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About mass battles and the next-gen CORPG

QuirhidQuirhid Member UncommonPosts: 6,230

If you didn't know, you have to cut corners to allow mass battles. In Eve Online, which can host battles among thousands of players, this means no line of sight checking, no collision detection, having no direct controls over space ship, no physics, no custom paintwork on your ships... The combat is bare bones compared to most other video games.

Thing is, I value gameplay above all else, and I value it too much to give so much for those kinds of numbers. I want smaller ships to take cover behind their larger allies. I want to maneuver to line up a shot, not shoot through structures. I want to ram as a last desperate measure. The spaceships should recoil from heavy hits and explosions.

In a fantasy game, I want to protect my allies with my shield. If you want to get to my allies, you have to dispose of me first. I want to charge and use my momentum to penetrate the front line. I want to use a spear wall against hostile cavalry. I want to call meteors from the heavens to bring down a tower. I want to roll burning logs downhill.

I want all this, and I want the game to remain responsive and sharp, which also means large player numbers is not possible. Battlefield does it with 64 players. Where is the MMORPG/CORPG that does this? Why is it always the absolute minimum for gameplay?

Seeing the popularity of the Battlefield franchise and all the online battle arenas, you'd think someone would be making this game already. I say there's a market for a high gameplay CORPG. What do you think?

I skate to where the puck is going to be, not where it has been -Wayne Gretzky

Comments

  • NitthNitth Member UncommonPosts: 3,904


    Originally posted by Quirhid
    If you didn't know, you have to cut corners to allow mass battles. In Eve Online, which can host battles among thousands of players, this means no line of sight checking, no collision detection, having no direct controls over space ship, no physics, no custom paintwork on your ships... The combat is bare bones compared to most other video games.

    Thing is, I value gameplay above all else, and I value it too much to give so much for those kinds of numbers. I want smaller ships to take cover behind their larger allies. I want to maneuver to line up a shot, not shoot through structures. I want to ram as a last desperate measure. The spaceships should recoil from heavy hits and explosions.

    In a fantasy game, I want to protect my allies with my shield. If you want to get to my allies, you have to dispose of me first. I want to charge and use my momentum to penetrate the front line. I want to use a spear wall against hostile cavalry. I want to call meteors from the heavens to bring down a tower. I want to roll burning logs downhill.

    I want all this, and I want the game to remain responsive and sharp, which also means large player numbers is not possible. Battlefield does it with 64 players. Where is the MMORPG/CORPG that does this? Why is it always the absolute minimum for gameplay?

    Seeing the popularity of the Battlefield franchise and all the online battle arenas, you'd think someone would be making this game already. I say there's a market for a high gameplay CORPG. What do you think?


    Why build a game like that when gamers will buy shit games anyway?.

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  • ApraxisApraxis Member UncommonPosts: 1,518

    I do think the same. And with today technics and broadband internet with above 3MB you can maybe even do 200 players with full physics, collision, fps controls(M&B, War of the Roses). The point is.. they just have to increase minimum requirements, which most are not willingly to do. (Star Citizen may prove that a lot of people are willingly to invest for a game worth it, and the same is to some extent true for Battlefield you can't play that game with a computer from yesterday)

    And the same time why not allow private MMO servers(like DayZ, just maybe with a max of 500 players). And the point is, usually anything above 500 population it will not add a lot to the world feeling. Albeit EvE Online, can you call a MMO were you interacted(at least in line of sight) with more than 500 players? In most not even with more than 200. A server capacity of 10.000 doesn't add anything when you actually just play with 100 or less player in any particulary zone, instance or whatever.

  • KaosProphetKaosProphet Member Posts: 379
    Originally posted by Quirhid

    If you didn't know, you have to cut corners to allow mass battles. In Eve Online, which can host battles among thousands of players, this means no line of sight checking, no collision detection, having no direct controls over space ship, no physics, no custom paintwork on your ships... The combat is bare bones compared to most other video games.

