only point to an mmo, otherwise it's just single player in disguise.
Hopefully they retain the loot mechanics of the original uo, that was my favorite mmo and everything else has seemed too childish since.
I like open PvP in a PvE setting. One of my favorite experiences was the Dark Age of Camelot PvP servers, guilds would have huge fights over control of PvE content like towns and dungeons which made PvP have a sense of purpose (although there was plenty of random ganking as well). Same goes for Shadowbane which took it to a whole other level where PvE content was a major resource and guilds would go to war over it, including destroying each other's cities.
I didn't back Camelot Unchained for this reason, I don't want to play non-stop meaningless PvP.
I like open PvP in a PvE setting. One of my favorite experiences was the Dark Age of Camelot PvP servers, guilds would have huge fights over control of PvE content like towns and dungeons which made PvP have a sense of purpose (although there was plenty of random ganking as well). Same goes for Shadowbane which took it to a whole other level where PvE content was a major resource and guilds would go to war over it, including destroying each other's cities.
I didn't back Camelot Unchained for this reason, I don't want to play non-stop meaningless PvP.
Exactly! (and i didnt back daoc Unchained for the same reason).
I like open PvP in a PvE setting. One of my favorite experiences was the Dark Age of Camelot PvP servers, guilds would have huge fights over control of PvE content like towns and dungeons which made PvP have a sense of purpose (although there was plenty of random ganking as well). Same goes for Shadowbane which took it to a whole other level where PvE content was a major resource and guilds would go to war over it, including destroying each other's cities.
I didn't back Camelot Unchained for this reason, I don't want to play non-stop meaningless PvP.
Agree, it was nice the way you could play 100% PvE, and if you fancied a bit of PvP you could zone to the relevant area, or (my personal favourite), the RvR where you defended/attacked Keeps, which game a worldwide bonus to the controlling realm.
Just wish everything wasn't so gear orientated...
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Followed the early announcements and was hyped when they used Raph Koster as a consultant but then I heard: PVE & PVP focused (with pvp being used AGAIN to introduce more risk)... so nope!
What else would you want in an MMORPG being focused on?
If they think in those static terms: Either one or the other (One or both always turns up half arsed or shallow systems).
I'd prefer a complex world where you have a ruleset that would blend everything. But then they actually need to do an effort with meaningful rewards and punishments. Random killings shouldn't be following the same ruleset that war has. But... they'll never make a game like that since MMO's aren't virtual worlds anymore.
So I rather have them: stop catering to both very different crowds and either pick PVP or PVE. In a game with both there is always bitching about balance because you can't get both right.
Morphenius, did you ever play ultima online. I think it had the best of both worlds, gear wasn't really relevant because when you died people could loot everything you had. If you randomly killed someone you would become a criminal for a set time which meant anyone could attack you and if you did it too much you would become a murdered which pretty much meant you could say goodbye to going into towns and get ready to be ganked. Once flagged as a murdered it took 40hrs off playing time to remove one kill, but you ended up killing more and the time just accumulates.
I honestly believe the original uo had the best mechanics, however I know it changed a lot later in its life
Also skills meant something, you had characters that had no fighting skills at all, today everything is just about combat
UO is one of the games I prefer yeah (well most older MMO's), because back then they were still trying for virtual worlds. I'm not saying they were perfect, but at least they tried.
I always thought we would improve on those games. That goes for most genres... yet the future turned out different with most games derping down and simplifying.
They've added a lot of users to their pre-alpha to celebrate 2 years since they launched their kickstarter. The pre-alpha has very little content at the moment, mostly used to test classes and basic features. It's not really a "campaign" yet. But people who backed the game can see if they received an email inviting them.
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