I dont care if you can name a case where you think it worked out OK. I know of too many cases where it didnt work out at all.
Then skip this one and do us all a favor.
Thats exactly what will happen too.
Unfortunately MMO's need my money and the money from other PVE players. If they cant bring me in, then 10's of millions of other players, that are way more risk averse than me are also going to sit out.
Another nail in the MMO coffin, just like Crowfall.
All they need to do is have completely separate PVE servers on day 1, yet they will never learn the lesson.
If they dont want my money, no problem, I have other things I can spend it on.
But lets not be shocked when they have crowfall numbers at release.
Crowfall didnt fail because they had no PvE server. The PvE was pathetic in it and half-assed in. Character progression was an utter mess. They changed streams too many times, including the very beginning when they changed engines.
So please just stop. Not every single game in existence has to have a PvE only mode. Last time I checked Ember's Adrift was 100% PvE (thought I think they added some silly arena thing). It still has about 20 players total. Sometimes bad games are just bad.
One other end of the spectrum BDO a owpvp game and a p2w one has been one of the most popular mmos since launch so yes if a game is good ppl will play it
Mainly because PvP in BDO is literally easy to avoid, coupled with the majority are pve players who love the trading/housing/crafting/fishing/sailing/whatever. Even the gankers will leave you alone unless you're camping a spot they need/want or you're just being a tool. BDO is an anomoly for sure.
My god. Not only that the graphic (style) look absolutely appalling, the style like its a mobile game for 4 year olds, the world looks like worst amateur survival game slapped in unity engine with store assets.
Combine this with overly complicated simulation of water , stone , gasses physics that will not only cause development to last ages , but also dont add nothing to gameplay really.
This was the secret hope for MMO genre that was kept under secrecy for years ?♂️
I dont care if you can name a case where you think it worked out OK. I know of too many cases where it didnt work out at all.
Then skip this one and do us all a favor.
Thats exactly what will happen too.
Unfortunately MMO's need my money and the money from other PVE players. If they cant bring me in, then 10's of millions of other players, that are way more risk averse than me are also going to sit out.
Another nail in the MMO coffin, just like Crowfall.
All they need to do is have completely separate PVE servers on day 1, yet they will never learn the lesson.
If they dont want my money, no problem, I have other things I can spend it on.
But lets not be shocked when they have crowfall numbers at release.
Crowfall didnt fail because they had no PvE server. The PvE was pathetic in it and half-assed in. Character progression was an utter mess. They changed streams too many times, including the very beginning when they changed engines.
So please just stop. Not every single game in existence has to have a PvE only mode. Last time I checked Ember's Adrift was 100% PvE (thought I think they added some silly arena thing). It still has about 20 players total. Sometimes bad games are just bad.
One other end of the spectrum BDO a owpvp game and a p2w one has been one of the most popular mmos since launch so yes if a game is good ppl will play it
Which is successful because the implemented a feature to permit players to lock their characters at a level which prevents them from being engaged in PVP.
Since it locks those same players from higher level content I consider it a poor solution.
I've also read the Devs implemented some pretty heavy penalties for griefing yet still woe to the person who shows up to some of the better grinding spots uninvited.
Between the two restrictions and the games mega server /shard design which permits players to switch to a different instance to avoid griefers few people actually call or even remember BDO has PVP, much less open world combat.
The better examples of "successful" open world PVP are EVE Online and Albion Online.
Both good games but their popularity comes no where near the "Big 5" and might barely slip into the bottom ranks of the Top 10.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
PvP to PvE balancing is the hardest thing for a MMO to do properly. We know this because there are so few games that do it properly, many skirt the issue like ESO (arena) and even when they put players in a "PvP Park" the internal PvP can be up the creek (ESO's balancing is not bad in my option, just not great).
PvP to PvE balancing is the hardest thing for a MMO to do properly. We know this because there are so few games that do it properly, many skirt the issue like ESO (arena) and even when they put players in a "PvP Park" the internal PvP can be up the creek (ESO's balancing is not bad in my option, just not great).