    Thing is, I value gameplay above all else, and I value it too much to give so much for those kinds of numbers. I want smaller ships to take cover behind their larger allies. I want to maneuver to line up a shot, not shoot through structures. I want to ram as a last desperate measure. The spaceships should recoil from heavy hits and explosions.

    I have no argument to the rest, but ramming in space-battles is not something I can really take seriously.  Regardless of various sci-fi movie scenes featuring that event.

    Everything else you mentioned, though?  Sign me up.

  • ApraxisApraxis Member UncommonPosts: 1,518
    Originally posted by Nitth

     


    Originally posted by Quirhid
    If you didn't know, you have to cut corners to allow mass battles. In Eve Online, which can host battles among thousands of players, this means no line of sight checking, no collision detection, having no direct controls over space ship, no physics, no custom paintwork on your ships... The combat is bare bones compared to most other video games.

     

    Thing is, I value gameplay above all else, and I value it too much to give so much for those kinds of numbers. I want smaller ships to take cover behind their larger allies. I want to maneuver to line up a shot, not shoot through structures. I want to ram as a last desperate measure. The spaceships should recoil from heavy hits and explosions.

    In a fantasy game, I want to protect my allies with my shield. If you want to get to my allies, you have to dispose of me first. I want to charge and use my momentum to penetrate the front line. I want to use a spear wall against hostile cavalry. I want to call meteors from the heavens to bring down a tower. I want to roll burning logs downhill.

    I want all this, and I want the game to remain responsive and sharp, which also means large player numbers is not possible. Battlefield does it with 64 players. Where is the MMORPG/CORPG that does this? Why is it always the absolute minimum for gameplay?

    Seeing the popularity of the Battlefield franchise and all the online battle arenas, you'd think someone would be making this game already. I say there's a market for a high gameplay CORPG. What do you think?


     

    Why build a game like that when gamers will buy shit games anyway?.

    Becaue at the end of the day, quality will sell more, sell longer, and you can make a lot of sequels.

  • QuirhidQuirhid Member UncommonPosts: 6,230
    Originally posted by Apraxis

    I do think the same. And with today technics and broadband internet with above 3MB you can maybe even do 200 players with full physics, collision, fps controls(M&B, War of the Roses). The point is.. they just have to increase minimum requirements, which most are not willingly to do. (Star Citizen may prove that a lot of people are willingly to invest for a game worth it, and the same is to some extent true for Battlefield you can't play that game with a computer from yesterday)

    And the same time why not allow private MMO servers(like DayZ, just maybe with a max of 500 players). And the point is, usually anything above 500 population it will not add a lot to the world feeling. Albeit EvE Online, can you call a MMO were you interacted(at least in line of sight) with more than 500 players? In most not even with more than 200. A server capacity of 10.000 doesn't add anything when you actually just play with 100 or less player in any particulary zone, instance or whatever.

    Precisely. Also, people love the idea of a MMORPG more than what they actually are.

    I skate to where the puck is going to be, not where it has been -Wayne Gretzky

  • dave6660dave6660 Member UncommonPosts: 2,699
    Originally posted by Quirhid

    If you didn't know, you have to cut corners to allow mass battles. In Eve Online, which can host battles among thousands of players, this means no line of sight checking, no collision detection, having no direct controls over space ship, no physics, no custom paintwork on your ships... The combat is bare bones compared to most other video games.

    Neither is true.

    Bumping other ships is a viable strategy to prevent them from aligning or getting back to a gate or station.  With some nano ships you can bump another ship pretty far.  It seems what you don't like is the colllision response since there is no damage to either ship.

    You can easily directly control your ship by point and click in space. Yes, it's a far cry from using a flight stick and rudder pedals but it is control nonetheless.

