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Author Topic: EQ 'Next'  (Read 612502 times)
shiznitz
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Reply #1820 on: January 07, 2014, 01:07:39 PM

I would like to see a game based on achievement progression instead of filling up experience bars. Finishing quests (actual quests not the simple ones we expect today), dungeon completion, dungeon special runs, exploration and stuff like that.

It would be so easy to do.  Give points for certain types of achievements: kills, dungeons, exploring, loot/discover gold, craft items etc.  All the bars are separate. As the bars are filled through play, advancement options and new titles are gained.  No exp ever.  If you are killing stuff, your combat skills get better.  If you are crafting stuff, your crafting skills get better.  If you are exploring stuff, you can learn to track, get mounts, increase your stamina.  As you find more and more gold, clothing and housing items become available.  This way the rewards for actions are tailored to the actions themselves.  Players can gain in all types or only one.  Your combat "exp" has no connection to your explore "exp", unless the devs want to add things for multi-faceted characters.  

Quests can be divided along the same lines and have mixtures.  The player can choose the quests that fit his goals and his "level" in monster killing would never gate his ability to craft.

It just seems so obvious...

I have never played WoW.
Goreschach
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Reply #1821 on: January 07, 2014, 01:42:19 PM

I would like to see a game based on achievement progression instead of filling up experience bars. Finishing quests (actual quests not the simple ones we expect today), dungeon completion, dungeon special runs, exploration and stuff like that.

It would be so easy to do.  Give points for certain types of achievements: kills, dungeons, exploring, loot/discover gold, craft items etc.  All the bars are separate. As the bars are filled through play, advancement options and new titles are gained.  No exp ever.  If you are killing stuff, your combat skills get better.  If you are crafting stuff, your crafting skills get better.  If you are exploring stuff, you can learn to track, get mounts, increase your stamina.  As you find more and more gold, clothing and housing items become available.  This way the rewards for actions are tailored to the actions themselves.  Players can gain in all types or only one.  Your combat "exp" has no connection to your explore "exp", unless the devs want to add things for multi-faceted characters.  

Quests can be divided along the same lines and have mixtures.  The player can choose the quests that fit his goals and his "level" in monster killing would never gate his ability to craft.

It just seems so obvious...

Yeah, jamming a coffee stick into my keyboard to 'play' Morrowind was totally awesome.
Venkman
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Reply #1822 on: January 07, 2014, 03:50:23 PM

People like levels because they haven't known anything else.  GW2 has been one of the better compromises (or ways to hide a shallow curve), so it's not one that annoys me so much.

At least until the Ascended crap came about.  Even if the gain is minimal, achievers embraced it wholeheartedly and the GW2 team ran with it.  Grind, farm, grind.  Ugh.

I think there's too many things you're trying to sum up under "levels".

First, as you note, GW2 has ample levels and handles them well, mostly because there's no sawtoothing nor progression falloff. 1-2 is almost the same as 79-80, and it all goes by very quick. But the problem for GW2 was where all levels based games end up: what do you do with the advanced players who've run out of alts to level up but still want that sense of forward progress at the level cap? Players Raid because they find it fun and because it helps them achieve a modicum of forward progression. Ascended and other such grind progressions (including AAXP from EQ1) is for the same mental hook.

Second, the reason levels is where we're at isn't because other systems haven't been tried, but because they haven't hit critical mass to jump genres. Shit, everything has levels nowadays because it gives a very clean sense of that forward progress. Maybe the current crop of born-on-WoW players didn't experience 7xGMing in UO or skill-upping in SWG.

Third, even games with levels don't always rely entirely on that level for the power curve. Skyrim has levels. I can't even tell you what mine was, but I could sure ramble on where my skill points went. Diablo 2 had levels, but all power derived from the skill tree iirc (or maybe just most of it did with levels conferring health/mana pool size?)

