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To me mmos dont focus enough on the impact of a guild, then i saw wurm online. This game (even though it sucks terribly) has innovative ideas that i havent seen in any mmo. AND IT WAS MADE BY 1 MAN!!! In there you can build EVERYTHING, your house, your forge, your weapons, armour, food, and the best part, mining isnt done but endlessly mining 1 rock, its done by digging tunnels in the ground (hills mountains). ITs soo cool to see endless tunnels made by people with forges in them and rare veins of ore that are in the deepests parts. For those who say "It cant be done" 1 man alone has, and his name is ROLF.
Comments
Praise Rolf then.
That kind of mining sounds very cool.
Though I doubt that your post has much relevance to MO
Or am I wrong? :O
My brand new bloggity blog.
Although wurm is a full sandbox game, it isn't focused around PvP, nor even PvE to be honest.
Implementing such complex crafting system in for example MO, wouldn't make any good.
Half of the community would start to whine, that every single thing they were working for a week, was destroyed/looted/ruined by PKers/PvPers and other players, which do not give a shit about crafting. Because it's 100x easier to loot than create something.
What next ? everyone would start to PvP , fucking any other features or gameplay aspects other than combat.
Thx for such game. I rather play mahjong.
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/thread
Remember, your advantage lies in your opponent's weakness (J)
Wurm is the perfect example that everyhting is possible. Its great sandbox medieval simulation. Also its great example how crappy can look so great game without enought funds.
Where themepark games try to hide that they are copying WOW, games like Mortal Online and Darkfall make no attempt to hide their inspiration
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LordOfDarkDesire
Wurm is the perfect example that everyhting is possible. Its great sandbox medieval simulation. Also its great example how crappy can look so great game without enought funds.
or enough developers lol
Your right i guess i didnt think enough about that Although they dont have to be exactly like wurm online they could add some implements to it (Building your house however you like, mining tunels, all trees are choppable) the stuff like needing this this this this and this to build 1 thing can be left out, it needs to be easy to craft but not too easy.
There are a lot of people, myself included, who are already putting together MO Guilds. The truly ambitious ones, again myself included, are looking at the big picture and thinking of the major impact guilds will be able to have in the game. Guild Masters will become something like Warlords fighting to establish themselves as ruling governments.
This is exactly the type of mentality that I hope the systems in MO prevent. Just because a game is a "sandbox" MMO, with FFA PvP and full loot doesn't mean it has to be complete anarchy, or a perpetual gankfest/grieffest. An effective flagging system, with commensurate consequences, will prevent that, hopefully.
Having said that, I really hope that there are a wide variety of systems in MO that allow it to be a real sandbox, and make it possible to play and enjoy the game in a number of different ways, and not just a shallow PvP combat/conquest simulator.
Hell hath no fury like an MMORPG player scorned.
This is exactly the type of mentality that I hope the systems in MO prevent. Just because a game is a "sandbox" MMO, with FFA PvP and full loot doesn't mean it has to be complete anarchy, or a perpetual gankfest/grieffest. An effective flagging system, with commensurate consequences, will prevent that, hopefully.
Having said that, I really hope that there are a wide variety of systems in MO that allow it to be a real sandbox, and make it possible to play and enjoy the game in a number of different ways, and not just a shallow PvP combat/conquest simulator.
Don't worry, the game developers seem to think Tammy was a good thing to happen to UO. I mean, it appears that they want PKing to be punished so serveraly that it doesn't happen with stat loss and what not. There won't be item insurance though
Note: Stat loss isn't set in stone, but most the community wants it and the developers have taken that into account.
Games:
Currently playing:Nothing
Will play: Darkfall: Unholy Wars
Past games:
Guild Wars 2 - Xpiher Duminous
Xpiher's GW2
GW 1 - Xpiher Duminous
Darkfall - Xpiher Duminous (NA) retired
AoC - Xpiher (Tyranny) retired
Warhammer - Xpiher
This is exactly the type of mentality that I hope the systems in MO prevent. Just because a game is a "sandbox" MMO, with FFA PvP and full loot doesn't mean it has to be complete anarchy, or a perpetual gankfest/grieffest. An effective flagging system, with commensurate consequences, will prevent that, hopefully.
Having said that, I really hope that there are a wide variety of systems in MO that allow it to be a real sandbox, and make it possible to play and enjoy the game in a number of different ways, and not just a shallow PvP combat/conquest simulator.
Don't worry, the game developers seem to think Tammy was a good thing to happen to UO. I mean, it appears that they want PKing to be punished so serveraly that it doesn't happen with stat loss and what not. There won't be item insurance though
Note: Stat loss isn't set in stone, but most the community wants it and the developers have taken that into account.
If you're comparing MO to UO post-Trammel, from what I've read, you're completely wrong.
It does look, however, that MO may be able to model a little more consistent and plausible social contract than the total anarchy and idiotic community found in your beloved Darkfall, Xpiher.
It also looks like MO will actually be a sandbox and allow a wide amount of playstyles, whereas Darkfall is a paper-thin online FPS with some MMO thrown in.
But it is just precious that you've come here to "fight the enemy game"....
Hell hath no fury like an MMORPG player scorned.
Do not speak of which you do not know. I hate when I have to do this.