    “There are certain queer times and occasions in this strange mixed affair we call life when a man takes this whole universe for a vast practical joke, though the wit thereof he but dimly discerns, and more than suspects that the joke is at nobody's expense but his own.”
    -- Herman Melville

  • QuirhidQuirhid Member UncommonPosts: 6,230
    Originally posted by dave6660
    Originally posted by Quirhid

    If you didn't know, you have to cut corners to allow mass battles. In Eve Online, which can host battles among thousands of players, this means no line of sight checking, no collision detection, having no direct controls over space ship, no physics, no custom paintwork on your ships... The combat is bare bones compared to most other video games.

    Neither is true.

    Bumping other ships is a viable strategy to prevent them from aligning or getting back to a gate or station.  With some nano ships you can bump another ship pretty far.  It seems what you don't like is the colllision response since there is no damage to either ship.

    You can easily directly control your ship by point and click in space. Yes, it's a far cry from using a flight stick and rudder pedals but it is control nonetheless.

    Bumping is not the same as collision detection. Ship models merely repel one another. They don't collide in any traditional sense..

    And while point-click is control (of sorts), it is not the same as having direct controls over your ship i.e. using mouse and keyboard for pitch, yaw, roll and engine power. Do you know why they don't do that? -Because the lag would make it feel unresponsive (not to mention it would create more traffic between client and server).

    I skate to where the puck is going to be, not where it has been -Wayne Gretzky

  • Kevyne-ShandrisKevyne-Shandris Member UncommonPosts: 2,077
    Originally posted by Quirhid
    I say there's a market for a high gameplay CORPG. What do you think?

    I would more want a Co-Op RPG, where a network of friends and family can play together, than a MMO type game. Still multiplayer, but at a more close level, which means combat (and especially healing) means more than steam rolling content or PvP ganking.

     

    The beauty of smaller scale battles (like enjoyed in Battlefield) is the control players have of who can play and when, and to boot the general tomfoolery players out of your team server wide.

     

    If anything I hate the most in MMOs is their horrible communities, as publishers are in business more to profit (by taking anyone that drags themselves in), than keeping the riftraft out that ruin the MMO experience itself. The riftraft that take the fun out of adventuring together. MMOs require more than 5 players to finish end-game content, so not even a whole family can accomplish it together...they have to accept the low lives in and all the mess they can offer.

     

    Co-Op RPG with modding possibilities = A+++.

  • RocknissRockniss Member Posts: 1,034
    I played Skyrim, I thought I wish I could play with my friends or I wish there were other real people. All ESO needed to be was Skyrim only slightly better and create 40 man servers in an open world just like Dayz. That's all ESO needed to be. I didn't want to compromise the game for the sake ofssaying there are 300 people in battle at my location right now "Massive" scale or thousands of which thousands I will have no interactions with. The technology to make polished games is here, but the technology to play "massively" is not and for some of us like myself, to many compromises are being made just to say the game is "massive" To each their own, simply put my preference is not to compromise the game for the sake of massiveness.
  • Kevyne-ShandrisKevyne-Shandris Member UncommonPosts: 2,077
    Originally posted by Rockniss
    I played Skyrim, I thought I wish I could play with my friends or I wish there were other real people. All ESO needed to be was Skyrim only slightly better and create 40 man servers in an open world just like Dayz. That's all ESO needed to be. I didn't want to compromise the game for the sake ofssaying there are 300 people in battle at my location right now "Massive" scale or thousands of which thousands I will have no interactions with. The technology to make polished games is here, but the technology to play "massively" is not and for some of us like myself, to many compromises are being made just to say the game is "massive" To each their own, simply put my preference is not to compromise the game for the sake of massiveness.

    The Battlefield model is exactly what an online RPG needs, where individuals can run their servers to invite who they want in to play a scaled-down MMORPG with others.

