I have always said they need to clone Asheron's call, update the game engine add city building and sieges, keep all of the lore and questing and they would have one of the best games ever made.
I honeslty enjoy DFO myself, but I could see all of the lore from AC would add killer new content.
It seems that the choices of games out there are on extreme sides of the spectrum. The themepark games seem waaaay too restrictive in terms of gameplay freedom, but there is plenty of content to follow. The sandbox games, by contrast, can seem too open-ended, leading to aimless play. That aimless play invariably leads to straight up PvP for PvP's sake, which turns the game into nothing more than a large scale deathmatch.
I'd like a game to have some structure as a guideline. Give the world a history, the races their own motivations and culture, and then leave it open enough to allow the players to run with it. Encourage play that pays a little homage to the fiction of the world and respect for RPG conventions. What I mean is, my attitude towards gaming is all about immersion in a different world, playing by that world's rules (to a point), and keeping within that world's context.
Let's take Darkfall, for example. I've tried it and can't say I like it. I'm not going to say it sucks, because thousands of people feel otherwise, but it's not the game for me. Here's why. I see no reason to immerse myself in the world of Agon and take an interest in adventuring in it. There's no overarching story. I'm not looking for a story that constricts gameplay, rather I'm looking for context. There seems to be one goal only, broken into two parts: Get strong and beat the shit out of everyone else. Without a broader context to the world and gameplay, the various races are just window dressing, and the world is just a large deathmatch map. The mindset this style of gameplay attracts eschews RPG convention and leaves us engaging in clickfests with players named something like "Steelballs McLongcock" of the guild "Punch U in the Dik". --Perfectly reasonable in a game like Quakewars, but jarring and (imho) completely out of place in a fantasy RPG.
Fallen Earth, by comparison, at least gives you a reason for being there and an ultimate goal. What you do along the way is left up to you, and it breaks up PVP monotony with a little PVE. My only complaint is that I'm just a sucker for sword and sorcery in my RPGs and never could get immersed in modern/sci-fi settings. Again, not saying FE sucks by any means, just not the game for me.
Once developers start combining the better parts of sandboxes and themeparks, I'll be more optimistic. I know such games exist somewhat in the form of Ryzom and one or two others, but I want to see something new come out. Something to get me excited to whip out the ol' credit card and lose a few weekends. Can't say I see anything on the horizon at this point.
What we need is an MMO with little to no civilization in fantasy setting where it attempts to be a real life sim but make it fun with cool mechanics so that it's still somewhat of an adventure game with combat and character progression in a realistic fashion. With some sort of quest to go on in the game.
Perhaps just having a character surviving for a long time could be an adventure in itself? ONLY if the game was fun enough, of course.
So it would have more realistic elements than a game like World of Warcraft. This does NOT mean to add things like having to use the restroom like a The Sims game which is all about playing a "life" sim. That's not what this type of MMO would be about. It means add what will enhance an adventure but things that also relate to life sim elements. Such as starvation. Starvation implies hunting for food, fishing, and gathering.
If players survive long enough, a bunch of them may have banded together to create a clan. This can be difficult to accomplish in a large world game that you start in with no map or compass. There WILL be maps, but only usable once you accumulate a certain amount of game time. Together they could eventually build a castle to signify their ownership of land and presence of government.
Players could murder each other and get away with it. With there being permenant death, it means a great deal when someone is killed since their character never respawns and the player can't create a new one for a while. When a player is killed, there is a possibility you will have gained nothing from it, or perhaps the key to their house or something valuable they carried.
The reason life elements aren't heavily used in games already is because they don't actually make for fun elements unless you make the game fun to play and reward the players with things in exchange for their survival and not make it too impossible to start over again. i.e. Fun starts as soon as you start playing a new character. Not after hours, days, or weeks, or at end game. No monotonous and uninteresting tasks the player must perform before they can begin adventuring.
I wouldn't want to see an indie game company try to make something so difficult like this unless they know what they're doing though. They usually create something amateur and silly and ends up in the MMORPG mountain.
This thread is why hybrids need to become the norm. Good mix of sandbox/themeparks, to appeal to all players. Last one that came remotely close to this for me was FFXI. If only it wasn't based around EQ's group leveling mechanics and more to today's optional solo/group leveling mechanics. Oh wait, FFXIV looks to be addressing this. Good, that's one game going the right way. Can the rest of the developers out there follow suit, please?