And finally, whether a game features levels as the sole determinant of power/ability, levels that augment decisions made in parallel (X level confers Y points to apply as desired to Z skills), or nothing called a level but a whole series of boxes you still increase, it's not the level that drives the grind mentality. It's the grind mentality that drives the desire to break down the pace of achievements to the simplest measure as possible.

tl;dr: removing levels would only change what the person grinds. it does not remove the grind.
Ingmar
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Reply #1823 on: January 07, 2014, 03:54:14 PM

People like levels because they haven't known anything else. 
angry
Sorry for generalizing about the younger generation of gamers who think WoW started the MMO trend.  Replace the last part of my sentence with "haven't known anything else or because they have terrible taste."

Better? tongue

It's a step up.  tongue

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Nordom: Sense of closure: imminent.
shiznitz
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the plural of mangina


Reply #1824 on: January 08, 2014, 08:00:41 AM

I would like to see a game based on achievement progression instead of filling up experience bars. Finishing quests (actual quests not the simple ones we expect today), dungeon completion, dungeon special runs, exploration and stuff like that.

It would be so easy to do.  Give points for certain types of achievements: kills, dungeons, exploring, loot/discover gold, craft items etc.  All the bars are separate. As the bars are filled through play, advancement options and new titles are gained.  No exp ever.  If you are killing stuff, your combat skills get better.  If you are crafting stuff, your crafting skills get better.  If you are exploring stuff, you can learn to track, get mounts, increase your stamina.  As you find more and more gold, clothing and housing items become available.  This way the rewards for actions are tailored to the actions themselves.  Players can gain in all types or only one.  Your combat "exp" has no connection to your explore "exp", unless the devs want to add things for multi-faceted characters.  

Quests can be divided along the same lines and have mixtures.  The player can choose the quests that fit his goals and his "level" in monster killing would never gate his ability to craft.

It just seems so obvious...

Yeah, jamming a coffee stick into my keyboard to 'play' Morrowind was totally awesome.

I never mentioned per use skill increases.  I am talking about having activity based exp as opposed to a general exp bucket.

I have never played WoW.
Numtini
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Reply #1825 on: January 08, 2014, 09:04:44 AM

The only "skill based" system I actually enjoyed was Asheron's Call and that wasn't actually a skill system, it was a level system where you spent points on skills. When I think of skill systems, I think of macroing in UO and SWG.

If you can read this, you're on a board populated by misogynist assholes.
Merusk
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Reply #1826 on: January 08, 2014, 09:35:44 AM


Yeah, jamming a coffee stick into my keyboard to 'play' Morrowind was totally awesome.

I never mentioned per use skill increases.  I am talking about having activity based exp as opposed to a general exp bucket.
[/quote]

Erm.. wouldn't activity-based be per use?  How else are you going to track it?  "Spend x hours doing something"  Hello bot programs.

Look, all skill/ leveling systems are macroable. All of them involve making small numbers bigger on the back-end which are just micro-levling instead of macro leveling.   Unless it's like an FPS and then it's subject to latency hacking and aimbotting.

The past cannot be changed. The future is yet within your power.
shiznitz
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the plural of mangina


Reply #1827 on: January 08, 2014, 10:18:49 AM

By activity I meant generally, not specifically.  Combat experience would buy skills or powers in a combat tree.  Crafting experience would be used to buy skills and powers in crafting.  I am against swinging a sword = higher sword skill or using a shield = more parry.  That is too specific.

I never played AC, but it sounds like they did something along the lines of what I am talking about.  I just think it should be expanded further. 

And every 3D game world should have Super Leap from CoH.  Most fun travel power in gaming history.

I have never played WoW.
Numtini
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Reply #1828 on: January 08, 2014, 10:46:51 AM

Looked up AC's system to refresh my memory. You spend XP directly to raise skills with no restriction on how it was earned (ie, kill stuff with a sword and spend it on adding to your alchemy). Levels are really just descriptive and their only reward is to give you points to buy new additional skills.

I will say that last time I played, every single player was a leeching tank mage using one of the subset of weapons that were good and there was no real cooperative gameplay other than zerging.

If you can read this, you're on a board populated by misogynist assholes.
shiznitz
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the plural of mangina


Reply #1829 on: January 09, 2014, 08:48:33 AM

That is basically how PS2 works.  Level doesn't really indicate anything accept relative game experience.  My level 48 has about 13,000 certs, but a level 55 might have the same because I have cert boosts from being a subscriber that do not affect directly affect my levelling speed, i.e. 48 cert daily offline accrual vs 12 for non-subscribers.