Another issue is PvP players are more sensitive to balance, which IMHO, is why games where each side starts with exactly the same thing works well for PvP but can be boring for PvE. (chess, Battlefield, etc). In a PvE game a meta is less destructive because while your pyro mage may blow up trolls in 10 seconds, the fact it takes my Bard 20 seconds doesn't destroy the fun.
I think the problems go so far beyond the shallow rejoinders (you care about pixels too much, git gud, etc). Until people begin to explore the deeper issues with the design there will continue to be bad solutions.
If your bard has only the ability to dps he will never be accepted in groups over a mage If he has other abilities like he should it is a matter of overal balance in pve and pvp
The point was people are somewhat less sensitive to balance in PvE whereas the hyper competitive PvP environment makes balance quite a bit more important.
If my pyro mage has a dps of 100, and a cryo mage has a dps of 110 that might not matter at all in PvE whereas in PvP you'd have nothing by cryo mages.
If your bard has only the ability to dps he will never be accepted in groups over a mage If he has other abilities like he should it is a matter of overal balance in pve and pvp
The point was people are somewhat less sensitive to balance in PvE whereas the hyper competitive PvP environment makes balance quite a bit more important.
If my pyro mage has a dps of 100, and a cryo mage has a dps of 110 that might not matter at all in PvE whereas in PvP you'd have nothing by cryo mages.
I disagree Its the overal balance of the class in pvp and pve You think your class is gnna be picked for raids if its a dps class that underperforms?
Yes, not everyone is gunning for the min/max in PvE, whereas, in PvP it is essential. I'm not claiming there aren't folks who min/max PvE - just that it isn't as crucial as PvP.
The PvE environment is more forgiving overall - and less dependent on metas.
If your bard has only the ability to dps he will never be accepted in groups over a mage If he has other abilities like he should it is a matter of overal balance in pve and pvp
The point was people are somewhat less sensitive to balance in PvE whereas the hyper competitive PvP environment makes balance quite a bit more important.
If my pyro mage has a dps of 100, and a cryo mage has a dps of 110 that might not matter at all in PvE whereas in PvP you'd have nothing by cryo mages.
I disagree Its the overal balance of the class in pvp and pve You think your class is gnna be picked for raids if its a dps class that underperforms?
Yes, not everyone is gunning for the min/max in PvE, whereas, in PvP it is essential. I'm not claiming there aren't folks who min/max PvE - just that it isn't as crucial as PvP.
The PvE environment is more forgiving overall - and less dependent on metas.
This made me wonder about P2W, is it more prevalent in PvP or PvE?
If my bard takes 20 seconds to kill the boss, and I pay for the Uber Sword of Doom, now the bard kills in 15 seconds. Is that "winning"? For me, a RPG is mostly trying out different roles to play when in the game world, some are obviously better at some things than others. What is "winning" in that context?
Perhaps in a raid setting where it is timed, so that killing faster does count for something.
In PvP however, there are two (or more) players and one will win and the other will lose. If I pay for the Uber Sword I will have a better chance of winning, that is clear.
It seems natural to me that PvP is more likely to have P2W elements.
My god. Not only that the graphic (style) look absolutely appalling, the style like its a mobile game for 4 year olds, the world looks like worst amateur survival game slapped in unity engine with store assets.
Combine this with overly complicated simulation of water , stone , gasses physics that will not only cause development to last ages , but also dont add nothing to gameplay really.
This was the secret hope for MMO genre that was kept under secrecy for years ?♂️
Graphics are clearly placeholders which makes sense cause they've clearly been working on the world building and it's simulation.
Saying that work "adds nothing to gameplay" seems a bit short-sided and premature to say the least.
Show's how bad it is to share early development stages to the general gaming world though.
If your bard has only the ability to dps he will never be accepted in groups over a mage If he has other abilities like he should it is a matter of overal balance in pve and pvp
The point was people are somewhat less sensitive to balance in PvE whereas the hyper competitive PvP environment makes balance quite a bit more important.
If my pyro mage has a dps of 100, and a cryo mage has a dps of 110 that might not matter at all in PvE whereas in PvP you'd have nothing by cryo mages.
I disagree Its the overal balance of the class in pvp and pve You think your class is gnna be picked for raids if its a dps class that underperforms?