     

    MMOs have their perks, but they lack a team work model that's fun with like kind, especially family and friend groups who'd rather just want to hang out together, not with outsiders. Guilds don't accomplish this. Publishers who could work this model can still offer a subscription for updates to maintain content, too. If they allow modding, it'll be even be more of a hit, as armor/weapons/vehicles (even if horses) can be customized for local taste.

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Quirhid
     

    Precisely. Also, people love the idea of a MMORPG more than what they actually are.

    Not me .. i don't love either.

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Apraxis
    Originally posted by Nitth

     


    Originally posted by Quirhid
    If you didn't know, you have to cut corners to allow mass battles. In Eve Online, which can host battles among thousands of players, this means no line of sight checking, no collision detection, having no direct controls over space ship, no physics, no custom paintwork on your ships... The combat is bare bones compared to most other video games.

     

    Thing is, I value gameplay above all else, and I value it too much to give so much for those kinds of numbers. I want smaller ships to take cover behind their larger allies. I want to maneuver to line up a shot, not shoot through structures. I want to ram as a last desperate measure. The spaceships should recoil from heavy hits and explosions.

    In a fantasy game, I want to protect my allies with my shield. If you want to get to my allies, you have to dispose of me first. I want to charge and use my momentum to penetrate the front line. I want to use a spear wall against hostile cavalry. I want to call meteors from the heavens to bring down a tower. I want to roll burning logs downhill.

    I want all this, and I want the game to remain responsive and sharp, which also means large player numbers is not possible. Battlefield does it with 64 players. Where is the MMORPG/CORPG that does this? Why is it always the absolute minimum for gameplay?

    Seeing the popularity of the Battlefield franchise and all the online battle arenas, you'd think someone would be making this game already. I say there's a market for a high gameplay CORPG. What do you think?


     

    Why build a game like that when gamers will buy shit games anyway?.

    Becaue at the end of the day, quality will sell more, sell longer, and you can make a lot of sequels.

    Is that why Blizz sold millions of sparkling ponies?

  • Kevyne-ShandrisKevyne-Shandris Member UncommonPosts: 2,077
    Originally posted by nariusseldon
    Originally posted by Apraxis
    Originally posted by Nitth

     


    Originally posted by Quirhid
    If you didn't know, you have to cut corners to allow mass battles. In Eve Online, which can host battles among thousands of players, this means no line of sight checking, no collision detection, having no direct controls over space ship, no physics, no custom paintwork on your ships... The combat is bare bones compared to most other video games.

     

    Thing is, I value gameplay above all else, and I value it too much to give so much for those kinds of numbers. I want smaller ships to take cover behind their larger allies. I want to maneuver to line up a shot, not shoot through structures. I want to ram as a last desperate measure. The spaceships should recoil from heavy hits and explosions.

    In a fantasy game, I want to protect my allies with my shield. If you want to get to my allies, you have to dispose of me first. I want to charge and use my momentum to penetrate the front line. I want to use a spear wall against hostile cavalry. I want to call meteors from the heavens to bring down a tower. I want to roll burning logs downhill.

    I want all this, and I want the game to remain responsive and sharp, which also means large player numbers is not possible. Battlefield does it with 64 players. Where is the MMORPG/CORPG that does this? Why is it always the absolute minimum for gameplay?

    Seeing the popularity of the Battlefield franchise and all the online battle arenas, you'd think someone would be making this game already. I say there's a market for a high gameplay CORPG. What do you think?


     

    Why build a game like that when gamers will buy shit games anyway?.

    Becaue at the end of the day, quality will sell more, sell longer, and you can make a lot of sequels.

    Is that why Blizz sold millions of sparkling ponies?

    No, they sold 25 million dollars worth on launch day for this concept: the mount could be used account wide (before that became available in MoP).

     

    It was the first account-wide flying mount, so wanted for leveling alts, as leveling alts to fly was a huge money sink.

     

    IF Blizzard sells something that is usable and isn't seen as a game cheat, players will buy it as it wasn't offered in previous expansions before.

