#101
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they have a tier for now for what is basically going to be internal testing. Don't let that one run out, grab it now
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#102
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Last edited by Brad_mo123; 01-17-2014 at 03:57 PM..
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#103
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Last edited by Grubbz; 01-17-2014 at 04:09 PM..
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#104
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you poor baby
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#105
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even some of the kids today realize they are being spoonfed/handheld in MMOs and want more challenge, risk vs reward
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#106
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I'm down.
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#108
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People need to realize we're not talking about EQ1 here. We're talking about a game that might have some similarities to EQ1, but it'll be modern in most other ways you can imagine.
Whatever lessons Brad carried with him from Vanguard is probably what he's taking with him into this. So in fact I'd say his new game idea is probably more related to Vanguard than EQ1. Now, there's a market for "tough" games. But when I say "tough" I don't mean EQ1 as it used to be. I play Wurm Online and in many ways it's more hardcore than EQ1 was. It has corpse runs. It doesn't have an in-game map. There's no in-game radar. There's no instant travel. There's skill loss when you die. The forests are very thick in non-winter months and it's hard to see monsters. New players are thrown into the world, basically. Creatures don't even have hovering names above them nor do they light up if you target them. And so on. I know some players do not like these kinds of features, but for me it has always increased the tension and I like it. Some players will just never get it and will never like games with this. I guess all I got to say is I like it. The danger makes sucks me into the game and it's satisfying. Other games feel too safe. Wurm Online it has many improvements over EQ1. The most important improvement to me is its sandbox. One thing I never liked much about EQ1 was the world didn't really change and the players weren't able to shape the world. A sandbox allows this and it in turn makes it more lifelike. Another improvement is its skill-based system which I think is more freeform than EQ1. While I think classes offer a lot more direction to players, they can also be a hindrance for the same reason. They tend to focus so much on giving direction they kill the feeling of character development. I say this because character development is as much choice as it's progression. When I have a path prearranged for me then I'm not making choices and it's not character development. In some ways, Wurm Online falls far short of my ideal mmorpg. Its skills are underdeveloped in many cases and as a result there's a lot of grind. Another problem is how players come together in villages and because of how the skills work they're encouraged to grind for high skill and/or use too few skills. I've suggested several ways to address the problem in their forums, but I don't think anybody is listening. Unfortunately, I feel this is a very serious problem. It's producing negative effects players are mistaking for other things. I will say though Wurm Online had a tremendous impression on me in 2012 and into 2013. The memories I'll take with me I'll cherish. Wurm Online is the best mmo experience I've ever had, greater than EQ1. What it boils down to is the tension; the danger. And also the sandbox. Those two things stand out to me. It all combined to create an incredible immersion that absorbed me completely and had its way with me. Wurm Online was like a kiss from an angel. Of course, all good things eventually come to an end. I don't know where Wurm Online will go from here, but it'll probably mudflate and become more carebear-ish. You know every game that's hard-ish is always pushed to become more carebear-ish by the casuals. I have no hate towards casuals and I don't go after their games, but when they come after mine I don't like it. I've had some crashes with it last month that turned me off and so I did other things. Crashing is somethign I just can't stomach. Evenso, I built a nice place and made a boat and saw a lot of things during that time. Other mmo's I'm interested in are Mortal Online and Secret World and Xyson, I've just never tried them. I tend to like MMO's with more risk and punishment and less hand holding. Right now I"m not playing any mmo's. Been playing single player games. In fact, for the first time ever, I played Fallout 1. I was lucky GoG allow members to buy Fallout 1/2 for free free pre-2014. I finished Fallout 1 and it was a great experience to play a classic game and come away with lessons from it. I don't think anybody will even notice this post or even get as far as to read this, but if you try Fallout 1 you should keep in mind it has far less content than Fallout 2 and if you're not careful it'll cause you a lot of pain. A lot of hte pain has to do with crits and radiation damage. Some of these problems are in Fallout 2 too. Other than that, some players complain about irreversible changes, but most aren't game stopping and I like to play through it.
__________________
Full-Time noob. Wipes your windows, joins your groups.
Raiding: http://www.project1999.com/forums/sh...&postcount=109 P1999 Class Popularity Chart: http://www.project1999.com/forums/sh...7&postcount=48 P1999 PvP Statistics: http://www.project1999.com/forums/sh...9&postcount=59 "Global chat is to conversation what pok books are to travel, but without sufficient population it doesn't matter." | ||
Last edited by stormlord; 01-18-2014 at 03:03 AM..
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#109
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#110
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-Brad Damn I'm good Can you feel that captain compost? | |||
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