I do not think it would matter as much unless the raid was about min/max or trying to do super duper high level ranked content or something. When I go into a raid for example, in WOW or ESO, my goal is for the boss to die. I want to get the achievement or loot or quest complete or even the satisfaction of beating it. If I am out performed by another class, so be it.
I think they way you prevent this is not so much with balance but with making sure all classes being something to the raid or experience. Have a certain skill or buff. I remember in the early days of WOW, Blizzard had issue with Paladins being Alliance only and Shaman Horde only that they even said they had to remove the faction specific limitation for balance and design reasons. Back in the day when I was a raid and guild leader (wow there came a flood of memories), I wanted competent players who knew their class. Often those that topped DPS charts did so by not paying attention to anything else.
My god. Not only that the graphic (style) look absolutely appalling, the style like its a mobile game for 4 year olds, the world looks like worst amateur survival game slapped in unity engine with store assets.
Combine this with overly complicated simulation of water , stone , gasses physics that will not only cause development to last ages , but also dont add nothing to gameplay really.
This was the secret hope for MMO genre that was kept under secrecy for years ?♂️
Graphics are clearly placeholders which makes sense cause they've clearly been working on the world building and it's simulation.
Saying that work "adds nothing to gameplay" seems a bit short-sided and premature to say the least.
Show's how bad it is to share early development stages to the general gaming world though.
Clearly Raph is coming after Roberts. I'm sure you're very concerned.
As I expected, mixing PVP with PVE as always. No surprise there Raph. Why cant you just let the PVE crowd have their own separate server so they never have to deal with the toxic players?
Ooooh thanks they get some special zone.
Where the owner can likely just turn it into PVP anytime, steal all your stuff.
Geez this fool will never get it. How many patches will it take this time Raph to figure out that griefers and gankers will always figure out a way to ruin PVE players day? 19 or 20 or infinite? I am going with infinite because apparently you have zero lessons learned from UO.
You got a very different impression from the interviews than I did.
From what I saw, this will be a primarily a PvE game with consensual PvP for those that want it. Yes, if a guild is able to control an entire planet, they will be able to set the rules of that planet, including turning into FFA PvP planet. But, conversely, the guild can also decide to make that planet completely PvP-free.
As Raph mentioned in one of his interviews, he's more worried about PvE griefing. As the players will be able to terraform planets, it'll be possible for players to dam a river - which sounds cool - but that would cut off the water supply for other players who need that water downriver to irrigate their fields.
There is also good evidence that having both PvPers and PvEers increases retention in both communities. Just got to make sure their interactions are consensual, which Raph has already said it will be.
Sounds like you are drinking the cool aid.
Lol, yeh. I've played his games, I've read his books, I've also gone on a read a bunch of his recommended reading (e.g. "Flow" and "Guns, Germs and Steel").
I've definitely drunk the cool-aid!
Or, more accurately, I've spent 30+ years gaming, I've spent some time working in the games industry, I've spent the last 11 years thinking deeply about game design in general, and MMORPG design specifically. Game design is the thing I think about most in my life (except family ofc!).
Raph's design ideas strike a chord with me. His search for genuine understanding sets him apart from most designers, and his willingness to share his thoughts with the public make him unique.
There is still a genuine question of theory vs reality. I genuinely believe that Raph's theories are correct, that his understanding is correct, but that doesn't mean that he can convert that into reality.
There is also a slight disconnect in goals. Raph has always been about "virtual societies", which I like but isn't my focus. I care more about "virtual worlds". But, luckily for me, what he's announced for his game sounds like he is building some pretty great virtual worlds.
Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman
PvP to PvE balancing is the hardest thing for a MMO to do properly. We know this because there are so few games that do it properly, many skirt the issue like ESO (arena) and even when they put players in a "PvP Park" the internal PvP can be up the creek (ESO's balancing is not bad in my option, just not great).
Another issue is PvP players are more sensitive to balance, which IMHO, is why games where each side starts with exactly the same thing works well for PvP but can be boring for PvE. (chess, Battlefield, etc). In a PvE game a meta is less destructive because while your pyro mage may blow up trolls in 10 seconds, the fact it takes my Bard 20 seconds doesn't destroy the fun.