  • dave6660dave6660 Member UncommonPosts: 2,699
    Originally posted by Quirhid
    Originally posted by dave6660
    Originally posted by Quirhid

    If you didn't know, you have to cut corners to allow mass battles. In Eve Online, which can host battles among thousands of players, this means no line of sight checking, no collision detection, having no direct controls over space ship, no physics, no custom paintwork on your ships... The combat is bare bones compared to most other video games.

    Neither is true.

    Bumping other ships is a viable strategy to prevent them from aligning or getting back to a gate or station.  With some nano ships you can bump another ship pretty far.  It seems what you don't like is the colllision response since there is no damage to either ship.

    You can easily directly control your ship by point and click in space. Yes, it's a far cry from using a flight stick and rudder pedals but it is control nonetheless.

    Bumping is not the same as collision detection. Ship models merely repel one another. They don't collide in any traditional sense..

    And while point-click is control (of sorts), it is not the same as having direct controls over your ship i.e. using mouse and keyboard for pitch, yaw, roll and engine power. Do you know why they don't do that? -Because the lag would make it feel unresponsive (not to mention it would create more traffic between client and server).

    Maybe you're using the term "collision detection" in a different context than I am.  Technically, if the game was not testing for collisions between ship models than bumping would be impossible.  How the collision is handled after it is detected is another story.

    You said "no direct controls over space ship" in the OP.  I was merely pointing out that was wrong.  Whether point and click is to your liking is irrelevant.

    “There are certain queer times and occasions in this strange mixed affair we call life when a man takes this whole universe for a vast practical joke, though the wit thereof he but dimly discerns, and more than suspects that the joke is at nobody's expense but his own.”
    -- Herman Melville

  • Kevyne-ShandrisKevyne-Shandris Member UncommonPosts: 2,077
    Originally posted by dave6660
    Originally posted by Quirhid
    Originally posted by dave6660
    Originally posted by Quirhid

    If you didn't know, you have to cut corners to allow mass battles. In Eve Online, which can host battles among thousands of players, this means no line of sight checking, no collision detection, having no direct controls over space ship, no physics, no custom paintwork on your ships... The combat is bare bones compared to most other video games.

    Neither is true.

    Bumping other ships is a viable strategy to prevent them from aligning or getting back to a gate or station.  With some nano ships you can bump another ship pretty far.  It seems what you don't like is the colllision response since there is no damage to either ship.

    You can easily directly control your ship by point and click in space. Yes, it's a far cry from using a flight stick and rudder pedals but it is control nonetheless.

    Bumping is not the same as collision detection. Ship models merely repel one another. They don't collide in any traditional sense..

    And while point-click is control (of sorts), it is not the same as having direct controls over your ship i.e. using mouse and keyboard for pitch, yaw, roll and engine power. Do you know why they don't do that? -Because the lag would make it feel unresponsive (not to mention it would create more traffic between client and server).

    Maybe you're using the term "collision detection" in a different context than I am.  Technically, if the game was not testing for collisions between ship models than bumping would be impossible.  How the collision is handled after it is detected is another story.

    You said "no direct controls over space ship" in the OP.  I was merely pointing out that was wrong.  Whether point and click is to your liking is irrelevant.

    Right clicking combat is the worst fighting UI e-v-e-r.

     

    And case in point where devs created things for the same reason they now chase the PvPers out of new player starting areas...because users created the very content to keep people FROM playing EvE, and CCP had to go back to chase them away (e.g., bumping miners in starting areas; and can flipping).

     

    CCP doesn't fix the physics as the bumping would bump them out of the reach of the bumpers, as there's no gravity in dead space. They'll even tell players it's not a space simulators because the physics won't jive with how THEY designed the game...pure PvPing (thus, not a true sandbox game, as they'll change the rules for their bottomline).

