I hope you are wrong on your prognostication of what could happen. I instead hope that developers see my ideas and go "Hey there's another way instead of raping the f2p playerbase wholesale." and invest in that methodology.the problem is, as a company like SOE, once you see people are willing to spend thousands of dollars on insignificant bullshit, it's not that difficult to realize that they'll spend even more money on game breaking, pay to win bullshit. this is were the problem lies. it may start out innocuous enough initially, just different colored armor or some group potions or other cosmetic stuff, but when they realize little johnny has his mom's credit card and will pay $50 for sword of exploit, or for locked out special class, then the game is as good as dead, and that's exactly how it will happen. it's a slippery slope and i'd rather not even have the option of an in game store at all because of this. this is why i'd much rather just pay a monthly sub fee and be done with it. everything is available to everyone and everyone is on the same playing field.
No-no, I like your idea of spell focii et al. I am just elaborating on the idea of what a playerbase would purchase. No idea is a bad idea, it just needs refinement at the absolute worst.I was referring to the spell particles when I said effects. I wasn't intending to come across like adding new spell focii and such. Sorry 'boot that.
You're completely wrong as a matter of fact.the problem is, as a company like SOE, once you see people are willing to spend thousands of dollars on insignificant bullshit, it's not that difficult to realize that they'll spend even more money on game breaking, pay to win bullshit. this is were the problem lies. it may start out innocuous enough initially, just different colored armor or some group potions or other cosmetic stuff, but when they realize little johnny has his mom's credit card and will pay $50 for sword of exploit, or for locked out special class, then the game is as good as dead, and that's exactly how it will happen. it's a slippery slope and i'd rather not even have the option of an in game store at all because of this. this is why i'd much rather just pay a monthly sub fee and be done with it. everything is available to everyone and everyone is on an equal playing field.
I totally get the whole 'slippery slope' mentality at this point. From everything I've read about the development of EQN, though, Smedley seems like he's really, unusually excited and proud of this game. I'm not sure how much of that will actually translate to release (which might be less than a year away, what the hell?), but for now, it's somewhat promising. Somewhat. I dunno, maybe he'll actually give the game a chance to thrive? I mean, from an FPS standpoint, people are pretty happy with both PS2's gameplay itself and how the cash shop works in conjunction with the game (where guns are buyable from the get-go, which scares me, but we can't really compare FPS weapons to RPG itemization).the problem is, as a company like SOE, once you see people are willing to spend thousands of dollars on insignificant bullshit, it's not that difficult to realize that they'll spend even more money on game breaking, pay to win bullshit. this is were the problem lies. it may start out innocuous enough initially, just different colored armor or some group potions or other cosmetic stuff, but when they realize little johnny has his mom's credit card and will pay $50 for sword of exploit, or for locked out special class, then the game is as good as dead, and that's exactly how it will happen. it's a slippery slope and i'd rather not even have the option of an in game store at all because of this. this is why i'd much rather just pay a monthly sub fee and be done with it. everything is available to everyone and everyone is on an equal playing field.
And yet, this is what drives EVE.even if there's a legit reason to PvP, like control of resources or dungeons or sieges on castles, it would still get very boring after only a few weeks.
Right but the hardcore PVE players won't stay in a game like that. You still need PVE content.And yet, this is what drives EVE.
Psst. We've had this argument before in this thread. The tl;dr version is that SOE is making the game to make money so they're going to aim it at the widest market possible so you lose, good day sir.Yes- Please pussify the game more.
People played EQ and liked EQ because it was hard as shit. On that same note- some people left and hated EQ because of the same reason.
There are many of easy MMO's oput there that will get your group FOR you and loot FOR you. They are gay.
Please let EQN be hard and have end game replay value.