How do you get a themepark in a sandbox? What are these features that are exclusively sandbox and themepark that you feel needs to be combined into this hybrid game?
Simple really. Take FFXI as an example. The game has a vast world, no hand holding per se, you enter and try to find your way through. BUT, if you happen to explore and talk to random NPCs, they start to hand out Missions, which are essentially huge epic story arcs for you to enjoy in the game with great rewards. Best part is, you don't HAVE to do them. Ever. That is one example. Another example, that hasn't been implemented, is this: Imagine WoW or LOTRO, but instead of levels you have skills as in Darkfall or Eve. You still go along a questing path but how you complete them is based on the skills you have aquired. That's how I see hybrids working, for me at least. I'm sure there can be more innovation in this than what I've stated though.
For your first example How do you balance Quest rewards and Crafted items? Even in Hybrid games Crafting is the main way people get items if you give powerful rewards for questing people will just do that. In you second example your basically saying you want a game like Anarchy online or fallen earth. Mission hub progression with some type of straight up skill system or class system with skills under the hood. its been done just not in the fantasy sub genre.
First example balance, I still don't see the issue. The rewards in FFXI from quests were things like money, extra bag slots, airship passes to make travel around the world faster, etc. Every other item such as armor, weapons etc. were either crafted or a drop from world mobs.
Second example, you provided FE and Anarchy Online, both games I've tried, both I liked the setting and unique ideas but HATED the combat and movement gameplay/controls. Hence why I used WoW and LOTRO as examples, because to me, especially WoW, has the Ultimate combat/movement controls of any game out there. They don't have to be copied to the tee, but the polish and response from player to the game should be the same.
Try Eve online, Saga of Ryzom and Darkfall. All three are sandbox games with slightly different rule sets. All three have Trials
I'll second that advice. There's a nice bit of diversity in that list.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
This thread is why hybrids need to become the norm. Good mix of sandbox/themeparks, to appeal to all players. Last one that came remotely close to this for me was FFXI. If only it wasn't based around EQ's group leveling mechanics and more to today's optional solo/group leveling mechanics.
Oh wait, FFXIV looks to be addressing this. Good, that's one game going the right way. Can the rest of the developers out there follow suit, please?
How do you get a themepark in a sandbox? What are these features that are exclusively sandbox and themepark that you feel needs to be combined into this hybrid game?
Simple really. Take FFXI as an example. The game has a vast world, no hand holding per se, you enter and try to find your way through. BUT, if you happen to explore and talk to random NPCs, they start to hand out Missions, which are essentially huge epic story arcs for you to enjoy in the game with great rewards. Best part is, you don't HAVE to do them. Ever. That is one example.
Another example, that hasn't been implemented, is this: Imagine WoW or LOTRO, but instead of levels you have skills as in Darkfall or Eve. You still go along a questing path but how you complete them is based on the skills you have aquired. That's how I see hybrids working, for me at least. I'm sure there can be more innovation in this than what I've stated though.
You've described Asheron's Call.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
Face of mankind is a pretty cool sandbox game. Fps/rpg mix. I would highly recommend watching the tutorial videos while downloading it. Its like most sandbox games, it doesn't give you any hints on what to do in-game.
This thread is why hybrids need to become the norm. Good mix of sandbox/themeparks, to appeal to all players. Last one that came remotely close to this for me was FFXI. If only it wasn't based around EQ's group leveling mechanics and more to today's optional solo/group leveling mechanics.
Oh wait, FFXIV looks to be addressing this. Good, that's one game going the right way. Can the rest of the developers out there follow suit, please?
How do you get a themepark in a sandbox? What are these features that are exclusively sandbox and themepark that you feel needs to be combined into this hybrid game?
Simple really. Take FFXI as an example. The game has a vast world, no hand holding per se, you enter and try to find your way through. BUT, if you happen to explore and talk to random NPCs, they start to hand out Missions, which are essentially huge epic story arcs for you to enjoy in the game with great rewards. Best part is, you don't HAVE to do them. Ever. That is one example.