  • dave6660dave6660 Member UncommonPosts: 2,699
    Originally posted by Kevyne-Shandris
    Originally posted by dave6660
    Originally posted by Quirhid
    Originally posted by dave6660
    Originally posted by Quirhid

    If you didn't know, you have to cut corners to allow mass battles. In Eve Online, which can host battles among thousands of players, this means no line of sight checking, no collision detection, having no direct controls over space ship, no physics, no custom paintwork on your ships... The combat is bare bones compared to most other video games.

    Neither is true.

    Bumping other ships is a viable strategy to prevent them from aligning or getting back to a gate or station.  With some nano ships you can bump another ship pretty far.  It seems what you don't like is the colllision response since there is no damage to either ship.

    You can easily directly control your ship by point and click in space. Yes, it's a far cry from using a flight stick and rudder pedals but it is control nonetheless.

    Bumping is not the same as collision detection. Ship models merely repel one another. They don't collide in any traditional sense..

    And while point-click is control (of sorts), it is not the same as having direct controls over your ship i.e. using mouse and keyboard for pitch, yaw, roll and engine power. Do you know why they don't do that? -Because the lag would make it feel unresponsive (not to mention it would create more traffic between client and server).

    Maybe you're using the term "collision detection" in a different context than I am.  Technically, if the game was not testing for collisions between ship models than bumping would be impossible.  How the collision is handled after it is detected is another story.

    You said "no direct controls over space ship" in the OP.  I was merely pointing out that was wrong.  Whether point and click is to your liking is irrelevant.

    Right clicking combat is the worst fighting UI e-v-e-r.

     

    And case in point where devs created things for the same reason they now chase the PvPers out of new player starting areas...because users created the very content to keep people FROM playing EvE, and CCP had to go back to chase them away (e.g., bumping miners in starting areas; and can flipping).

     

    CCP doesn't fix the physics as the bumping would bump them out of the reach of the bumpers, as there's no gravity in dead space. They'll even tell players it's not a space simulators because the physics won't jive with how THEY designed the game...pure PvPing (thus, not a true sandbox game, as they'll change the rules for their bottomline).

    What does this have to do with the price of tea in China?

    “There are certain queer times and occasions in this strange mixed affair we call life when a man takes this whole universe for a vast practical joke, though the wit thereof he but dimly discerns, and more than suspects that the joke is at nobody's expense but his own.”
    -- Herman Melville

  • QuirhidQuirhid Member UncommonPosts: 6,230
    Originally posted by dave6660
    Originally posted by Quirhid
    Originally posted by dave6660
    Originally posted by Quirhid

    If you didn't know, you have to cut corners to allow mass battles. In Eve Online, which can host battles among thousands of players, this means no line of sight checking, no collision detection, having no direct controls over space ship, no physics, no custom paintwork on your ships... The combat is bare bones compared to most other video games.

    Neither is true.

    Bumping other ships is a viable strategy to prevent them from aligning or getting back to a gate or station.  With some nano ships you can bump another ship pretty far.  It seems what you don't like is the colllision response since there is no damage to either ship.

    You can easily directly control your ship by point and click in space. Yes, it's a far cry from using a flight stick and rudder pedals but it is control nonetheless.

    Bumping is not the same as collision detection. Ship models merely repel one another. They don't collide in any traditional sense..

    And while point-click is control (of sorts), it is not the same as having direct controls over your ship i.e. using mouse and keyboard for pitch, yaw, roll and engine power. Do you know why they don't do that? -Because the lag would make it feel unresponsive (not to mention it would create more traffic between client and server).

    Maybe you're using the term "collision detection" in a different context than I am.  Technically, if the game was not testing for collisions between ship models than bumping would be impossible.  How the collision is handled after it is detected is another story.

    You said "no direct controls over space ship" in the OP.  I was merely pointing out that was wrong.  Whether point and click is to your liking is irrelevant.

    It doesn't test if the meshes collide. That is what I mean.

