Interesting that you consider LFR being "solo". I wouldn't absolutely disagree, but you evade my question:
Do you think a game that is called a Massively Multiplayer Game should be mainly played solo? Not that you can make one playable solo (although in my opinion, it's basically calling...
Uh? You just said it. The game WILL force you to group. At the end game.
So, is that going to work, or is that not going to work. It's one or the other.
What we're arguing, and have been for a number of years, in a number of threads, is whether or not mainly-solo play has aPLACEin MMOs...
Closed beta in (probably late) march. The biggest expected differences between alpha and closed beta should be:
- Liquids, notably lakes and seas (no more square islands ending in emptiness), but also ice and snow, tar, lava
- Harvesting plants using sickles on proper plants (instead of...
Except, you know, for the incentive thing? Did you miss the part where doing quests shower you with XP and loot, and not doing quests... does not.
If the game tells you, clearly and unambiguously: QUEST OR BUST, then you quest. And if you quest, a-la-WoW then you solo.
If you want a game...
Make a sphere somewhere. Use the select tool to cut a 1 voxel-high slice from the middle. Paste at your cylinder base, then up 1 voxel, paste, up 1 voxel, paste. For long cylinders, when you've pasted 4-5 voxels, select the cylinder base, copy, paste up.
As I said, the problem with non-regular...
Yup. Basically, I've been level 80 for sometime, but I don't think I've been to level 80 areas. Or 70. There's just no need to; go to level 20 area, level 30 area, finish some level 15 zone event... it all gives you xp and appropriate loot. Every zone in the game IS useful. Can't beat that freedom.
It's not that you're lazy/unwilling, it's that the game, as set up, is made to discourage you from doing that.
Any on-rail-breadcrumbed quest system basically makes it very hard to group. Basically, all the content of the game is split in two: a large portion where all you get is pitiful mob...
Tweeted by Georgeson, and I admit it is awesome to fit that in a single claim:
Coldnytes Claim - Imgur
I don't think it's going to be in-game, although it would be an extraordinary addition.
Thing is, in two-three months, we're going to be beyond this, as they add NPCs and mobs with...
Yea. The cut-n-paste 1-voxel sphere trick is nice and dandy, but it would change things a lot to have a cylinder shape in the "paintbrush" section.
Can't really be done. The way the voxel stuff work is that you've got a small voxel block, which can be "partially shaved" across various planes...
I think the pick creation is done in two steps. Step one is to figure the "scale" of the pick: use the basic stats for that pick type, and multiply them by a random value. Say 1.32. If it's below 1.20, it's green, 1.20 to 1.50 it's blue, above it's legendary (I'm pulling number out of my ass)...
It's supposed to be a tier 4 (just like Marble was supposed to be tier 2), but they messed up stone placements and tiers. In theory, you should have Marble forge = tier 2 marble + tier 2 iron + tier 3 tungsten; Amaranthine forge = tier 3 Amaranthine + tier 3 tungsten + tier 4 cobalt; Alabaster...
Mithril is tier 5, so it's supposed to be a rare in tier 4 areas and common in tier 5. And since we don't have undergrounds in tier 3 islands and no tier 4 islands...
All gems are apparently either stand-alone nodes, or nodes that are located at the end of a metal vein. So, you can have either Topaz on its own, or if you find a Silver vein on surface without Iron next to it, it will have Topaz at its end.
(some rarer gems are only found at the end of a...
Full mats, templates, and 2 days headstart = when the plebe logs in, he's surrounded by awesome stuff and goes "whoa". Don't underestimated the initial impression factor that non-founders would get from this.
We're probably going to get tier 4 & 5 islands in alpha, but if I understand right, what beta should give us is tier 1-3 islands, with something like 100-300m deep being tier 2-4, and 300m and down being tier 3-5. Basically, beyond tier 3, we're going to need to dig to underground caves and...
You are mixingVoxelswithOctrees. EQNL might be using octrees to store voxels, but both games are voxel-based.
(and yes, if they're using octrees, any flowing dynamic is a performance killer)
I do remember our forays during beta to get some glowstone. For those who've never done it, try to picture: you're in a huge, dimly lit, cavern. The bottom is filled with lava that will kill you and destroy every possession you have. There are deposits of unique, non-available-anywhere glowing...
Minecraft water physics work relatively well.
Minecraft fluids have two forms: a "source" form, which is static (it would be the self-healing voxel from worldgen, or placed voxels on your claim), and a "flowing" form which is temporary. All voxels of water will generate a full flowing water...
Full server name list from Reddit datamining: Courage, Liberation, Satisfaction, Understanding, Rebellion, Serenity, Determination, Confidence, Adventure, Gratitude, Prosperity, Success, Triumph, Victory, Opportunity, Inspiration
As I was running around yesterday, I was seeing some pieces beginning to emerge. About everyone started building with Dirt, since you need so much materials, but there were a number of things with a visibly thought-out shape, as opposed on day 1 single-block pillars and blocky staircases...
The Vault is basically EQNL's Ender Chest, i.e. an access to "extra storage". Every Vault (yours and anyone else's) gives access to the same storage, regardless of where you are. So your items should still be safe in their extra-dimensional pocket until you get to any vault. If their DB doesn't...
One of the problem with the current gameplay is that, basically, 15mn after you've started, you need to place a claim, or your progression is stopped. The spires facility stops being useful as you move to tier 2, requiring you to put toolstations, meaning a claim. So, every single player NEEDS a...
Map suffers from yet another one of those "we only tested on a single area on a single server". Your map and claims list memorizes every claim on every map you visit. The boxes aren't cleared when you move to another map, until you shut down the client and restart (not a good idea with queues)...
We had that discussion a few months ago, didn't we? In this very thread, I'm sure.
So I'll restate the problem. For a group-oriented combat, you need:
One. Sharply defined roles that can be assigned to people (either by class, or spec, or build, whatever). They don't have to be Tank, Heal...
The problem stems from the fact that you don't group to tackle content. The public questing format means people don't need to group to do it, so they don't group. No groups means no sharply defined roles. No sharply defined roles means no content that needs specialization to defeat. So easy...