Another example, that hasn't been implemented, is this: Imagine WoW or LOTRO, but instead of levels you have skills as in Darkfall or Eve. You still go along a questing path but how you complete them is based on the skills you have aquired. That's how I see hybrids working, for me at least. I'm sure there can be more innovation in this than what I've stated though.
For your first example How do you balance Quest rewards and Crafted items? Even in Hybrid games Crafting is the main way people get items if you give powerful rewards for questing people will just do that.
In you second example your basically saying you want a game like Anarchy online or fallen earth. Mission hub progression with some type of straight up skill system or class system with skills under the hood. its been done just not in the fantasy sub genre.
First example balance, I still don't see the issue. The rewards in FFXI from quests were things like money, extra bag slots, airship passes to make travel around the world faster, etc. Every other item such as armor, weapons etc. were either crafted or a drop from world mobs.
Second example, you provided FE and Anarchy Online, both games I've tried, both I liked the setting and unique ideas but HATED the combat and movement gameplay/controls. Hence why I used WoW and LOTRO as examples, because to me, especially WoW, has the Ultimate combat/movement controls of any game out there. They don't have to be copied to the tee, but the polish and response from player to the game should be the same.
Well balance is very important. We need crafters to make damn near everything worthwhile if you want to keep the game having an economy. Quest could offer great money rewards, faction, skills and items not crafted (bags, buff items)but once you toss high powered items on them you replace what crafters do. Why would i go to joe mack for a +10 Dex + 10Str sword if i can run a simple quest chain and get the flaming sword of death? What happens is Joe mack either doesnt make that sword or just crafts them and vendors them for skill points.
I agree with what your saying with AO and FE. AO is a very old game so the combat is kinda stiff and FE is more of a slow fps style. I would have no issue with AO and FE type hybrid if they had more of a WoW or Lotro combat mechanic, even WARs would be good.
The thing with a hybrid is you still need an economy, crafters need to be important. IF you could fit things like Large quest hubs leading me to new zones in the game while still making me feel like i have freedom im all for it. Sadly I have not seen anything like this on the market.
Face of mankind is a pretty cool sandbox game. Fps/rpg mix. I would highly recommend watching the tutorial videos while downloading it. Its like most sandbox games, it doesn't give you any hints on what to do in-game.
Did they put a real tutorial in that game? I felt like a retard the last time i played it. was totally clueless.
Face of mankind is a pretty cool sandbox game. Fps/rpg mix. I would highly recommend watching the tutorial videos while downloading it. Its like most sandbox games, it doesn't give you any hints on what to do in-game.
Did they put a real tutorial in that game? I felt like a retard the last time i played it. was totally clueless.
Lol, nope. But I know what you mean, I felt a little retarded the first time I played. They posted about 20 nicely done tutorials on youtube.
Face of mankind is a pretty cool sandbox game. Fps/rpg mix. I would highly recommend watching the tutorial videos while downloading it. Its like most sandbox games, it doesn't give you any hints on what to do in-game.
Did they put a real tutorial in that game? I felt like a retard the last time i played it. was totally clueless.
Lol, nope. But I know what you mean, I felt a little retarded the first time I played. They posted about 20 nicely done tutorials on youtube.
OH ok... I will check out the tutorials. Normally i dont mind a game with a good learning curve but FoM bascially drops you and says goodluck lol.
I would put another plug in for Ryzom, especially if you like harvesting and crafting. Absolutely the best out there.
Beware though, there are few quests, and little or no hand-holding. All the best stuff is player made, and everything, incuding harvesting and crafting, is a skill. There are no classes.
One thing I really like about Ryzom is the skill system. Let's say you are at 50 healing, 100 melee, and 150 magic. You could play with other level 50's as a healer, with level 100's as a melee, and with a group of 150's as a magic user. There is no need for alts.
The creature AI is also the absolute best out there.
I would put another plug in for Ryzom, especially if you like harvesting and crafting. Absolutely the best out there. Beware though, there are few quests, and little or no hand-holding. All the best stuff is player made, and everything, incuding harvesting and crafting, is a skill. There are no classes. One thing I really like about Ryzom is the skill system. Let's say you are at 50 healing, 100 melee, and 150 magic. You could play with other level 50's as a healer, with level 100's as a melee, and with a group of 150's as a magic user. There is no need for alts. The creature AI is also the absolute best out there.
