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  #21  
Old 10-14-2011, 08:50 PM
Kika Maslyaka Kika Maslyaka is offline
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Originally Posted by Galacticus [You must be logged in to view images. Log in or Register.]
Talking about a game over 10 years old that was the first of its kind and its flaws just seems like captain obvious is trying to sound original.

The thread is called AutoPlay Button, a hypothetical button that does 95% of everything. Because we play games for only 5% of its value?

He said people who are busy should play a feign death class because its like a pause button. Really?




Really?
These are eq1 forums. Would be strange if he started talking about how to improve Master of Orion here. He talks about EQ, cause he loves it. But at the same time hi wishes it could have better.
Same as I.
I understand this concept perfectly.

I have a good friend, who, when he played EQ back in 2001-2004 was an amazing enchanter. Top Raid guilds fought over to get him to join them.
Yet, he stopped playing eq and went back to Diablo-2/Balder's Gates. I asked him why. His answer was "No Pause button"
  #22  
Old 10-15-2011, 02:23 PM
stormlord stormlord is offline
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Originally Posted by SVentura [You must be logged in to view images. Log in or Register.]
It may not be an mmo, but there are games out there that cater to this kind of mentality.

Buy a PS3 and pick up a copy of Demon's/Dark Souls. Play through those a couple times, and then pvp in them a couple of times. These games will give you what you're looking for in terms of combat.

~O~
I commented about this game in another thread.

Here're some links about it:

A youtube video review by gamespot:
http://www.youtube.com/watch?v=Ach_m3-cKVg&noredirect=1

A written review:
http://www.azcentral.com/business/co...s-preview.html

I like how players have to be aware of their environment AND their opponent. It's not just a game of "I have a better weapon and armor and satisfactory level: so I win." This caught my eye about the game and even though I haven't played it, I think I would probably like it, for these stated reasons.

A lot of games remove the danger in their rush to fix complaints, not realizing that it's the dullness of the gameplay that's to blame, not the dangers themselves. This is one of my primary points that I, unabashedly, will restate over and over.
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Last edited by stormlord; 10-15-2011 at 02:28 PM..
  #23  
Old 10-15-2011, 02:41 PM
stormlord stormlord is offline
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Originally Posted by Tappin [You must be logged in to view images. Log in or Register.]
You might be interested in GW2. Who knows if the game will flop or not. I have pretty high expectations for the game but I have for other games in the past, just to be sorely disappointed, and not always only to the MMORPG genre. There obviously is a massive hole in the gaming market out there these days, or at least the online gaming market. I've been MMOing since EQlive back in 2000, when I was 12. I've played most every major MMO title since then and none of them are good enough to keep me from wanting to play a game that is over 10 years old?

I'm a PvP junkie for the most part, except for in EQ, because, really... ? GW2 is supposed to try to do a lot of what you are asking for, more involved combat with active dodging, no auto attacks, aiming skills, or being positioned for those skills at least. But again, its silly to get hyped for games these days... like was already mentioned, the publishers want your initial game purchase and for the most part they are happy with that and don't care if you like their game or not. I hope GW2 isn't this way, and they can't really afford to do this since they have no monthly sub and rely on their game quality to convince you to buy their expansion packs.
Thing is, is the environment as interesting as the combat will be? In EQ, we have to watch spawn placement and pathing because non-players will attack us and add as well. We have to be careful where we walk or we could fall and even die. In a lot of games, these things don't happen. We need lots of CC abilities because we have to control for adds that might come and for potential wanderers that get in on the action. I've said a couple times that maybe basic combat needs to be simple so that we can keep our minds on all of these other things. But it's not a done deal. I'm not convinced that we're exhausted and cannot have a more involved combat system. But anyway, I'm not saying EQ isn't an involved game, I'm merely assessing its combat system, and explaining that it's not very involved or fun, in my view. KEEPING IN MIND, the basic combat system is just the fundamentals: it does not include cc or spawn awareness or other concerns.

Basic combat is when you walk up to a creature and target it and /autoattack. You trade blows automatically. If you're a melee, there's not much more to it than just clicking kick every 6 seconds. I know and you know, that combat is more complicated with everything else included. But I'm trying to avoid over complicating this.