I think the problems go so far beyond the shallow rejoinders (you care about pixels too much, git gud, etc). Until people begin to explore the deeper issues with the design there will continue to be bad solutions.
The best way to handle PvP and PvE balance is to have two classes for each player. Let's call your class Animal Lord, in PvE it plays like a sort of Druid, in PvP it plays like a Warg. Split the two entirely and balancing issues in PvP are a lot simpler, in effect this is what Lotro did, but in my vision the level class is determined by the PvE "Druid" level. If you have regional PvP zones like DAOC you assume your PvP "form" as you go into the zone, or in a tagged PvP system when choosing to be PvP and so on.
The huge drawback to this is all the extra work needed when creating the PvP class in addition to the PvP one, this is why most MMOs will not jump on a concept like this.
My god. Not only that the graphic (style) look absolutely appalling, the style like its a mobile game for 4 year olds, the world looks like worst amateur survival game slapped in unity engine with store assets.
Combine this with overly complicated simulation of water , stone , gasses physics that will not only cause development to last ages , but also dont add nothing to gameplay really.
This was the secret hope for MMO genre that was kept under secrecy for years ?♂️
Graphics are clearly placeholders which makes sense cause they've clearly been working on the world building and it's simulation.
Saying that work "adds nothing to gameplay" seems a bit short-sided and premature to say the least.
Show's how bad it is to share early development stages to the general gaming world though.
Oh, the naivete of the young ones.
Ralph Koster created Playable Worlds in 2019 , that is what, almost 6 years now. So if after 6 years the graphics are just placeholders , and the game is in "early development stage" , then the game will be released 2031.
By then we will all play AI created games on our brain implated Elon Musk Neural link.
...
Dude I am on this site since 2004 , I see trough all this glacial development super ambitious projects on shoestring budget and 3 developers.
Maybe Ralph should talk with Mark Jacobs , ask him for some tips on how to accelerate development ?
PvP to PvE balancing is the hardest thing for a MMO to do properly. We know this because there are so few games that do it properly, many skirt the issue like ESO (arena) and even when they put players in a "PvP Park" the internal PvP can be up the creek (ESO's balancing is not bad in my option, just not great).
Another issue is PvP players are more sensitive to balance, which IMHO, is why games where each side starts with exactly the same thing works well for PvP but can be boring for PvE. (chess, Battlefield, etc). In a PvE game a meta is less destructive because while your pyro mage may blow up trolls in 10 seconds, the fact it takes my Bard 20 seconds doesn't destroy the fun.
I think the problems go so far beyond the shallow rejoinders (you care about pixels too much, git gud, etc). Until people begin to explore the deeper issues with the design there will continue to be bad solutions.
The best way to handle PvP and PvE balance is to have two classes for each player. Let's call your class Animal Lord, in PvE it plays like a sort of Druid, in PvP it plays like a Warg. Split the two entirely and balancing issues in PvP are a lot simpler, it effect this is what Lotro did, but in my vision the level class is determined by the PvE "Druid" level. If you have regional PvP zones like DAOC you assume your PvP "form" as you go into the zone, or in a tagged PvP system when choosing to be PvP and so on.
The huge drawback to this is all the extra work needed when creating the PvP class in addition to the PvP one, this is why most MMOs will not jump on a concept like this.
I think this makes sense.
You have what a fireball does to MOBS an entirely different calculation than what a fireball would do to another player. If you do it this way, then if a fireball is too OP in PvP you can tweak it without changing the game play for the PvE crowd.
PvP to PvE balancing is the hardest thing for a MMO to do properly. We know this because there are so few games that do it properly, many skirt the issue like ESO (arena) and even when they put players in a "PvP Park" the internal PvP can be up the creek (ESO's balancing is not bad in my option, just not great).
Another issue is PvP players are more sensitive to balance, which IMHO, is why games where each side starts with exactly the same thing works well for PvP but can be boring for PvE. (chess, Battlefield, etc). In a PvE game a meta is less destructive because while your pyro mage may blow up trolls in 10 seconds, the fact it takes my Bard 20 seconds doesn't destroy the fun.