I'm glad you've cleared all this up with such detailed information about the state of development. You do realize SOE can aim the game at a wide market by offering a slew of in-game options to play the way you want to play (gee, that sounds anawfullot like a sandbox, doesn't it?) without trivializing the difficulty of the game, right? Or is the concept of the combat and the constant danger element in Demon's Souls and Dark Souls (not to mention the gaming community's reverence of both titles) totally lost on you?Psst. We've had this argument before in this thread. The tl;dr version is that SOE is making the game to make money so they're going to aim it at the widest market possible so you lose, good day sir.
Just as a counter point, DAOC probably had more hardcore ex-EQ PVE players then they did PVP ones. If you make the PVP content accessible by your normals with a minimal of griefing, and part of the overall PVE world then you can kill two birds with one stone.Right but the hardcore PVE players won't stay in a game like that. You still need PVE content.
Create a hybrid system where you limit the amount of "magical" or PvE dropped items someone can wear. PvE items would be stronger than crafted (Depending on factors like smith skill, rarity of materials ect), they wouldn't be lootable in PvP and they would be indestructible. However, only about half of your gear load out could be from PvE. And since "gear needs" would vary greatly depending on "horizontal leveling" (Skills/talents) as well as access to your current gear (IE what you need might change depending on the rest of your equipment) AND even dependent on role within the group--the "churn" should always remain for a good crafted economy and a need for more PvE gear. And because the game will be balanced based upon the current crafted gear as the "base suit", PvE gear could be used as "treasure", rather than base equipping needs.Right but the hardcore PVE players won't stay in a game like that. You still need PVE content.
How you liking the Alpha man!?Convo. Stop. Just stop
How you liking the Alpha man!?Convo. Stop. Just stop
Obviously any game that is designed as F2P has to carefully balance in-game advancement/loot with what they sell. PS2 has a very clear split of cash-only, ingame-only, and things you get for both. Cosmetic changes for $ only makes sense, they have no in-game advantage. In a shooter like PS2 thats an easy choice, but for an MMORPG how you look is actually pretty important to many players, and some want the uberleetdagger to be rare drop only. Now in PS2 enhancements for your equipment are only gotten through playing and gaining certs, makes sense again. To any non-PS2 players, think of AA points. The middle ground for PS2 are the weapons, they can be bought with $ or with time (certs). I find for PS2 that makes sense. I can play any infantry role and use all vehicles from the start, but I can spend money or time on alternate weapons for my favorite playstyle. In an MMORPG items are going to work differently (obviously... hopefully?).It's probably just wishful thinking more than anything. I don't really blame them, but...yeah. Every possible indication points to F2P.
My concern is the weapons on the PS2 marketplace. Like I said before, if I start seeing Jagged Bands and Lamentation Blades available on EQN's Station Cash system, I'm going to shit my pants and fling said shit at my computer screen in a blind rage.
Thats a reply from Smed in the interview linked above, talking about the time they took to make PS2. Assuming they have been working at EQN for soon to be a year since they burned the previous version, that might reasonably put EQN into 2014. Alot of those 2 years on PS2 went into the engine and they can re-use that, but a MMORPG is also going to need more work then a shooter. Since we have no info at all nobody would know, but I guess their vision for EQN doesnt involve as much handcrafted and scripted content as the average zones between 2003 and 20013 in MMOs had. Plus, if theres one thing SOE did ok back during the EQ time it was churning out expansions (inaccessable/buggy content but still they usually delivered 6+ zones in the time Blizzard takes for one content patch with just a raid and dailies).We developed it over about two years. It runs on our proprietary Forgelight engine, which is our way of being able to develop new online games quite rapidly. It has all the pieces of next-generation technology built in, so it?s easy to develop. We have proprietary antihacking technology built in. It was probably one of our easiest products ever to develop. The reviews are terrific. Every now and again, you hit the ball hard and see it go into the stands. That?s what we?ve got. We?re getting great reviews. Everything?s going great.
Stop right there. Why?PvE items would be stronger than crafted (Depending on factors like smith skill, rarity of materials ect), they wouldn't be lootable in PvP and they would be indestructible. However, only about half of your gear load out could be from PvE.