Yeah i did that last night. I grabbed a rifle and teamed with a few lowbies just getting started. Such a great game.
Originally posted by Loktofeit Originally posted by elocke
Originally posted by Rockgod99
Originally posted by elocke
This thread is why hybrids need to become the norm. Good mix of sandbox/themeparks, to appeal to all players. Last one that came remotely close to this for me was FFXI. If only it wasn't based around EQ's group leveling mechanics and more to today's optional solo/group leveling mechanics. Oh wait, FFXIV looks to be addressing this. Good, that's one game going the right way. Can the rest of the developers out there follow suit, please?
How do you get a themepark in a sandbox? What are these features that are exclusively sandbox and themepark that you feel needs to be combined into this hybrid game?
Simple really. Take FFXI as an example. The game has a vast world, no hand holding per se, you enter and try to find your way through. BUT, if you happen to explore and talk to random NPCs, they start to hand out Missions, which are essentially huge epic story arcs for you to enjoy in the game with great rewards. Best part is, you don't HAVE to do them. Ever. That is one example. Another example, that hasn't been implemented, is this: Imagine WoW or LOTRO, but instead of levels you have skills as in Darkfall or Eve. You still go along a questing path but how you complete them is based on the skills you have aquired. That's how I see hybrids working, for me at least. I'm sure there can be more innovation in this than what I've stated though.
You've described Asheron's Call.
Except for the fact that the controls alone made me want to throw my PC out the window, but I settled for just removing AC after a day of trying to just move around.
Seems a ton of old games have great mechanics EXCEPT for the combat/controls/UI.
Originally posted by Rockgod99 Originally posted by elocke
Originally posted by Rockgod99
Originally posted by elocke
Originally posted by Rockgod99 Originally posted by elocke
This thread is why hybrids need to become the norm. Good mix of sandbox/themeparks, to appeal to all players. Last one that came remotely close to this for me was FFXI. If only it wasn't based around EQ's group leveling mechanics and more to today's optional solo/group leveling mechanics. Oh wait, FFXIV looks to be addressing this. Good, that's one game going the right way. Can the rest of the developers out there follow suit, please?
How do you get a themepark in a sandbox? What are these features that are exclusively sandbox and themepark that you feel needs to be combined into this hybrid game?
Simple really. Take FFXI as an example. The game has a vast world, no hand holding per se, you enter and try to find your way through. BUT, if you happen to explore and talk to random NPCs, they start to hand out Missions, which are essentially huge epic story arcs for you to enjoy in the game with great rewards. Best part is, you don't HAVE to do them. Ever. That is one example. Another example, that hasn't been implemented, is this: Imagine WoW or LOTRO, but instead of levels you have skills as in Darkfall or Eve. You still go along a questing path but how you complete them is based on the skills you have aquired. That's how I see hybrids working, for me at least. I'm sure there can be more innovation in this than what I've stated though. For your first example How do you balance Quest rewards and Crafted items? Even in Hybrid games Crafting is the main way people get items if you give powerful rewards for questing people will just do that. In you second example your basically saying you want a game like Anarchy online or fallen earth. Mission hub progression with some type of straight up skill system or class system with skills under the hood. its been done just not in the fantasy sub genre.
First example balance, I still don't see the issue. The rewards in FFXI from quests were things like money, extra bag slots, airship passes to make travel around the world faster, etc. Every other item such as armor, weapons etc. were either crafted or a drop from world mobs. Second example, you provided FE and Anarchy Online, both games I've tried, both I liked the setting and unique ideas but HATED the combat and movement gameplay/controls. Hence why I used WoW and LOTRO as examples, because to me, especially WoW, has the Ultimate combat/movement controls of any game out there. They don't have to be copied to the tee, but the polish and response from player to the game should be the same. Well balance is very important. We need crafters to make damn near everything worthwhile if you want to keep the game having an economy. Quest could offer great money rewards, faction, skills and items not crafted (bags, buff items)but once you toss high powered items on them you replace what crafters do. Why would i go to joe mack for a +10 Dex + 10Str sword if i can run a simple quest chain and get the flaming sword of death? What happens is Joe mack either doesnt make that sword or just crafts them and vendors them for skill points.
