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The only thing that could really attract the hardcore crowd in this game is some good old, realistic PVP.
If they go the carebare way and limit player looting and stealing from other players, this game will flop.
They basically need to make a better Darkfall.
Keep on rockin'!
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All die, so die well.
You can have both. Put some really valuable resources in a PvP zone, and let those who want to get those resources take the risk of getting ganked.
But also provide lots of game area where you can't be ganked, so noobies get to play until the feel like PvP'ing, without the worry of getting ganked.
Any game where the whole game world is open PvP with looting, will always have a very small population.
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2024: 47 years on the Net.
That's why I said, they need to make a "better Darkfall", because the idea is great, but bad execution.
" Players like me are left with nothing to do but hunt noob-hunters, which gets boring after day one and after day two all the 'noobs' have quit due to gankers small penile syndrome. I hope Shroud doesnt follow this pattern because if it does, chances are it'll share the same fate as Mortal Online and DF."
There wasn't such an issue in UO.
Keep on rockin'!
I think the hardcore crowd is <5% of those who play mmo's so why again would this be done?
It's a sad day indeed when a family is too afraid of reprisals to publicly thank somebody for saving their lives.
It was fail. Trammel pretty much killed UO. This is common knowledge. Worst move in gaming history.
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what I dont get is the fascination with full loot. Why hasnt a game come up with a method of rewarding the killer greatly, while not punishing the dieing party so extreme.
why isnt there a game, where like for example (just rough numbers) the highest level mob drops 1000 gold (insert random currency or craft resource) but the player kills drop 10000 gold or some really useful crafting resource. It would encourage pvp, and more those of us (myself) more inclined to get involved.
The reason alot of us "carebears" hate full loot is cause a lot of times if you join a game late you are screwed, and there is such a stigma of corpse camping, that it just isnt worth the hassle
Because if you don't take stuff away from the losing player, then you are basically dublicating items.
Keep on rockin'!
Wrong, wrong, wrong, WRONG!
UO's sub base peaked at 250,00 subs in July 2003... 3 years after Trammel came out. Get your facts straight.
250,000 subs would be considered barely ok today, a niche game. Probably no other full loot game has even that many subs.
Any developer making a full loot game has to realize that the player base is small for that kind of game.
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2024: 47 years on the Net.
what are you talking about? Im not saying you get a copy of their gear. What if they dropped a key to a lootable chest, some currency, or a crafting resource, nothing is duplicating
I find it fascinating that people play MMORPGs but wish to play only against NPCs and not other players. You're supposed to be this big bad warrior fighting for your faction... only you restrict that to the pre-programmed scripted NPCs that you basically are assured success against.
They need to erase the concept of PVE and just create a world in which anyone can attack anyone... you know... like real life?
How can you say that player base for Alpha Hardcore game is low, when nobody has tried it. Darkfall failed, because of lousy execution. Mortal Online failed due to programming faults and lag. If the idea would be executed properly, they both would've been a 10/10 title [mod edit]
Keep on rockin'!
the real life thing is played out, this is a fantasy world. In real life if you attack someone you either get killed or goto prison for life or death.
and also in real life you cant attack anyone, unless you are just a plain moron. which maybe is the case, see how far you get or if you even live strolling down 1600 pennsylvania ave with that idea you got
I'll toughen up my words a bit since you used the term, "carebear."
Show me what games SINCE Ultima that have become successful based on a hardcore pvp ruleset? The point is, most of the gaming audience is not made up of unemployed subscribers who still live at home. This is, at best, a childish notion to even assume that a company with people on a payroll would be not plan from day 1 to break the chains of the tiny, niche audience that would feebly support a cut throat venture.
However, that being said, create a hard core server and one for the working folks who have families to balance...and you will appease both audiences. I was a huge Shadowbane fan, a far better IP than Darkfall/Mortal Online, but we saw where she ended up.
EVE ONLINE
And they aren't homelivers also. They are mostly 25+ employed professionals who enjoy an intellectual challenge and some of dat dere cortisol
Keep on rockin'!
Hey look, two features that are cool for an "RP/realistic" Flavor but would just be used to grief others, likely by players pretending to be hardcore doing so it situations completely in their favor, while crying if it reverses.
Yeah a bit rough but seriously, as cool as the concepts could be, its just often used by griefers for the sake of ruining the experience of other players. I expect virtually no one would use it for a 'fair fight' or in a way that feels more meaningful outside the griefing aspect.
I know, its really bad but a sad truth that when it comes to mechanics like this, they aren't wanted for the sake of having fair fights, its used to be abused in ways to stoke some ones ego (falsely) by ruining the experience of someone else. Shame when cool things like this I feel just aren't great to have in a game due to how immature gamers really have become in their sense of 'enjoyment'.
This is why I think a game should have both. Put some rare resources in a PvP zone, and make people expose themselves to PvP to get them. But also provide PvE areas too.
Like DAOC, where you could do either one when you wanted.
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2024: 47 years on the Net.
UO was an exception, it was the only damn option on the market for a while.
"There are at least two kinds of games.
One could be called finite, the other infinite.
A finite game is played for the purpose of winning,
an infinite game for the purpose of continuing play."
Finite and Infinite Games, James Carse
Why so much hate for PVE? I love PVE more than PVP. I've never really got into PVP probably because when I started gaming on the computer as well some of the first games I ran into were EQ and Counterstrike. Well all the noob this and noob that talk on CS never interested me. I'm not a big trash talker it seems pointless to me.
Also I love the plot and background story EQ had so when I would be in groups and hang out with people after whatever I did during the day it never felt like a grid ever. EQ had a lot of backstory and the zones were fun to explore. But then again I love RPGS and such over fighting games and the like.
Not to mention I don't have a top of the line computer, but not a bad one either. But I'm not dissing PVP either maybe when I can build my own comp I'll give PVP another chance. I still wish I could have played Auto Assault and EVE Online back to back but AA got canned
UO worked because it was the only option. The sheep and the wolf had to play in the same space. Once the sheep could go be safe, the wolf crowd was stuck hunting itself. That is why UO is a sad pile of waste compared to what it used to be.
the missing link in a chain of destruction.
All spelling and typographical errors are based soely on the fact that i just dont care. If you must point out my lack of atention to detail, please do it with a smile.