I have never played WoW.
Falconeer
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Reply #1830 on: January 10, 2014, 12:06:40 PM

New video showing off some of the Landmark tools. I can't stop being impressed by this, and how simple and powerful it seems to be.

Sky
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Reply #1831 on: January 10, 2014, 12:44:46 PM

Yeah, that's coming along nicely.
Paelos
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Reply #1832 on: January 10, 2014, 12:49:28 PM

It does look nice.

Pet peeve on the video for developer-types, or gamer-types. We don't need to see your fat bearded face in the corner. We can hear you just fine. You are not famous. Nobody cares to gaze upon you as you speak.

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Fordel
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Reply #1833 on: January 10, 2014, 01:29:23 PM

You'd be surprised how many people do want to see the person talking.

and the gate is like I TOO AM CAPABLE OF SPEECH
Paelos
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Reply #1834 on: January 10, 2014, 01:35:03 PM

You'd be surprised how many people do want to see the person talking.

I really really would. Because I find it so profoundly arrogant amongst developers or youtube people.

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luckton
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Reply #1835 on: January 10, 2014, 01:38:59 PM

I agree with the monkey.  Let the people assume/imagine what the dev looks like.  First impressions and appearances apply to more than just the launch of your product.  If you're gonna put yourself out there on display in an effort to "connect" with the people, be freaking presentable.

"Those lights, combined with the polygamous Nazi mushrooms, will mess you up."

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Venkman
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Reply #1836 on: January 10, 2014, 02:11:45 PM

That does look really nice. It's like SL met their room decorator system from EQ2, but in an tool that reacts to environmental context in ways I haven't seen in most CAD programs (though it has been a few years..).

Are they dealing with solids or surfaces? Not as wide a gulf between that as there used to be, but I'm just curious about time-to-MakerBot.
Falconeer
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Reply #1837 on: January 10, 2014, 02:49:51 PM

Well, I disagree. Meaning, I don't particularly care what the devs look like and I don't feel I need to find out but I can't see anything wrong with it if for whatever reason they want ke to show . And with "presentable" I have no idea what you mean. Seriously.

Merusk
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Reply #1838 on: January 10, 2014, 03:03:52 PM

Disheveled sweaty guys in old T-shirts with beards that have gone 3+ weeks without trimming.

That's what I took, at least.  But then I have this whole crazy idea about appearing professional.

The past cannot be changed. The future is yet within your power.
Venkman
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Reply #1839 on: January 10, 2014, 03:13:39 PM

The folks running PR for this probably think that makes these videos more authentic.

The mysogonist stereotypes in this industry are much deeper than just the 90%+ guys and their stereotypes. It includes slovenly developers, college kids in sweatshops for QA, hoodies for your CEO and Marketing types recognized a mile away because they're the only ones who dress for the part. I thought that'd change when the analysts began running the show for social networking games. But that's done.

None of this is universally true of course. One of my motivations for getting in shape was because almost to a person, all the developers I knew were groomed healthy bastards who like mountain biked or did 10Ks on weekends and shit  Oh ho ho ho. Reallllly?.
Hawkbit
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Reply #1840 on: January 10, 2014, 03:38:00 PM

Holy shit!?  A developer had a beard and another appeared overweight? 

I'm hoping the last ~12 posts were meant to be in green and I can gladly be the sucker for this page.  There was no part of that video that was unprofessional, including their appearance.  Those guys could have been any one of our devs at work, or any one of the devs I've met so far here in Seattle.

Anyways, the toolset looks great.  I wonder how many people this may legitimately attract to level design for other games?  This looks like a gateway drug.
Modern Angel
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Reply #1841 on: January 10, 2014, 04:01:19 PM

Who the fuck even has a beard these days, Christ?

Savages.
Ingmar
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Reply #1842 on: January 10, 2014, 04:02:42 PM

The folks running PR for this probably think that makes these videos more authentic.