I agree with what your saying with AO and FE. AO is a very old game so the combat is kinda stiff and FE is more of a slow fps style. I would have no issue with AO and FE type hybrid if they had more of a WoW or Lotro combat mechanic, even WARs would be good. The thing with a hybrid is you still need an economy, crafters need to be important. IF you could fit things like Large quest hubs leading me to new zones in the game while still making me feel like i have freedom im all for it. Sadly I have not seen anything like this on the market.
Exactly my point. If developers would go down this path they might be surprised at how many people will play their game. Time will tell, someone eventually will tackle this.
Do you think FFXIV is sandbox-like? Considering you get a little bit of freedom with the ability to swap your job at will, own a home(like XI, hopefully), etc. I'm hoping it's kind of a themepark/sandbox hybrid.
Originally posted by Selenica Do you think FFXIV is sandbox-like? Considering you get a little bit of freedom with the ability to swap your job at will, own a home(like XI, hopefully), etc. I'm hoping it's kind of a themepark/sandbox hybrid.
I'm hoping that as well. FFXI was close, but you were limited by levels and having to group to do anything. FFXIV looks to address these 2 issues. This game can't come out soon enough .
This turned into a big discussion.. Anyways, thanks for the advices!
But I'm kinda going to stick with Fallen Earth I guess. Since I really can't imagine myself in one of the other games (checked them out) Darkfall is way too PVP for me as I'm a PvE guy, same with EVE (althought that one is ok, but its too old, not that it fails cause of that, but due to people being too powerful if they been there for 5 years or w/e)
I hope that I can have fun with Fallen Earth untill SW:TOR or some good Sandbox game. I will renew my FE account as soon as I get a new card.
OT: Anyone got a FTP game to play while waiting (Non-dependant on item-shop) for my card? A week or so.. And may on/off when not playing FE.
Hm no, but Im downloading DDO as we speak. Never played it, and hear so much good about it - why not.
Guess its a lot of item-mall dependant , DDO. but its ok, as of I will play Fallen earth as main game, if i dont change my mind untill then...
I'm just confused. Theres no other game, as I can see it, than fallen earth..
Lotro: been there, done that
AOC: did everything
WOW: practiually did everything
these games, themepark, does not apeal to me "much" anymore, althought shouldn't be left out that I may play again, althought I dont like being forced to raid 3 times a week.
I played other games aswell, but those mmos i played the most.
What games would you recommend totally except of EvE (Explained why ealier) and Darkfall (No PVE - not me) and ryzom, which is too old.
Guess the game is not here.. What to wait for then? Òther than SW:TOR which is like 1.5 years away i guess..
Come with offers, so I check out before FE! ! ! Dont want to start my sub and then i got in love with some other game..
thanks in advance
btw im from EU but can play NA if not too much lag.
Comments
I have always said they need to clone Asheron's call, update the game engine add city building and sieges, keep all of the lore and questing and they would have one of the best games ever made.
I honeslty enjoy DFO myself, but I could see all of the lore from AC would add killer new content.
What we need is an MMO with little to no civilization in fantasy setting where it attempts to be a real life sim but make it fun with cool mechanics so that it's still somewhat of an adventure game with combat and character progression in a realistic fashion. With some sort of quest to go on in the game.
Perhaps just having a character surviving for a long time could be an adventure in itself? ONLY if the game was fun enough, of course.
So it would have more realistic elements than a game like World of Warcraft. This does NOT mean to add things like having to use the restroom like a The Sims game which is all about playing a "life" sim. That's not what this type of MMO would be about. It means add what will enhance an adventure but things that also relate to life sim elements. Such as starvation. Starvation implies hunting for food, fishing, and gathering.
If players survive long enough, a bunch of them may have banded together to create a clan. This can be difficult to accomplish in a large world game that you start in with no map or compass. There WILL be maps, but only usable once you accumulate a certain amount of game time. Together they could eventually build a castle to signify their ownership of land and presence of government.
Players could murder each other and get away with it. With there being permenant death, it means a great deal when someone is killed since their character never respawns and the player can't create a new one for a while. When a player is killed, there is a possibility you will have gained nothing from it, or perhaps the key to their house or something valuable they carried.