    And by direct controls I mean controlling your ship directly, not by telling where to go and watch while the ship maneuvers there automatically.

    I skate to where the puck is going to be, not where it has been -Wayne Gretzky

  • Kevyne-ShandrisKevyne-Shandris Member UncommonPosts: 2,077
    Originally posted by dave6660
    Originally posted by Kevyne-Shandris
    Originally posted by dave6660
    Originally posted by Quirhid
    Originally posted by dave6660
    Originally posted by Quirhid

    If you didn't know, you have to cut corners to allow mass battles. In Eve Online, which can host battles among thousands of players, this means no line of sight checking, no collision detection, having no direct controls over space ship, no physics, no custom paintwork on your ships... The combat is bare bones compared to most other video games.

    Neither is true.

    Bumping other ships is a viable strategy to prevent them from aligning or getting back to a gate or station.  With some nano ships you can bump another ship pretty far.  It seems what you don't like is the colllision response since there is no damage to either ship.

    You can easily directly control your ship by point and click in space. Yes, it's a far cry from using a flight stick and rudder pedals but it is control nonetheless.

    Bumping is not the same as collision detection. Ship models merely repel one another. They don't collide in any traditional sense..

    And while point-click is control (of sorts), it is not the same as having direct controls over your ship i.e. using mouse and keyboard for pitch, yaw, roll and engine power. Do you know why they don't do that? -Because the lag would make it feel unresponsive (not to mention it would create more traffic between client and server).

    Maybe you're using the term "collision detection" in a different context than I am.  Technically, if the game was not testing for collisions between ship models than bumping would be impossible.  How the collision is handled after it is detected is another story.

    You said "no direct controls over space ship" in the OP.  I was merely pointing out that was wrong.  Whether point and click is to your liking is irrelevant.

    Right clicking combat is the worst fighting UI e-v-e-r.

     

    And case in point where devs created things for the same reason they now chase the PvPers out of new player starting areas...because users created the very content to keep people FROM playing EvE, and CCP had to go back to chase them away (e.g., bumping miners in starting areas; and can flipping).

     

    CCP doesn't fix the physics as the bumping would bump them out of the reach of the bumpers, as there's no gravity in dead space. They'll even tell players it's not a space simulators because the physics won't jive with how THEY designed the game...pure PvPing (thus, not a true sandbox game, as they'll change the rules for their bottomline).

    What does this have to do with the price of tea in China?

    Cause & Effect.

     

    It addressed your remark about bumping.

     

    BTW, are you part of the James bumping crew, perhaps? lol

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Kevyne-Shandris
    Originally posted by nariusseldon
    Originally posted by Apraxis
    Originally posted by Nitth

     


    Originally posted by Quirhid
    If you didn't know, you have to cut corners to allow mass battles. In Eve Online, which can host battles among thousands of players, this means no line of sight checking, no collision detection, having no direct controls over space ship, no physics, no custom paintwork on your ships... The combat is bare bones compared to most other video games.

     

    Thing is, I value gameplay above all else, and I value it too much to give so much for those kinds of numbers. I want smaller ships to take cover behind their larger allies. I want to maneuver to line up a shot, not shoot through structures. I want to ram as a last desperate measure. The spaceships should recoil from heavy hits and explosions.

    In a fantasy game, I want to protect my allies with my shield. If you want to get to my allies, you have to dispose of me first. I want to charge and use my momentum to penetrate the front line. I want to use a spear wall against hostile cavalry. I want to call meteors from the heavens to bring down a tower. I want to roll burning logs downhill.

    I want all this, and I want the game to remain responsive and sharp, which also means large player numbers is not possible. Battlefield does it with 64 players. Where is the MMORPG/CORPG that does this? Why is it always the absolute minimum for gameplay?

    Seeing the popularity of the Battlefield franchise and all the online battle arenas, you'd think someone would be making this game already. I say there's a market for a high gameplay CORPG. What do you think?