Half the community would start to whine that they got their stuff looted? Wait, didn't nearly 100% of the community subscribe to the game knowing that it has a full loot system? So you're saying instead of crafting, everyone would start PvP'ing because it's so much easier to loot other players.. yet, how would those players get their replacement gear once they lost it? Since no one is crafting, then there is no replacement gear and only the most skilled would end up with huge stockpiles of it. That gear would eventually degrade and break. Then everyone would be running around naked. Obviously I'm taking your comment a little bit overboard, but it just goes to show, you should think a little bit before you start talking.
You thnk you know, but you do not. Have you played UO? Do you understand how the economy works and why people like this sort of game? No, you do not. You've never experienced it. Believe it or not, and you probably won't, there are some people out there that love to be known as the greatest crafters in the game. Some people do not fight, they buy and sell houses. They build a castle and rent out vendor spaces, creating a mall for the players. Some people make crafter guilds. Some people love to role-play their characters instead of uber-leeting it up with a bunch of moronic 12 year olds. You need to think about things for a few minutes and let that light bulb switch over. There will be PvP, but it won't be as rampant as you may think. Darkfall is an abhoration.
I absolutely hate that Darkfall was released. It was a horrible example of not only the UO-style sandbox genre, but it was also a pathetic example of how a company should conduct itself. And for 98% of the gaming population who hasn't played a good sandbox, they now believe this Darkfall is all the genre has to offer. It is an abomination. Let's at least give SV a chance to show us if they can manage to do this right.
DAS1337: have you ever played WURM ?
Do you know what the fuck does mean real crafting ?
Beginning at gathering basic materials to create basic tools. Then create more advanced tools to process materials and so on.
economy ? pffff
Don't come up here with this crap or with UO - it's dead and get over with it. I'm talking about shitload amount of time spent in game on creating 1 fkin noob sword (WURM style), and then possible loosing it within 10 secs (MO/DFo style).
Even screw 1 rusty sword. The tools needed to create it, and advanced materials, which can be looted/stolen just like that - this would be most important. Starting over and over again while playing the game, or sitting in own virtual house not to loose anything ? NO THX ! I want to have fun while playing and exploring the world, not playing to compete or over with everything.
Other thing: restocking without crafters support ?
Who would care about them if they were gone ? Every looted item would cost more and more money on player driven market. But then people would just use gear looted from abominations. Rusty ? Who cares, still lethal. Gear doesn't matter that much. 2-3 accurate slashes/shots and you send enemy under ground. Crafters aren't gods in sandbox games, as most of people may think. But if people cannot manage to play without them, then it's their problem.
ps. I think I know what I was talking about, and it was not about "everyone will go rampant, screw everything else than pvp".
Time for you to turn on the bulb.
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/thread
Remember, your advantage lies in your opponent's weakness (J)
Crafting is the life blood of these sandbox pvp focused games.
Gear gets looted and gear decays, what are people supposed to do to get more gear? wear some shitty armor off NPCs? buy almost fully decayed items off the market?
People who say crafters arent needed in these types of games clearly never played them and are just wannabes.
Go back to whatever themepark you came from with your limited mmo knowledge.
Playing: EvE, Ryzom
Sandbox gameplay has to offer couple ways to achieve a certain goal, not only one way, as is being offered by themepark solutions.
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/thread
Remember, your advantage lies in your opponent's weakness (J)
Sandbox gameplay has to offer couple ways to achieve a certain goal, not only one way, as is being offered by themepark solutions.
Nahh in themeparks crafters mean squat.
In sandbox games everyone needs everyone. You need Crafters to makes items and gear, you need Pvers and pvpers to buy and then break or lose the gear and the cycle starts all over again.
Saying you don't need crafting in a sandbox is a little nuts when you think about it. I mean the main source of items is through crafting this isnt a raid focused themepark like WoW.
Playing: EvE, Ryzom
Sandbox gameplay has to offer couple ways to achieve a certain goal, not only one way, as is being offered by themepark solutions.
Nahh in themeparks crafters mean squat.
In sandbox games everyone needs everyone. You need Crafters to makes items and gear, you need Pvers and pvpers to buy and then break or lose the gear and the cycle starts all over again.
Saying you don't need crafting in a sandbox is a little nuts when you think about it. I mean the main source of items is through crafting this isnt a raid focused themepark like WoW.
QFT. Themepark crafters are almost unnescessary, especially come endgame. In MO, all items mobs drop can be made by players.
This is exactly the type of mentality that I hope the systems in MO prevent. Just because a game is a "sandbox" MMO, with FFA PvP and full loot doesn't mean it has to be complete anarchy, or a perpetual gankfest/grieffest. An effective flagging system, with commensurate consequences, will prevent that, hopefully.
Having said that, I really hope that there are a wide variety of systems in MO that allow it to be a real sandbox, and make it possible to play and enjoy the game in a number of different ways, and not just a shallow PvP combat/conquest simulator.
Don't worry, the game developers seem to think Tammy was a good thing to happen to UO. I mean, it appears that they want PKing to be punished so serveraly that it doesn't happen with stat loss and what not. There won't be item insurance though
Note: Stat loss isn't set in stone, but most the community wants it and the developers have taken that into account.
The guy that founded SV and is the brains behind MO played a red in UO for many years.