The reason life elements aren't heavily used in games already is because they don't actually make for fun elements unless you make the game fun to play and reward the players with things in exchange for their survival and not make it too impossible to start over again. i.e. Fun starts as soon as you start playing a new character. Not after hours, days, or weeks, or at end game. No monotonous and uninteresting tasks the player must perform before they can begin adventuring.
I wouldn't want to see an indie game company try to make something so difficult like this unless they know what they're doing though. They usually create something amateur and silly and ends up in the MMORPG mountain.
First example balance, I still don't see the issue. The rewards in FFXI from quests were things like money, extra bag slots, airship passes to make travel around the world faster, etc. Every other item such as armor, weapons etc. were either crafted or a drop from world mobs.
Second example, you provided FE and Anarchy Online, both games I've tried, both I liked the setting and unique ideas but HATED the combat and movement gameplay/controls. Hence why I used WoW and LOTRO as examples, because to me, especially WoW, has the Ultimate combat/movement controls of any game out there. They don't have to be copied to the tee, but the polish and response from player to the game should be the same.
I'll second that advice. There's a nice bit of diversity in that list.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
How do you get a themepark in a sandbox? What are these features that are exclusively sandbox and themepark that you feel needs to be combined into this hybrid game?
Simple really. Take FFXI as an example. The game has a vast world, no hand holding per se, you enter and try to find your way through. BUT, if you happen to explore and talk to random NPCs, they start to hand out Missions, which are essentially huge epic story arcs for you to enjoy in the game with great rewards. Best part is, you don't HAVE to do them. Ever. That is one example.
Another example, that hasn't been implemented, is this: Imagine WoW or LOTRO, but instead of levels you have skills as in Darkfall or Eve. You still go along a questing path but how you complete them is based on the skills you have aquired. That's how I see hybrids working, for me at least. I'm sure there can be more innovation in this than what I've stated though.
You've described Asheron's Call.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
Face of mankind is a pretty cool sandbox game. Fps/rpg mix. I would highly recommend watching the tutorial videos while downloading it. Its like most sandbox games, it doesn't give you any hints on what to do in-game.
How do you get a themepark in a sandbox? What are these features that are exclusively sandbox and themepark that you feel needs to be combined into this hybrid game?
Simple really. Take FFXI as an example. The game has a vast world, no hand holding per se, you enter and try to find your way through. BUT, if you happen to explore and talk to random NPCs, they start to hand out Missions, which are essentially huge epic story arcs for you to enjoy in the game with great rewards. Best part is, you don't HAVE to do them. Ever. That is one example.
Another example, that hasn't been implemented, is this: Imagine WoW or LOTRO, but instead of levels you have skills as in Darkfall or Eve. You still go along a questing path but how you complete them is based on the skills you have aquired. That's how I see hybrids working, for me at least. I'm sure there can be more innovation in this than what I've stated though.
For your first example How do you balance Quest rewards and Crafted items? Even in Hybrid games Crafting is the main way people get items if you give powerful rewards for questing people will just do that.
In you second example your basically saying you want a game like Anarchy online or fallen earth. Mission hub progression with some type of straight up skill system or class system with skills under the hood. its been done just not in the fantasy sub genre.
First example balance, I still don't see the issue. The rewards in FFXI from quests were things like money, extra bag slots, airship passes to make travel around the world faster, etc. Every other item such as armor, weapons etc. were either crafted or a drop from world mobs.
Second example, you provided FE and Anarchy Online, both games I've tried, both I liked the setting and unique ideas but HATED the combat and movement gameplay/controls. Hence why I used WoW and LOTRO as examples, because to me, especially WoW, has the Ultimate combat/movement controls of any game out there. They don't have to be copied to the tee, but the polish and response from player to the game should be the same.
Well balance is very important. We need crafters to make damn near everything worthwhile if you want to keep the game having an economy. Quest could offer great money rewards, faction, skills and items not crafted (bags, buff items)but once you toss high powered items on them you replace what crafters do. Why would i go to joe mack for a +10 Dex + 10Str sword if i can run a simple quest chain and get the flaming sword of death? What happens is Joe mack either doesnt make that sword or just crafts them and vendors them for skill points.
I agree with what your saying with AO and FE. AO is a very old game so the combat is kinda stiff and FE is more of a slow fps style. I would have no issue with AO and FE type hybrid if they had more of a WoW or Lotro combat mechanic, even WARs would be good.