     

    Why build a game like that when gamers will buy shit games anyway?.

    Becaue at the end of the day, quality will sell more, sell longer, and you can make a lot of sequels.

    Is that why Blizz sold millions of sparkling ponies?

    No, they sold 25 million dollars worth on launch day for this concept: the mount could be used account wide (before that became available in MoP).

     

    It was the first account-wide flying mount, so wanted for leveling alts, as leveling alts to fly was a huge money sink.

     

    IF Blizzard sells something that is usable and isn't seen as a game cheat, players will buy it as it wasn't offered in previous expansions before.

    How about the $200M+ Blizz made off wow's cash shop in 2013? Now THAT must be quality to make so much money ....

  • Kevyne-ShandrisKevyne-Shandris Member UncommonPosts: 2,077
    Originally posted by nariusseldon
    Originally posted by Kevyne-Shandris
    Originally posted by nariusseldon
    Originally posted by Apraxis
    Originally posted by Nitth

     


    Originally posted by Quirhid
    If you didn't know, you have to cut corners to allow mass battles. In Eve Online, which can host battles among thousands of players, this means no line of sight checking, no collision detection, having no direct controls over space ship, no physics, no custom paintwork on your ships... The combat is bare bones compared to most other video games.

     

    Thing is, I value gameplay above all else, and I value it too much to give so much for those kinds of numbers. I want smaller ships to take cover behind their larger allies. I want to maneuver to line up a shot, not shoot through structures. I want to ram as a last desperate measure. The spaceships should recoil from heavy hits and explosions.

    In a fantasy game, I want to protect my allies with my shield. If you want to get to my allies, you have to dispose of me first. I want to charge and use my momentum to penetrate the front line. I want to use a spear wall against hostile cavalry. I want to call meteors from the heavens to bring down a tower. I want to roll burning logs downhill.

    I want all this, and I want the game to remain responsive and sharp, which also means large player numbers is not possible. Battlefield does it with 64 players. Where is the MMORPG/CORPG that does this? Why is it always the absolute minimum for gameplay?

    Seeing the popularity of the Battlefield franchise and all the online battle arenas, you'd think someone would be making this game already. I say there's a market for a high gameplay CORPG. What do you think?


     

    Why build a game like that when gamers will buy shit games anyway?.

    Becaue at the end of the day, quality will sell more, sell longer, and you can make a lot of sequels.

    Is that why Blizz sold millions of sparkling ponies?

    No, they sold 25 million dollars worth on launch day for this concept: the mount could be used account wide (before that became available in MoP).

     

    It was the first account-wide flying mount, so wanted for leveling alts, as leveling alts to fly was a huge money sink.

     

    IF Blizzard sells something that is usable and isn't seen as a game cheat, players will buy it as it wasn't offered in previous expansions before.

    How about the $200M+ Blizz made off wow's cash shop in 2013? Now THAT must be quality to make so much money ....

    Considering what they offered in WoW, I doubt that came from WoW itself. That would be more like from Diablo II's AH.

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Kevyne-Shandris
     

    Considering what they offered in WoW, I doubt that came from WoW itself. That would be more like from Diablo II's AH.

    No. The data is specific to WoW, not other games from Blizz.

    http://www.superdataresearch.com/blog/us-digital-games-market/

     

  • Kevyne-ShandrisKevyne-Shandris Member UncommonPosts: 2,077
    Originally posted by nariusseldon
    Originally posted by Kevyne-Shandris
     

    Considering what they offered in WoW, I doubt that came from WoW itself. That would be more like from Diablo II's AH.

    No. The data is specific to WoW, not other games from Blizz.

    http://www.superdataresearch.com/blog/us-digital-games-market/

     

    As they always say, follow the money...

     

    http://www.superdataresearch.com/market-data/payment-preferences-of-gamers-worldwide/

     

    Did you pay $5,000 fee for the full report, Nari?

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