I would like to see more conditions so that there're more unique situations. For example, if blunt weapons stunned non-players automatically then players might save a blunt weapon for the last 20% when a creature attempts to escape. Or they'd use for casting opponents. If slashing weapons created bleeding on the opponent then you might use them at the start of the encounter to 'dot' it. If more players attacking a opponent decreased its defense then having your group members on one creature would be a good strategy, but you'd have to weigh this with all of your other concerns, like adds (hey, we have off tanks for a reason). If we could aim our weapons to target an opponent's legs or whatever it uses to move then this might allow us to 'snare' it. Then we'd switch to more critical body parts. If everyone could 'backstab' because hitting a creature from behind increases your dps then this would at least make the fighting seem more believable. Flanking would get a bonus too. I'm not sure how that would markedly CHANGE the strategy, though. (I mean, most players in EQ are on an opponent's back anyway because they're trying to avoid ripostes and don't like to get mixed up with the tank.) Maybe if a creature tries to run away and changes direction then you have to make sure you stay on its back. The game should reward players AT THEIR KEYBOARD. But other than that, it's more about the believability. Remember how in battles we flank the enemy? We do this because they have exposed a weakness. It doesn't make sense for a creature to not expose itself when it focuses its attention on one player or turns its back to you. It doesn't make sense that a creature has the same defense no matter how many foes it has actively attacking it. Believability is not as important, though, as encouraging strategic, choice-oriented gameplay. But it's still important.

More abilities, like hte AA abilities on live, would be welcomed by me. In fact, the rest of the game could probably use more things like this as well, not just basic combat or combat-related activities. For example, a 1 hour recast-time Sprint ability that gives you a 30% boost to runspeed for 1 minute would be a great way to outrun a non-player if things go bad. This would have the effect of allowing you to avoid certain death, but it comes with its share of responsibilities: you must use it wisely, and know WHEN to use it. Even the placement of guards in a zone is somewhat similar to this mechanic. Instead of outrunning your enemy, you're running to a guard for self-defence. You have to know where the guard is, and you have to gauge your chances of getting there in time. Sadly, a lot of games don't use guards effectively or even at all. But a good balanced use of guards both improves the believability of the world and also gives you a CHOICE when things go bad. Too often, games just remove bad things so that they never happen. But in the process of doing that, they remove choice and danger from the game. Not only that, it feels a lot less believable; aka. candyland.

The other day I was thinking a nice ability to have would be "Concentrate". Basically, it would allow me to cast on a non-player much higher level than me. If I was trying to escape from something, I could use it and then snare the bad guy so that I can escape. This is just another way to do the same thing: control bad things, rather than removing them.
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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; 10-15-2011 at 03:23 PM..
  #24  
Old 10-15-2011, 07:00 PM
stormlord stormlord is offline
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Quote:
Originally Posted by Kika Maslyaka [You must be logged in to view images. Log in or Register.]
These are eq1 forums. Would be strange if he started talking about how to improve Master of Orion here. He talks about EQ, cause he loves it. But at the same time hi wishes it could have better.
Same as I.
I understand this concept perfectly.

I have a good friend, who, when he played EQ back in 2001-2004 was an amazing enchanter. Top Raid guilds fought over to get him to join them.
Yet, he stopped playing eq and went back to Diablo-2/Balder's Gates. I asked him why. His answer was "No Pause button"
http://www.project1999.org/forums/sh...ght=star+lords

I like most of the changes from Star Lords to Master of Orion, but not every last one. MOST. I don't think that every change in the past 20 years to games has been good. Games are a lot more like art than a machine. Or, they're more like a trend in what clothes we wear than they're like solving for a mathematical equation. The truth is, there's a technical and an intangible side to games. You can improve on the technical side, but the intangible side will always be in the eye of the beholder. In brief: a game can please a lot of people, but it can't please em all. There's no final solution.

If I've led anyone here into believing that the things I post here are a final solution, I am sorry. These are my opinions. A few people might agree. Others don't. I am just a player, like you. I like to write these things down.
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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; 10-15-2011 at 07:16 PM..
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