The thing with a hybrid is you still need an economy, crafters need to be important. IF you could fit things like Large quest hubs leading me to new zones in the game while still making me feel like i have freedom im all for it. Sadly I have not seen anything like this on the market.
Playing: Rift, LotRO
Waiting on: GW2, BP
Did they put a real tutorial in that game? I felt like a retard the last time i played it. was totally clueless.
Playing: Rift, LotRO
Waiting on: GW2, BP
Did they put a real tutorial in that game? I felt like a retard the last time i played it. was totally clueless.
Lol, nope. But I know what you mean, I felt a little retarded the first time I played. They posted about 20 nicely done tutorials on youtube.
Did they put a real tutorial in that game? I felt like a retard the last time i played it. was totally clueless.
Lol, nope. But I know what you mean, I felt a little retarded the first time I played. They posted about 20 nicely done tutorials on youtube.
OH ok... I will check out the tutorials. Normally i dont mind a game with a good learning curve but FoM bascially drops you and says goodluck lol.
Playing: Rift, LotRO
Waiting on: GW2, BP
I would put another plug in for Ryzom, especially if you like harvesting and crafting. Absolutely the best out there.
Beware though, there are few quests, and little or no hand-holding. All the best stuff is player made, and everything, incuding harvesting and crafting, is a skill. There are no classes.
One thing I really like about Ryzom is the skill system. Let's say you are at 50 healing, 100 melee, and 150 magic. You could play with other level 50's as a healer, with level 100's as a melee, and with a group of 150's as a magic user. There is no need for alts.
The creature AI is also the absolute best out there.
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2024: 47 years on the Net.
Yeah i did that last night. I grabbed a rifle and teamed with a few lowbies just getting started. Such a great game.
Playing: Rift, LotRO
Waiting on: GW2, BP
How do you get a themepark in a sandbox? What are these features that are exclusively sandbox and themepark that you feel needs to be combined into this hybrid game?
Simple really. Take FFXI as an example. The game has a vast world, no hand holding per se, you enter and try to find your way through. BUT, if you happen to explore and talk to random NPCs, they start to hand out Missions, which are essentially huge epic story arcs for you to enjoy in the game with great rewards. Best part is, you don't HAVE to do them. Ever. That is one example.
Another example, that hasn't been implemented, is this: Imagine WoW or LOTRO, but instead of levels you have skills as in Darkfall or Eve. You still go along a questing path but how you complete them is based on the skills you have aquired. That's how I see hybrids working, for me at least. I'm sure there can be more innovation in this than what I've stated though.
You've described Asheron's Call.
Except for the fact that the controls alone made me want to throw my PC out the window, but I settled for just removing AC after a day of trying to just move around.
Seems a ton of old games have great mechanics EXCEPT for the combat/controls/UI.
How do you get a themepark in a sandbox? What are these features that are exclusively sandbox and themepark that you feel needs to be combined into this hybrid game?
Simple really. Take FFXI as an example. The game has a vast world, no hand holding per se, you enter and try to find your way through. BUT, if you happen to explore and talk to random NPCs, they start to hand out Missions, which are essentially huge epic story arcs for you to enjoy in the game with great rewards. Best part is, you don't HAVE to do them. Ever. That is one example.
Another example, that hasn't been implemented, is this: Imagine WoW or LOTRO, but instead of levels you have skills as in Darkfall or Eve. You still go along a questing path but how you complete them is based on the skills you have aquired. That's how I see hybrids working, for me at least. I'm sure there can be more innovation in this than what I've stated though.
For your first example How do you balance Quest rewards and Crafted items? Even in Hybrid games Crafting is the main way people get items if you give powerful rewards for questing people will just do that.
In you second example your basically saying you want a game like Anarchy online or fallen earth. Mission hub progression with some type of straight up skill system or class system with skills under the hood. its been done just not in the fantasy sub genre.
First example balance, I still don't see the issue. The rewards in FFXI from quests were things like money, extra bag slots, airship passes to make travel around the world faster, etc. Every other item such as armor, weapons etc. were either crafted or a drop from world mobs.