I think the problems go so far beyond the shallow rejoinders (you care about pixels too much, git gud, etc). Until people begin to explore the deeper issues with the design there will continue to be bad solutions.
The best way to handle PvP and PvE balance is to have two classes for each player. Let's call your class Animal Lord, in PvE it plays like a sort of Druid, in PvP it plays like a Warg. Split the two entirely and balancing issues in PvP are a lot simpler, it effect this is what Lotro did, but in my vision the level class is determined by the PvE "Druid" level. If you have regional PvP zones like DAOC you assume your PvP "form" as you go into the zone, or in a tagged PvP system when choosing to be PvP and so on.
The huge drawback to this is all the extra work needed when creating the PvP class in addition to the PvP one, this is why most MMOs will not jump on a concept like this.
I think this makes sense.
You have what a fireball does to MOBS an entirely different calculation than what a fireball would do to another player. If you do it this way, then if a fireball is too OP in PvP you can tweak it without changing the game play for the PvE crowd.
Think Vanguard tried this. Someone did. Hard to remember who did what. I have always said the solution is when AI is implemented to create a challenging fight that negates the needs for 1,000,000,000 HP bosses.
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PvP to PvE balancing is the hardest thing for a MMO to do properly. We know this because there are so few games that do it properly, many skirt the issue like ESO (arena) and even when they put players in a "PvP Park" the internal PvP can be up the creek (ESO's balancing is not bad in my option, just not great).
Another issue is PvP players are more sensitive to balance, which IMHO, is why games where each side starts with exactly the same thing works well for PvP but can be boring for PvE. (chess, Battlefield, etc). In a PvE game a meta is less destructive because while your pyro mage may blow up trolls in 10 seconds, the fact it takes my Bard 20 seconds doesn't destroy the fun.
I think the problems go so far beyond the shallow rejoinders (you care about pixels too much, git gud, etc). Until people begin to explore the deeper issues with the design there will continue to be bad solutions.
The best way to handle PvP and PvE balance is to have two classes for each player. Let's call your class Animal Lord, in PvE it plays like a sort of Druid, in PvP it plays like a Warg. Split the two entirely and balancing issues in PvP are a lot simpler, it effect this is what Lotro did, but in my vision the level class is determined by the PvE "Druid" level. If you have regional PvP zones like DAOC you assume your PvP "form" as you go into the zone, or in a tagged PvP system when choosing to be PvP and so on.
The huge drawback to this is all the extra work needed when creating the PvP class in addition to the PvP one, this is why most MMOs will not jump on a concept like this.
I would love to play a game where I wasn't forced to choose between gearing out for PVE efficiency at the expense of PVP proficiency.
I realize in the real world no one uses a submarine or destroyer to go fishing, but it would be great if attacking a PVE target was sometimes pretty risky, much like a pride of lions often find out when they try to attack a water buffalo herd over in Africa.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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Don't just play games, inhabit virtual worlds™
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You snipped the rest of the post where I (1) say that this can indeed happen and there is no guarantee (2) give an example where it did not happen (3) give private servers as an example where it can even be your own group that you trust.
Look, I am quoting the relevant part, because almost everything else you say is complete nonsense.
Who cares that you said there are concerns. No DUH.
This is exactly why they cant be trusted.
So the fact you say what the concerns are, but then in the same post say you should trust them is where the problem is.
Pretending PVE players will be "safe" on a FFA PVP server if they just trust? On top of allowing the safe area ruleset to change. Yeah we all know where that ends up.
I dont care if you can name a case where you think it worked out OK. I know of too many cases where it didnt work out at all.
Pve players aren’t necessarily safe. But that’s the game. If you are part of a good guild or good alliance then you are mostly safe as no one will want to mess with you.
But that’s the chance a complete pPvE player takes when playing a game with ffa PvP.
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I won't even go near a FFA PVP game unless its like Albion Online (and how it sounds Dune Awakening will be) where there is FFA zones. Even then it becomes a question of risk vs. reward and how much can I enjoy the game avoiding those zones if I so choose. But if I am in a group of good PVP'ers, I would be more likely to go out there. Maybe.
