Hopefully Brad has striped MMO's back down and is looking at all these things. I'm sure he has an "in" and "out" list for stuff like this.. I never cared for dye either and would much rather them spend time on real content than this kind of stuff. Make the game awesome with real features on your budget and worry about the silly stuff later on.As others have said, armor dyes suck and should not be in the game. I, too, loved being able to look at a character and know what gear they were wearing. It makes things more special.
This thread will turn into a bigger mess no matter what. People are gonna be upset with the specifics because it wont be reskinned eq. If the KS is vague with buzz words and marketing speak it will still turn into a cluster fuck with every post starting with BRAD!.Geeze, almost 20 pages over the weekend on this thread! I feel like I'm reading the exact same thread as the VG thread on FOH upwards of 10 years ago. I'm very interested in what this Kickstarter will look like. I hope they come out with some very specific stuff so that this thread doesn't turn into a massive theorycrafting mess of hopes and wishes.
Every thread tends to theorycraft when a game is in production. lol.. I'm sure we will learn a lot more but he did mention some ideas he needs to test in game before he talks about them. So most likely we will be missing some pieces of the puzzle in regards to progression. But Brad did say his game is inline with the majority of what people are posting here so...Geeze, almost 20 pages over the weekend on this thread! I feel like I'm reading the exact same thread as the VG thread on FOH upwards of 10 years ago. I'm very interested in what this Kickstarter will look like. I hope they come out with some very specific stuff so that this thread doesn't turn into a massive theorycrafting mess of hopes and wishes.
I've been purposely avoiding this discussion. Funding is going to be a nightmare. Even on a small scale making an MMO is horribly expensive. I have no idea what they have planned.If we assume that the kick starter will not be enough to fully fund production, how is newco supposed to deal with investors down the line demanding casualization bc they think it will improve revenue, based on the success of WoW (ie, the mistake every other mmo makes)? In other words, how do you keep the bean counters in check?
Take dyes and throw them out along with gear score and item levels. You know, the things that create group exclusivity based on the gear you have, not your skill.As others have said, armor dyes suck and should not be in the game. I, too, loved being able to look at a character and know what gear they were wearing. It makes things more special.
You don't think Star Citizen changed the game? (36 million and counting on basically reputation of its creator)Funding will be Kickstarter-injected crowd funding, or at least that's what I imagine the hope is. Get a nice financial boost from KS and have an "insert coins here" button on the main page. I'm sure various incentives will be involved and certainly levels of access will be put on the table.
If it falls through, then maybe investors. There's nothing preventing second Kickstarters either.
People here would fucking flip if this ks had something similar were you could buy Armor sets like star citizen has people going apeshit buying ships.You don't think Star Citizen changed the game? (36 million and counting on basically reputation of its creator)
While were at it, lets reduce the level of complication required when creating (choosing) gear. Str,Cha, Wis, Int, Hp, resists=good. We don't need 27 stats per item, 20 of which very few even know WTF all that crap is supposed to mean. Lets just keep it simple.Take dyes and throw them out along with gear score and item levels. You know, the things that create group exclusivity based on the gear you have, not your skill.
Well, it definitely makes for an awesome story but I think it's the exception, not the rule. Nobody should expect Star Citizen money. Don't get me wrong, it's awesome that they accomplished that and it's still a great route to go, but getting even a fraction of that would be awesome for nearly any development studio.You don't think Star Citizen changed the game? (36 million and counting on basically reputation of its creator)
Edit: meaning, it is possible now to raise millions + based on "name" and "reputation"...no longer needing large investors.
Aka the +gooderer system of character statistics? No thanks.While were at it, lets reduce the level of complication required when creating (choosing) gear. Str,Cha, Wis, Int, Hp, resists=good. We don't need 27 stats per item, 20 of which very few even know WTF all that crap is supposed to mean. Lets just keep it simple.
I have no idea what the "+gooderer" system is, but if I have to whip out a fucking engineering calculator to decide if a piece of gear is an upgrade, then no, I would prefer to keep it simple.Aka the +gooderer system of character statistics? No thanks.
That makes sense. I guess the only reason I bring it up is that there are only a few "big names" in MMO development, and I wonder what Brads will be worth...I guess we shall see.Well, it definitely makes for an awesome story but I think it's the exception, not the rule. Nobody should expect Star Citizen money. Don't get me wrong, it's awesome that they accomplished that and it's still a great route to go, but getting even a fraction of that would be awesome for nearly any development studio.
It all depends on how much the concept clicks with the supporters.
You sound like a homo who never got good gear and cried that it was your gear, not you who sucked.Take dyes and throw them out along with gear score and item levels. You know, the things that create group exclusivity based on the gear you have, not your skill.
The most important part about the EQ death penalty is that if you weren't a high level cleric you either had to ask someone for help or you had to eat a huge penalty. That forced socialization is really important.Let's be honest here, for the most part EQ didn't really have a big exp penalty, because we always got someone to rez for 90% or 96% in the late game when exp death would have hurt. Death in EQ only hurt in the 20s to 40s before you had access to that rez. That was also the point where many players stopped progressing.
So basically EQ didn't really have any exp penalty on raids except time loss. At level cap, exp loss on death also becomes fairly irrelevant, even if you can de-level.
So what kind of death penalty would even work, for the sake of an actual penalty?