Second example, you provided FE and Anarchy Online, both games I've tried, both I liked the setting and unique ideas but HATED the combat and movement gameplay/controls. Hence why I used WoW and LOTRO as examples, because to me, especially WoW, has the Ultimate combat/movement controls of any game out there. They don't have to be copied to the tee, but the polish and response from player to the game should be the same.
Well balance is very important. We need crafters to make damn near everything worthwhile if you want to keep the game having an economy. Quest could offer great money rewards, faction, skills and items not crafted (bags, buff items)but once you toss high powered items on them you replace what crafters do. Why would i go to joe mack for a +10 Dex + 10Str sword if i can run a simple quest chain and get the flaming sword of death? What happens is Joe mack either doesnt make that sword or just crafts them and vendors them for skill points.
I agree with what your saying with AO and FE. AO is a very old game so the combat is kinda stiff and FE is more of a slow fps style. I would have no issue with AO and FE type hybrid if they had more of a WoW or Lotro combat mechanic, even WARs would be good.
The thing with a hybrid is you still need an economy, crafters need to be important. IF you could fit things like Large quest hubs leading me to new zones in the game while still making me feel like i have freedom im all for it. Sadly I have not seen anything like this on the market.
Exactly my point. If developers would go down this path they might be surprised at how many people will play their game. Time will tell, someone eventually will tackle this.
Do you think FFXIV is sandbox-like? Considering you get a little bit of freedom with the ability to swap your job at will, own a home(like XI, hopefully), etc. I'm hoping it's kind of a themepark/sandbox hybrid.
I'm hoping that as well. FFXI was close, but you were limited by levels and having to group to do anything. FFXIV looks to address these 2 issues. This game can't come out soon enough .
This turned into a big discussion.. Anyways, thanks for the advices!
But I'm kinda going to stick with Fallen Earth I guess. Since I really can't imagine myself in one of the other games (checked them out) Darkfall is way too PVP for me as I'm a PvE guy, same with EVE (althought that one is ok, but its too old, not that it fails cause of that, but due to people being too powerful if they been there for 5 years or w/e)
I hope that I can have fun with Fallen Earth untill SW:TOR or some good Sandbox game. I will renew my FE account as soon as I get a new card.
OT: Anyone got a FTP game to play while waiting (Non-dependant on item-shop) for my card? A week or so.. And may on/off when not playing FE.
Thanks !
Ever try mabinogi? its a F2p sandboxy mmo. It has Anime graphics with an actual skill system. Its not bad to keep you busy for a bit.
Playing: Rift, LotRO
Waiting on: GW2, BP
Hm no, but Im downloading DDO as we speak. Never played it, and hear so much good about it - why not.
Guess its a lot of item-mall dependant , DDO. but its ok, as of I will play Fallen earth as main game, if i dont change my mind untill then...
I'm just confused. Theres no other game, as I can see it, than fallen earth..
Lotro: been there, done that
AOC: did everything
WOW: practiually did everything
these games, themepark, does not apeal to me "much" anymore, althought shouldn't be left out that I may play again, althought I dont like being forced to raid 3 times a week.
I played other games aswell, but those mmos i played the most.
What games would you recommend totally except of EvE (Explained why ealier) and Darkfall (No PVE - not me) and ryzom, which is too old.
Guess the game is not here.. What to wait for then? Òther than SW:TOR which is like 1.5 years away i guess..
Come with offers, so I check out before FE! ! ! Dont want to start my sub and then i got in love with some other game..
thanks in advance
btw im from EU but can play NA if not too much lag.
Is there not a single other game than FE I can enjoy untill SW:TOR or any other long-time future releases?
I know the MMO industry doesn't have much to show right now, but must be something..
Hope you could answer these few questions more, and I'll beglad.
Guess I'm going for FE untill TSW/SW:TOR/Earthrise..
I would just like to add that Darkfall is NOT a sandbox, in casethe OP is thinking of playing it.
Played WoW for 5 years, 3 level 80s in AOC and you played LOTRO but found you love Sandboxes? I dont see your love for Sandboxes in your post at all.
cosigned
but yeah, to call this game Fantastic is like calling Twilight the Godfather of vampire movies....
cosigned
@!@!"
Give it a rest.
Playing: Rift, LotRO
Waiting on: GW2, BP