Showing posts with label Game Design. Show all posts
Showing posts with label Game Design. Show all posts

Wednesday, May 29, 2019

Nobody cares about gold selling in WoW Classic.

 I watched a video on gold selling in the upcoming WoW Classic, and why it is a bad thing:




The video is total shit and here is why:
1. Gold sellers don't create gold out of thin air. They go out into the world and farm it, which in turn a) gives the opposing faction something to kill b) fills the world with people running around, which feels good.
2. Gold sellers still pay monthly subscriptions.

Yes, it is certain that people specifically farming gold night and day for the purpose of selling it to players MIGHT inflate the economy. But I don't really think it will happen. There are numerous gold sinks in the game, such as respec and repair costs. The game's economy will be fine. And even if it's not, who cares? Stuff on the AH might get cheaper, so what? Isn't that a good thing? It's a semi-carebear grindy MMO anyways, it's not like it's some Eve Online or something, where the economy is really important..

Friday, October 5, 2018

The two biggest reasons for the shitty state of UO free shards

Hey there. So I've said this before, but I want to say it again.
Here are the two reasons why I, as a die-hard UO fan, haven't played for over 6 years:

1. Too many servers.
As a result, the small UO community is spread thinly across all the servers, which results in small server populations. And server population is important if you want to have a living world.

2. Lack of new content
By "new content" I mean the following:
GMs do not create interesting and elaborate events and quests.
Any GM event I've seen so far has been along the lines of "hey it's halloween so we've dyed some monsters pink and given them increased stats, go kill them and earn some neon-colored robes".

None of the shards I've been to have a real story going on  - with quests, struggle, conquests, interesting storylines, etc. It's extremely sad.

Let's face it - default UO without a storyline is quite a boring experience. Combat is basic and PvE is not exciting. While the expansions added new scenery and new stuff to do the biggest issue was that they trammelized ALL servers. They didn't make separate PvP servers without Tram and PvE servers with Tram. They just trammelized everything - a prety horrible and incompetent decision by all standards.
(And yes, I know about Siege Perilous).

Shit, at this point it's more interesting to play WoW on some free vanilla server even with it's total lack of reasons to pvp no looting and virtually no way to lose your items (which makes for a stale economy once enough ppl hit max lvl).

So yeah.
It saddens me that I feel I really don't want to go back to UO. There's nothing there for me. I'm having way more fun in vanilla WoW even tho it drives me crazy that I can't loot fallen enemies (and that nobody can loot me) or steal from them as a rogue.

I feel like an incel who can't get laid no matter what. It's maddening. I can't get my proper MMORPG fix no matter what.

EvE is a somewhat nice alternative but I dislike the fact that it's mainly fleet-pvp oriented (it's not really possible to go out there by yourself and wreck. Well, you could, but it would take you some time to find someone willing to fight you, since in this game people can escape the location even before you emerge out of warp, lol. And it doesn't help that some can just call their buddies from across the system - they arrive in the matter of seconds and you get 1v10'd). Otherwise EvE is a pretty good game for people who are looking for a virtual world they can live in, but overall not really my cup of tea.

Friday, December 8, 2017

Dungeon Crawl: Stone Soup disappoints yet again

 This post has been in the archive here in my blog for god knows how long. TL;DR: I was away from DC:SS for a few years, I come back and see that the game has been carebear-ized beyond belief.

>.<


>no danger by flying
>rN simplification
>Hidden "stealth factors" for species and forms are gone.
>Vampire blood level effects have been simplified and reworked.
>The 'sustain abilities' effect has been removed.
>Issuing orders to allies no longer makes noise.
>Drawing from decks and using Nemelex abilities now uses invocations, not evocations.
>Jiyva's jelly paralyse ability has been removed.
>Many divine abilities have had their hunger costs removed or increased.
>Most gods that like killing are less particular about what you kill.


 
Removed:
All decks and their cards, except for those gifted by Nemelex Xobeh.
Dragon and troll hides.
Sword of the Doom Knight, Amulet of Cekugob, and "Brilliance".
Amulets of dismissal.
Rings of sustain abilities.
Stones of tremors.
The evasion weapon ego.
The Akashic Record.
Artefact blowguns.

Monday, September 19, 2016

Firewatch and The Vanishing of Ethan Carter



Templar just uninstalled The Vanishing of Ethan Carter. Not even sure If I write the name of the game properly. I don't care.
Not only that, but Templar is enraged enough to log into his blogger account and write this post.

Monday, April 11, 2016

The Fall and Fall of Ultima Online

Greetings. It is me, Templar, delivering my latest insights in barely readable English.
Twenty minutes ago, as I was taking a shower, I got the idea for my latest article. Here is the idea: the second fall of Ultima Online.

Thursday, November 5, 2015

SotA continues to crap itself... just as I've foreseen

Just read the OP post. And the thread. That's what happens when incompetent people try to make a game. People who have no idea whatsoever what the heck they are doing.

https://www.shroudoftheavatar.com/forum/index.php?threads/in-regards-to-the-distracting-nature-of-the-deck-system.25960/

Wednesday, November 4, 2015

Finally

Finally, my first ever game is done! Behold:  Snail Pet , FIRST EVER tamagotchi game that let's you raise your own snail. It took us some time, mainly due to being busy irl, but it's done at last. Sadly, we didn't have an artist, so I had to draw it all myself. But maybe someday in the future I'll find or hire someone to redraw the game completely.

Wednesday, August 5, 2015

Why Templar hated EVE Online

Hello everyone! Today I'm gonan tell you why I fockin hated EVE.
I'm not into long ass articles in any of the three languages I speak, so I'll keep it short.

In a MMORPGs, I value immersion the most. The problem with EVE is, that it breaks my immersion at so many levels. The game has a lot of issues, but I'll start with the one I particularly hated:

Saturday, July 11, 2015

No Country for Old Men



It's an interesting time we live in. Garriot and Starr are back in the industry...(erm, are they really, seeing how they are making yet another facebook game instead of a MMORPG?), Raph too, the other guys from Crowfall, some of them were on the teams that worked on UO, SWG and Shadowbane (and some stupid Wizard 101 or whatever, wtf is this).


Friday, July 10, 2015

All those people who say the time of full loot and open pvp games is gone… Ive said it countless times, they all dont seem to realize..that the more immersion a game provides, the less people ragequit if they get stomped. It is hard to quit when you got your own home you decorated yourself, a guild that cares about you and friends who go to gather mushrooms and reagents with you… and a pet dragon of rare color that took you a month to find and an hour to tame…
games like wow, on the other hand, games that like immersion… they cant hold the player from ragequitting because those games are hollo.… empty..you can only grind there. The pvp is meaningless (if it even has pvp), and the pve is boring.

Thursday, July 9, 2015

Probably by Owain:

   If UO PvP was broken, it was broken because the developers tried to cater to everyone, which is pretty much always a bad idea. UO PvP was wildly successful in attracting players that liked open PvP, but the devs did a poor job of separating those who like open PvP from those who did not. They wanted both styles of players, but failed to anticipate that some players would use open PvP as a license to kill everything that moved in the game. It was trivially easy to get away with murder, easy for murderers to escape, and there was no real deterrent for mass murder, so UO was a breeding ground for mass murderers.

Wednesday, July 8, 2015

> Or, what if the game is smart enough to know what type of opponent you are fighting and allow multiple options with a skill?  

Thanks, no. This I can do myself. Don't need robots to make decisions instead of me, this aint the 24th century still.

The only good use I see for a deck-based system is if we have two types of spells. The first kind is your ordinary spells that you can cast at any time. The second is special spells, that need preparation before being used.

Monday, July 6, 2015

Well... now that I think of it I had an idea about UO back then. That we should have 700 skill points like it is now, but only for primary skills. Some skills would be "secondary" and there would be some 200 points for them. Like arms lore. And some skills would be even more "secondary" (dunno the right enlgish word for th at) like taste ID, cooking, fishing and there would be around 200-300 points for such skills.
This way we could have way more developed chararacters without making the game, the pvp and pve imbalanced.

Sunday, July 5, 2015

Something that could make PvP viable (for PvE crowd) and add meaning for the PvP crowd is to make full loot on cosmetic items only (with a twist on loot mechanic).

..and the rest of the OP.
No.
There are no ways to make PvP "viable" to someone who is afraid of losing virtual (and nonexistant in the real word) items without gimping it and taking away basic features that make PvP interesting.

There's no bargain here really, no middle ground.
We, the PvPers, are the minority. You wanna take away the sole reason that could make us play sota? What do you give in return? The possibility to loot your tricorne hat and your trousers? No.
Keep your trousers. I want your head.

On the Power of Death


Trough all these years I've learned a few things. The Ultimate RPG aint about killing dragons. Aint about the story, or the quests, or the 55 kinds of shirts a man with a sewing kit can make.
It aint about good, evil, magic, knights or exploring.

Saturday, July 4, 2015

 Limiting trade is not a viable solution. It breaks immersion.
Making farming IMPOSSIBLE tho is a good solution.
No powerfarming. No solofarming mihty dragons.
You either go solofarm small drakes for a bunch of leather, scales, teeth and a tiny amount of gold or you gather a huge party and go kill the strong monsters.

So. No cookie-cutter builds for PvE.
No powerfarming. Big monsters with big loots should only be handled by a group of players.

Friday, July 3, 2015

From UO to today's MMO's, gear has become more and more the goal in character development.
Some gear would require raiding weekly, killing bosses with full groups and just being dependent on RNG for the correct drops.
It could take weeks to months to get top end gear. Hours and hours of game time.
In UO, the gear was simple (Pre AOS)

Wednesday, July 1, 2015

[quote="rune_74, post: 170212, member: 13549"]This is one of the reasons discussions on here go no where.[/quote]

Discussions on here go nowhere because there is no need for a discussion.
There are some people with the right idea of how online roleplaying should be handled in a mass multiplayer game.

And others who only care about being safe and happy in their online grinding casual little game.

It's like in real life. Some people like to travel, to discover, to risk. Others don't appreciate this way of life and prefer to stay home no matter what.

Okay. Maybe its time to comment on this post. If theres anything to comment on.


Silent Strider said: 
What I learned out of roleplaying for a couple decades, mainly through pen and paper RPGs, is quite a bit different.



While the technical part should be a requirement, it should only include what makes sense for the story that is being told. It's why most RPG books I've read in the past include something to the effect that all rules are optional, and it's the role of the game master to break, bend, or rewrite them as needed to move the story along and keep everyone having fun.



In a sense it's similar to how books, and other kinds of entertainment, deal with the details. When well done, they present and reinforce the details that will strengthen the story, create a better experience, while glossing over anything that doesn't really make a difference.

Monday, June 29, 2015

Silent Strider said: 
Also, non-consensual PvP, for me, is the antithesis of roleplay; .