The mysogonist stereotypes in this industry are much deeper than just the 90%+ guys and their stereotypes. It includes slovenly developers, college kids in sweatshops for QA, hoodies for your CEO and Marketing types recognized a mile away because they're the only ones who dress for the part. I thought that'd change when the analysts began running the show for social networking games. But that's done.

None of this is universally true of course. One of my motivations for getting in shape was because almost to a person, all the developers I knew were groomed healthy bastards who like mountain biked or did 10Ks on weekends and shit  Oh ho ho ho. Reallllly?.

15 yards for misuse of the word misogynist. 5 yards for misspelling it as well; that penalty was declined. Repeat 3rd down.

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Nordom: Sense of closure: imminent.
Miasma
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Reply #1843 on: January 10, 2014, 05:25:08 PM

Holy shit!?  A developer had a beard and another appeared overweight? 
My only surprise was that they were two different people!  And that the overweight guy had a wedding ring!  Usually the idea would be beard+overweight.  Way to eschew traditional stereotypes game developers /archer.

I've never even thought about whether or not narrators of youtube videos talking about video games should be shown (and why would anyone ever consider such a question?) but those two guys looked authentic and genuinely excited about the game so I think it worked well.
Merusk
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Reply #1844 on: January 10, 2014, 05:29:01 PM

I love poking the sensitive spots.

Slobs.

The past cannot be changed. The future is yet within your power.
Paelos
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Reply #1845 on: January 10, 2014, 05:34:39 PM

I don't want to see developers. I honestly don't give a shit about ever seeing a developer. I want to play the game. Show me the game, and get the fuck out of the way with your face. Your face is not the reason I am looking at your video of the game.

That was my point.

EDIT: Same thing applies to game reviews or Let's Plays. I'm watching them to make a determination of the game, show me more footage, less talking nerd head.
« Last Edit: January 10, 2014, 05:36:37 PM by Paelos »

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Venkman
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Reply #1846 on: January 10, 2014, 06:12:56 PM


15 yards for misuse of the word misogynist. 5 yards for misspelling it as well; that penalty was declined. Repeat 3rd down.

Goddamned instant replay ruined the game.
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Reply #1847 on: January 11, 2014, 05:39:48 AM

I don't think MMO studios should show what their devs look like, mainly because it means that players can get attached to them and end up missing them when they're fired post-launch.

Signe
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Reply #1848 on: January 11, 2014, 08:22:38 AM

As compelling as the first couple of comments were after the initial one from Paelos, I didn't read the rest of the thread.  I'm saving it for a special day.

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Falconeer
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Reply #1849 on: January 21, 2014, 02:07:04 PM

A video showing how claims work. To be honest I am not sure I understand what is going on, but it looks flexible I guess?

Numtini
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Reply #1850 on: January 21, 2014, 02:11:24 PM

The borders remind me uncomfortably of Second Life, where griefer construction got so bad there that Anshe Chung made a million bucks effectively running HOAs where if you built ugly shit, she chucked you out.

If you can read this, you're on a board populated by misogynist assholes.
Falconeer
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Reply #1851 on: January 21, 2014, 02:27:11 PM

Anshe! She was my guildleader in Shadowbane!

Malakili
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Reply #1852 on: January 22, 2014, 12:29:21 AM

It looks like a neat, functional system.  That video does raise a lot of questions for me. Particularly about the plot "density" they are going to allow.  Those plots aren't huge to begin with, which is ok on its own. But if someone can build right up against yours it's going to feel really tiny and cramped.
Scold
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Reply #1853 on: January 22, 2014, 11:13:42 AM

This seems pointless, since I see no way to build a true 'gameplay ecosystem'. I can make something artistic in my little plot, sure, but you're not getting enough space to populate it with quests, factions, secrets, exploration, really building something "MMO-y".
palmer_eldritch
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Reply #1854 on: January 22, 2014, 11:44:12 AM

This seems pointless, since I see no way to build a true 'gameplay ecosystem'. I can make something artistic in my little plot, sure, but you're not getting enough space to populate it with quests, factions, secrets, exploration, really building something "MMO-y".

You can claim more than one plot. So I guess you can claim plots next to each other and build bigger things that way.
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