I won't even go near a FFA PVP game unless its like Albion Online (and how it sounds Dune Awakening will be) where there is FFA zones. Even then it becomes a question of risk vs. reward and how much can I enjoy the game avoiding those zones if I so choose. But if I am in a group of good PVP'ers, I would be more likely to go out there. Maybe.
Why are people so afraid of losing stuff that doesn't matter? Part of the gameplay should be getting that stuff back, whether it's finding that person and killing them, or just running content again to get it. In SWG when my armour was shot, I just went and got it again. Some of the best fun I've ever had was in Dayz and you'd spend hours and days getting geared up, then you die and you have to start it again.... But it was ok because that was the fun part of the game.
It just has always weirded me out that people cling on to in game items that are totally meaningless.... Now if this game were on Steam and the items had real world value, then I could see people having a problem.
In fact Raph, use the Steam Marketplace and let's have a real world economy going! I want to sell all my loot for Steam Decks!
Comments
Since it locks those same players from higher level content I consider it a poor solution.
I've also read the Devs implemented some pretty heavy penalties for griefing yet still woe to the person who shows up to some of the better grinding spots uninvited.
Between the two restrictions and the games mega server /shard design which permits players to switch to a different instance to avoid griefers few people actually call or even remember BDO has PVP, much less open world combat.
The better examples of "successful" open world PVP are EVE Online and Albion Online.
Both good games but their popularity comes no where near the "Big 5" and might barely slip into the bottom ranks of the Top 10.
"True friends stab you in the front." | Oscar Wilde
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
I think the problems go so far beyond the shallow rejoinders (you care about pixels too much, git gud, etc). Until people begin to explore the deeper issues with the design there will continue to be bad solutions.
If my pyro mage has a dps of 100, and a cryo mage has a dps of 110 that might not matter at all in PvE whereas in PvP you'd have nothing by cryo mages.
I'm not claiming there aren't folks who min/max PvE - just that it isn't as crucial as PvP.
The PvE environment is more forgiving overall - and less dependent on metas.
If my bard takes 20 seconds to kill the boss, and I pay for the Uber Sword of Doom, now the bard kills in 15 seconds. Is that "winning"? For me, a RPG is mostly trying out different roles to play when in the game world, some are obviously better at some things than others. What is "winning" in that context?
Perhaps in a raid setting where it is timed, so that killing faster does count for something.
In PvP however, there are two (or more) players and one will win and the other will lose. If I pay for the Uber Sword I will have a better chance of winning, that is clear.
It seems natural to me that PvP is more likely to have P2W elements.
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In a PvP game the P2W elements would be especially egregious; whereas, someone else chopping wood faster than me in a PvE game may not matter so much.
I think they way you prevent this is not so much with balance but with making sure all classes being something to the raid or experience. Have a certain skill or buff. I remember in the early days of WOW, Blizzard had issue with Paladins being Alliance only and Shaman Horde only that they even said they had to remove the faction specific limitation for balance and design reasons. Back in the day when I was a raid and guild leader (wow there came a flood of memories), I wanted competent players who knew their class. Often those that topped DPS charts did so by not paying attention to anything else.
I'm sure you're very concerned.
The huge drawback to this is all the extra work needed when creating the PvP class in addition to the PvP one, this is why most MMOs will not jump on a concept like this.
Oh, the naivete of the young ones.
Ralph Koster created Playable Worlds in 2019 , that is what, almost 6 years now.
So if after 6 years the graphics are just placeholders , and the game is in "early development stage" , then the game will be released 2031.
By then we will all play AI created games on our brain implated Elon Musk Neural link.
You have what a fireball does to MOBS an entirely different calculation than what a fireball would do to another player. If you do it this way, then if a fireball is too OP in PvP you can tweak it without changing the game play for the PvE crowd.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
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Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
I realize in the real world no one uses a submarine or destroyer to go fishing, but it would be great if attacking a PVE target was sometimes pretty risky, much like a pride of lions often find out when they try to attack a water buffalo herd over in Africa.
(They lose more often than win)
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
But that’s the chance a complete pPvE player takes when playing a game with ffa PvP.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo